Thief (JJBA 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. Handgun. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Must be reloaded after 10 shots.
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Thieves are commonplace across the world, stealing under the cover of night when possible, and by force when not. Most thieves aren't willing to risk their life, running after a substantial amount of pushback. |
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