Thief subclass icon: a set of lockpicks
Icon by Delapouite, CC BY 3.0

Thief 5e rogue subclass

The classic burglar: quick hands, a climber’s legs and a knack for making any magic item work.

Jump to: Features by level · Playing the Thief · 2014 features · What changed in 2024 · 2024 features · Common questions

Thief at a glance

Class
Rogue
Subclass type
Roguish Archetype, chosen at 3rd level
2024 rules
Same name, revised in the SRD 5.2
Key abilities
Dexterity, then Constitution or Wisdom
Source
System Reference Document 5.1 and 5.2 (Player’s Handbook 2014 and 2024)

The rogue class page has the class features this subclass builds on.

Thief features by level

The rogue subclass features you gain at each rogue level, in the 2014 rules and the 2024 rules. Each one links to its full text below.

Who the Thief suits

The Thief is for players who want the rogue as an adventurer and treasure hunter: picking locks, disarming traps, climbing walls and using whatever the party finds in the dungeon. It works well in games with lots of exploration, and the extra bonus actions make it smooth in combat too.

It is also a good first rogue, since its features are easy to understand and the base class already gives you Sneak Attack and Cunning Action.

How the Thief plays

2014 rules. Fast Hands (3rd level) lets your Cunning Action bonus action make a Dexterity (Sleight of Hand) check, use thieves’ tools on a trap or lock, or take the Use an Object action. Second-Story Work means climbing costs no extra movement and adds your Dexterity modifier to a running jump. Supreme Sneak (9th) gives advantage on Stealth checks if you move no more than half your speed, Use Magic Device (13th) lets you ignore class, race and level requirements on magic items, and Thief’s Reflexes (17th) gives you two turns in the first round of combat, the second at your initiative minus 10, unless you’re surprised.

2024 rules. Fast Hands is a bonus action to pick a lock, disarm a trap or pick a pocket, take the Utilize action, or take the Magic action to use a magic item. Second-Story Work gives a Climb Speed equal to your Speed and lets you jump using Dexterity. Supreme Sneak (level 9) adds the Stealth Attack Cunning Strike: an attack that doesn’t end the Invisible condition from your Hide action, as long as you end the turn behind three-quarters or total cover. Use Magic Device (level 13) raises your attunement limit to four, can save charges on a d6 roll of 6, and lets you cast from any Spell Scroll. Thief’s Reflexes drops the surprise exception.

Ability scores for a Thief

Dexterity first: it powers your attacks, Armor Class, Stealth, Sleight of Hand and thieves’ tools. Then Constitution for hit points, or Wisdom for Perception and Insight. In 2024, a Thief using Use Magic Device on higher-level scrolls wants some Intelligence for the Arcana check.

With the standard array: Dexterity 15, Constitution 14, Wisdom 13, Intelligence 12, Charisma 10, Strength 8.

Spells and feats to pair with it

Thieves cast no spells themselves, but Use Magic Device turns scrolls and wands into your spells. In 2024 you can cast any cantrip or level 1 spell from a scroll reliably: a scroll of Healing Word, Shield or Magic Missile is always useful. From allies, Pass without Trace makes you nearly undetectable.

For feats, Alert (2024) matters more for a Thief than most, since Thief’s Reflexes rewards acting early, and Skilled adds more tool or skill proficiencies. Mobile and Sharpshooter suit a skirmisher or archer.

Thief features (2014 rules, SRD 5.1)

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Fast Hands

3rd level

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

3rd level

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

9th level

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device

13th level

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes

17th level

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

What changed in 2024

The 2024 Player’s Handbook revised the Thief, and the System Reference Document 5.2 has the new version. The biggest differences in play:

Feature by feature

Thief features in the 2024 rules (SRD 5.2)

Hunt for Treasure as a Classic Adventurer

A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

Level 3: Fast Hands

As a Bonus Action, you can do one of the following.

Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.

Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.

Level 3: Second-Story Work

You've trained to get into especially hard-to-reach places, granting you these benefits.

Climber. You gain a Climb Speed equal to your Speed.

Jumper. You can determine your jump distance using your Dexterity rather than your Strength.

Level 9: Supreme Sneak

You gain the following Cunning Strike option.

Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

Level 13: Use Magic Device

You've learned how to maximize use of magic items, granting you the following benefits.

Attunement. You can attune to up to four magic items at once.

Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

Level 17: Thief's Reflexes

You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.

Common questions

What does Fast Hands let you do?

In 2014, use your Cunning Action bonus action to make a Sleight of Hand check, use thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. In 2024, a bonus action to make a Sleight of Hand check (to pick a lock, disarm a trap or pick a pocket), take the Utilize action, or take the Magic action to use a magic item.

How does Thief’s Reflexes work?

You take two turns in the first round of any combat: the first at your normal initiative and the second at your initiative minus 10. In 2014 you can’t use it when you’re surprised; the 2024 text has no such limit.

Can a Thief use any spell scroll?

In the 2024 rules, yes, using Intelligence as the spellcasting ability. Cantrips and level 1 spells cast reliably; higher-level scrolls need an Intelligence (Arcana) check against DC 10 + the spell’s level, and the scroll crumbles if you fail. In 2014, Use Magic Device lets you ignore all class, race and level requirements on magic items, and a spell scroll’s rule that its spell must be on your class’s list is one of those requirements.

How many magic items can a Thief attune to?

In the 2024 rules, four from level 13 (the normal limit is three). The 2014 Thief doesn’t change the limit.

When does a rogue choose the Thief?

At 3rd level in both editions, with more features at levels 9, 13 and 17.

The Thief compared with other options

PageHow it compares
Rogue classSneak Attack, Expertise and Cunning Action, the core every archetype builds on.
HunterA ranger skirmisher with spells and more attacks instead of skills.
Way of the Open HandAnother fast, light fighter who controls enemies instead of stealing from them.
AlertThe 2024 origin feat that makes Thief’s Reflexes land early in the round.

How to build a rogue with the Thief

Open the builder, choose the 2014 or 2024 rules on the first step, pick Rogue as your class, and choose the Thief as your roguish archetype once your character is 3rd level. The builder works out everything the rules can: hit points, Armor Class, attack bonuses and saving throws.

Other SRD subclasses

Back to the Rogue class or all classes.