Jerbeen Thief

Humblewood Campaign Setting p. 200 (Third Party)

Size
Small
Type
humanoid (jerbeen)
Alignment
neutral evil
AC
13 (leather armor)
Hit Points
14 (4d6)
Speed
walk 30 ft.
Skills
Acrobatics +4, Sleight of Hand +4
Passive Perception
12
Languages
Birdfolk, Jerbeen
Challenge
1/2
Lineage
Thief
STR
12
+1
DEX
14
+2
CON
10
+0
INT
8
−1
WIS
14
+2
CHA
14
+2

Traits

Proficiency Bonus

+2

Standing Leap

The thief's long jump is up to 30 feet and their high jump is up to 15 feet, with or without a running start.

Team Tactics

The thief can take the Help action as a bonus action.

Actions

Multiattack

The thief makes two dagger attacks.

Dagger

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions

Opportunist

When a creature fails a melee attack roll against the thief, the thief can make a Dexterity (Sleight of Hand) check against a DC equal to 10 + the target creature's Dexterity modifier. On a success, the thief steals one item of the GMs choosing from the target. It cannot be an item actively held or worn by the target.

Other data

description

While criminals can often be found picking pockets in large perch cities, only the most successful end up recruited by the Bandit Coalition. Small of stature, jerbeens can easily move about unnoticed; their swiftness is responsible for the expression "quick as a jerbeen." This, coupled with their natural charm, makes jerbeens perfectly suited for the thieving arts.