Uses for fast hands, Manacles on ankles Sack over head Ball bearings/ caltrops Oil Lasso monster Poison weapons, (yours or your allies) Use healers kit, (stabilise your mates)
I think the thief’s unpopularity is based off the fact that it’s an improvisational class. It’s less about a powerful build and more about using what you have creatively.
@@vasudean oh yeah throw acid vials after your sneak attack, swipe arrows after stabbing someone, attempt to unlock a door twice in a round, use a dash action and a slight of hand action in the same turn the possibilities are endless
Have a kobold fighter/rogue multiclass, second story is fun for adding that extra 4-5 ft to jumps, used it recently to action dash, action surge, and jump 20 ft in the air to clinb a huge flying creature. Just fun being 2 ft tall jumping 10 tines my height lol
Fast Hands literally says you can use an object as a bonus action. So you can pour oil on someone and light them on fire with a tinderbox in one turn, or apply poison and attack in one turn. Maybe throw down ball bearings and do something else. It's SUPER useful.
I have had my thief rogue use his fast hands ability to put manacles on a target as a bonus action in the middle of combat. Restraining as a bonus action is a great way to give yourself advantage.
Fast hands- Using things in general Second Story work - Fewer climb checks, faster escapes, you climb stairs, and a possible 90ft distance to climb in one round (movement, action dash, cunning action dash). Just Jackie Chan you way out of a chase. Supreme Sneak - Out of combat, trade time for not risk bad luck. In combat, find the means to use cunning action hide in combat with better outcomes with the Skulker feat. Use Magic Device - If it is a scroll, he can cast it. The spell casters of the group can make scrolls for the rogue for a cheap cost. Thief's Reflexes - Wow those enemy wizards die fast.
A bit late but if you look on page 175 of the phb under passive checks it say if a roll has advantage it has a +5 to the passive roll so a level 9 thief can have 20 passive stealth. + other things like expertise
You can also use alchemical fire, acid and oil with quick hands. You can be an alchemist type character. Idea 2: You can use the Healer's Kit as a bonus action. Take the feat Healer and you've got yourself a nonmagical combat medic character
Fast Hands combines well with the Healer Feat. Use a healer's kit to heal creatures 1d6+4+level/ hit dice as a bonus action (fast hands). That makes the thief a combat healer.
I feel like you guys don’t give Fast Hands enough credit. You can attack, then use Sleight of Hand to snatch items off the enemy, attack/throw caltrops, drink a potion, open doors, etc. My halfling Thief, Roscoe P. Otleaf, is the biggest little badass in my eight player party.
I agree with IS - BE that you don't give Fast Hands enough credit. I think you misinterpreted the feature because you said "If you can talk your DM into letting you use it as "Use An Object Action" to take a potion." "It's definitely up to the DM's discretion." The Players Handbook specifically states "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." Also D&D Beyond "Rogue 101" states "Fast Hands even let's you chug a potion (using the Use An Object Action) as a bonus action, allowing you to attack on the same turn!" Another cool scenario is...while attacking a magic user you pick pocket his component pouch. The combat scenarios are virtually limitless with this feature.
@@cartert2 good points! we may have indeed underrated fast hands a bit. We discuss all the abilities and try to think up scenario/uses for them, but sometimes overlook potential. That is one reason we love to hear from you all and hear how to make the most out of abilities! Thanks for watching!
@@is-be6725 some good points all around in this thread. We may have underestimated it a bit when we initially review it! Thanks for commenting and watching!
Thief is my favourite rogue subclass, fight me. Or don't because you're too slow ;) To be fair, my DM is a Warhammer player so he really varies up the terrain in combat, which makes second storey work super useful.
You're not really supposed to have thieves in direct combat roles. Have your fighter engage that ogre so your thief can disappear behind the ogre, stab it in the liver, and give your fighter an attack of opportunity.
A Thief who takes Healer Feat is probably the best field medic you'll ever see. At higher levels, they will appreciate any spell scrolls and magic items and weapons unused.
i’m thinking about using this subclass myself for an upcoming game. not for combat but because it plays well with the backstory of the character i created. to put it short, the character grew up on the streets in an urban city and stealing was his way to survive. later on, he got found and brought up with the thieves guild at a young age, became a master of burglary and took on bigger jobs like robbing tombs and rich folk for even bigger and better coin.
Fast hands plus mobile feat: Run up and grab the bbeg’s spellcastong focus, run back, and sneak attack if an ally is next to them. They can’t cast 96% of spells.
Potions count as a 'magical item' and thus can't be used with the Thief's Fast Hands ability. The best you can do in this regard is making use of the healer's kit.
@@rayvicka9749 Completely agree that, once the Thief gains her Use Magic Device feature at 9th level, she should be able to make use of wands, scrolls and potions as part of her Cunning Action!
With climbing I’d probably go about it like this with movement speed, there’s a 20ft cliff and you have a walking speed of 30ft meaning you can climb 15ft in such a scenario, as the DM I’d probably give the climber 2 rolls for climbing one for when they start and another when their climb speed is up and they still have 5ft left, with “second story works” that second roll would be unnecessary as you could just climb to the top and still have 10ft of movement speed left, if I didn’t some classes loses their uniqueness and just makes some class features useless.
Not as bad as the assassin, at least the thief can work well in a party. Also, while he isn't very impressive in combat, he does have utility outside of it and it's a classic archetype that you can roleplay in many ways.
Uses for fast hands,
Manacles on ankles
Sack over head
Ball bearings/ caltrops
Oil
Lasso monster
Poison weapons, (yours or your allies)
Use healers kit, (stabilise your mates)
Yeah I can't believe they glossed over all this
I take my expertise in tool proficienties to craft all those. I don't see why this class isn't considered top tier.
I think the thief’s unpopularity is based off the fact that it’s an improvisational class. It’s less about a powerful build and more about using what you have creatively.
After playing rogue theif to 11 level I've been shocked how much second story work has been helpful
And I love it. Became the most consistently useful player in the party. Always had a plan and abused the "crap" out of fast hands.
@@vasudean oh yeah throw acid vials after your sneak attack, swipe arrows after stabbing someone, attempt to unlock a door twice in a round, use a dash action and a slight of hand action in the same turn the possibilities are endless
Have a kobold fighter/rogue multiclass, second story is fun for adding that extra 4-5 ft to jumps, used it recently to action dash, action surge, and jump 20 ft in the air to clinb a huge flying creature. Just fun being 2 ft tall jumping 10 tines my height lol
I just want to thank you for being one of the only channels to really talk about the Thief subclass ❤️
All of the damage reducing, saving throw bonuses, and sneak buffs, that a Thief Rogue gets makes it awesome to play in and out of combat
The abilities you're referring to are rogue abilities not specifically thief abilities.
The sneak buff is not a rogue buff. It is specifically for thieves.
Fast Hands literally says you can use an object as a bonus action. So you can pour oil on someone and light them on fire with a tinderbox in one turn, or apply poison and attack in one turn. Maybe throw down ball bearings and do something else. It's SUPER useful.
I have had my thief rogue use his fast hands ability to put manacles on a target as a bonus action in the middle of combat. Restraining as a bonus action is a great way to give yourself advantage.
Fast hands- Using things in general
Second Story work - Fewer climb checks, faster escapes, you climb stairs, and a possible 90ft distance to climb in one round (movement, action dash, cunning action dash). Just Jackie Chan you way out of a chase.
Supreme Sneak - Out of combat, trade time for not risk bad luck. In combat, find the means to use cunning action hide in combat with better outcomes with the Skulker feat.
Use Magic Device - If it is a scroll, he can cast it. The spell casters of the group can make scrolls for the rogue for a cheap cost.
Thief's Reflexes - Wow those enemy wizards die fast.
A bit late but if you look on page 175 of the phb under passive checks it say if a roll has advantage it has a +5 to the passive roll so a level 9 thief can have 20 passive stealth. + other things like expertise
You can also use alchemical fire, acid and oil with quick hands. You can be an alchemist type character.
Idea 2: You can use the Healer's Kit as a bonus action. Take the feat Healer and you've got yourself a nonmagical combat medic character
Cant wait to see yall channel grow!
Should try manacles with this sub class. I've wrecked a couple big bads because of that.
What do you think about the thief rogue in 5e? Do you have any stories playing as or with one?
Fast Hands combines well with the Healer Feat. Use a healer's kit to heal creatures 1d6+4+level/ hit dice as a bonus action (fast hands). That makes the thief a combat healer.
I feel like you guys don’t give Fast Hands enough credit. You can attack, then use Sleight of Hand to snatch items off the enemy, attack/throw caltrops, drink a potion, open doors, etc. My halfling Thief, Roscoe P. Otleaf, is the biggest little badass in my eight player party.
I agree with IS - BE that you don't give Fast Hands enough credit. I think you misinterpreted the feature because you said "If you can talk your DM into letting you use it as "Use An Object Action" to take a potion." "It's definitely up to the DM's discretion." The Players Handbook specifically states "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." Also D&D Beyond "Rogue 101" states "Fast Hands even let's you chug a potion (using the Use An Object Action) as a bonus action, allowing you to attack on the same turn!" Another cool scenario is...while attacking a magic user you pick pocket his component pouch. The combat scenarios are virtually limitless with this feature.
@@cartert2 good points! we may have indeed underrated fast hands a bit. We discuss all the abilities and try to think up scenario/uses for them, but sometimes overlook potential. That is one reason we love to hear from you all and hear how to make the most out of abilities! Thanks for watching!
@@is-be6725 some good points all around in this thread. We may have underestimated it a bit when we initially review it! Thanks for commenting and watching!
Thief is my favourite rogue subclass, fight me.
Or don't because you're too slow ;)
To be fair, my DM is a Warhammer player so he really varies up the terrain in combat, which makes second storey work super useful.
You're not really supposed to have thieves in direct combat roles. Have your fighter engage that ogre so your thief can disappear behind the ogre, stab it in the liver, and give your fighter an attack of opportunity.
A Thief who takes Healer Feat is probably the best field medic you'll ever see. At higher levels, they will appreciate any spell scrolls and magic items and weapons unused.
i’m thinking about using this subclass myself for an upcoming game. not for combat but because it plays well with the backstory of the character i created. to put it short, the character grew up on the streets in an urban city and stealing was his way to survive. later on, he got found and brought up with the thieves guild at a young age, became a master of burglary and took on bigger jobs like robbing tombs and rich folk for even bigger and better coin.
Fast hands plus mobile feat:
Run up and grab the bbeg’s spellcastong focus, run back, and sneak attack if an ally is next to them.
They can’t cast 96% of spells.
I've always used fast hands to make makeshift bombs and weapons to cause aoe damage
Healer Feat, with Thief class, allows the user to use a healer kit to heal and still attack.
Fast hand and healers kit would make you a great healer in combat.
Taking a potion with fast hands?
Reverend Greg YES!!
Potions count as a 'magical item' and thus can't be used with the Thief's Fast Hands ability. The best you can do in this regard is making use of the healer's kit.
Use objects should let you use a potion
@@rayvicka9749 Completely agree that, once the Thief gains her Use Magic Device feature at 9th level, she should be able to make use of wands, scrolls and potions as part of her Cunning Action!
@@mongoliandude I'm saying they needlessly crushed this class by making fast hands weak. Now there is no reason to play a thief
You could reverse pickpocket some kind of fire or acid into someones pocket or bag to provoke attack opportunity with slight of hand
Fast hands is amazing against spell casters.
Dynamite, blasting powder, powder kegs, and caltrops are objects.
With climbing I’d probably go about it like this with movement speed, there’s a 20ft cliff and you have a walking speed of 30ft meaning you can climb 15ft in such a scenario, as the DM I’d probably give the climber 2 rolls for climbing one for when they start and another when their climb speed is up and they still have 5ft left, with “second story works” that second roll would be unnecessary as you could just climb to the top and still have 10ft of movement speed left, if I didn’t some classes loses their uniqueness and just makes some class features useless.
Giving a the Ranger/druid magic item natures mantle to one of these guys at levels 13 would be broken
The thieves abilities are good on paper, but as you discussed they don't really translate well to the table especially in combat.
i bet that fly was fucking annoying.
I really disagree with you on this. I feel Thief is one of the weakest class in the game. Both in RP and combat.
Not as bad as the assassin, at least the thief can work well in a party. Also, while he isn't very impressive in combat, he does have utility outside of it and it's a classic archetype that you can roleplay in many ways.