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Mike Mearls Games
Mike Mearls Games

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Updated Thief Class

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.

Comments

I wanted to add that I'm coming around to the Odyssey spell casting rules. They are kinda fun to play

Ryan Linderman

I love the Odyssey Thief class. I think it's a really fun class. I love the two turns and I don't mind giving up sneak attack for it at all. I'd been wondering if the thief could get bonus damage if attacking when hidden? Maybe during the first turn of combat?

Ryan Linderman

Sadly I dont think it works at all. Mufti attacks like bonus actions should be banished. Why hide if no sneak attacks? Does sneaking do extra damage? Moving twice feels like a mobile pin pricker not a stealthy assassin

Andrew Lainton


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