Thief (FMA Supplement)
Thief
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Medium humanoid (human), lawful evil Armor Class 14 (padded armor)
Saving Throws Str +0, Dex +4, Int +3 Padded Armor. The thief has a damage threshold of 5. Dueling. When the thief is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon (included in attack). Sneak Attack (1/Turn). The thief deals an extra 3 (1d6) damage when they hit a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the thief that isn't Cunning Action. The thief can take the dash, disengage, or hide action as a bonus action. ACTIONSShortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Old Model Pistol. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Must be reloaded after 10 shots.
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Thieves are commonplace within Amestris, stealing under the cover of night when possible, and by force when not. Due to the rise in organized crime in Amestris after the near elimination of typical crime through aggressive policing, thieves are typically able to rely on bruisers as bodyguards and muscle. |
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