Updated Thief Class (Patreon)
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Earlier this week I posted my new take on initiative for Odyssey. Based on playtesting, I also need to make some adjustments to the thief class. That new version is posted here as a PDF.
I want the thief to be the stealthiest class in the game, while also featuring flexibility, speed, and agility. To hit that note, I leaned into the new initiative rules.
A thief does not roll initiative. Instead, they always seize the initiative. They can then also act as if they did not seize the initiative, giving a thief two turns per round. Since thieves use smaller weapons, such as daggers and clubs, I removed sneak attack and instead augmented their bonus damage when using such weapons. The math works out well, with the thief a little behind the fighter in total damage but far ahead in maneuverability.
I also hope that while this approach opens up a lot of possibilities in play, the core class is simple enough to manage at the table.