Humanoid Thief Wizard (Level 5: W3/R2)
CR 4 Medium humanoid (any race), any alignment Armor Class 15 (studded leather) Hit Points 41 (8d8 + 5) Speed 30 ft. STR 9 (-1) DEX 18 (+4) CON 12 (+1) INT 16 (+3) WIS 12 (+1) CHA 10 (+0) Saving Throws Dex +6, Int +5 Skills Acrobatics +6, Deception +2, Investigation +5, Perception +5, Sleight of Hand +6, Stealth +8 (Expertise), Thieves' Tools +8 (Expertise) Senses passive Perception 15 Languages Common, Thieves' Cant, plus any two additional languages Challenge 4 (1100 XP)
- Expertise. The wizard's proficiency bonus is doubled for any ability check it makes that uses Stealth or Thieves' Tools.
- Sneak Attack (1/Turn). The wizard deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wizard that isn't incapacitated and the wizard doesn't have disadvantage on the attack roll.
- Improved Minor Illusion. When the wizard casts minor illusion, it can create both a sound and an image with a single casting. It can also cast minor illusion as a bonus action.
- Arcane Recovery (1/Day). When the wizard finishes a short rest, it can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 2, and none of the slots can be 2nd level or higher.
- Spellcasting. The wizard is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The wizard has the following wizard spells prepared:
- Cantrips (at will): light, mage hand, minor illusion, prestidigitation
- 1st level (4 slots): charm person, disguise self, magic missile, silent image
- 2nd level (2 slots): invisibility, misty step
Actions
Multiattack. makes two attacks
- Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 4) piercing damage.
- Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (2d4 + 4) piercing damage.
Bonus actions
- Cunning Action. On each of its turns, the wizard can use a bonus action to take the Dash, Disengage, or Hide action.
- Fast Hands. As a bonus action, the wizard can make a Dexterity (Sleight of Hand) check, use its thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Humanoid Thief Wizard (Level 10: W6/R4)
CR 8 Medium humanoid (any race), any alignment Armor Class 17 (studded leather +1) Hit Points 71 (13d8 + 13) Speed 30 ft. STR 9 (-1) DEX 20 (+5) CON 12 (+1) INT 18 (+4) WIS 14 (+2) CHA 12 (+1) Saving Throws Dex +9, Int +8 Skills Acrobatics +9, Deception +5, Investigation +8, Perception +6, Sleight of Hand +9, Stealth +13 (Expertise), Thieves' Tools +13 (Expertise) Senses passive Perception 16 Languages Common, Thieves' Cant, plus any three additional languages Challenge 8 (3900 XP)
- Expertise. The wizard's proficiency bonus is doubled for any ability check it makes that uses Stealth, Thieves' Tools, Acrobatics, or Investigation.
- Evasion. If the wizard is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the wizard instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Malleable Illusions. When the wizard casts an illusion spell that has a duration of 1 minute or longer, it can use its action to change the nature of that illusion (such as its shape, color, or sound) so that it appears to be a different illusion.
- Sneak Attack (1/Turn). The wizard deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wizard that isn't incapacitated and the wizard doesn't have disadvantage on the attack roll.
- Uncanny Dodge. When an attacker that the wizard can see hits it with an attack, the wizard can use its reaction to halve the attack's damage against it.
- Arcane Recovery (1/Day). When the wizard finishes a short rest, it can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 3, and none of the slots can be 3rd level or higher.
- Spellcasting. The wizard is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The wizard has the following wizard spells prepared:
- Cantrips (at will): light, mage hand, minor illusion, prestidigitation, ray of frost
- 1st level (4 slots): charm person, disguise self, magic missile, silent image
- 2nd level (3 slots): invisibility, misty step, phantasmal force
- 3rd level (3 slots): counterspell, fear, hypnotic pattern
Actions
- Multiattack. The wizard makes two attacks.
- Shortsword +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d6 + 5) piercing damage.
- Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (3d4 + 5) piercing damage.
Bonus actions
- Cunning Action. On each of its turns, the wizard can use a bonus action to take the Dash, Disengage, or Hide action.
- Fast Hands. As a bonus action, the wizard can make a Dexterity (Sleight of Hand) check, use its thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
- Malleable Illusions. The wizard can use a bonus action to change an illusion.
Tier 3 (Levels 11-16) Generic Humanoids
Humanoid Thief Wizard (Level 15: W9/R6)
CR 13 Medium humanoid (any race), any alignment Armor Class 18 (studded leather +2) Hit Points 101 (18d8 + 20) Speed 30 ft.
STR 9 (-1) DEX 20 (+5) CON 14 (+2) INT 20 (+5) WIS 15 (+2) CHA 14 (+2) Saving Throws Dex +10, Int +10, Wis +7
Skills Acrobatics +10, Deception +7, Insight +7, Investigation +10, Perception +7, Sleight of Hand +10, Stealth +15 (Expertise), Thieves' Tools +15 (Expertise) Senses Blindsense 10 ft., passive Perception 17 Languages Common, Thieves' Cant, plus any four additional languages Challenge 13 (10000 XP) Proficiency Bonus +5
- Blindsense. If the wizard is able to hear, it is aware of the location of any hidden or invisible creature within 10 feet of it.
- Expertise. The wizard's proficiency bonus is doubled for any ability check it makes that uses Stealth, Thieves' Tools, Acrobatics, Investigation, or Perception.
- Evasion. If the wizard is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the wizard instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Illusory Reality. When the wizard casts an illusion spell of 1st level or higher, it can choose one inanimate, nonmagical object that is part of the illusion and make that object real. The object remains real for 1 minute.
- Malleable Illusions. When the wizard casts an illusion spell that has a duration of 1 minute or longer, it can use its action to change the nature of that illusion (such as its shape, color, or sound) so that it appears to be a different illusion.
- Reliable Talent. Whenever the wizard makes an ability check that lets it add its proficiency bonus, it can treat a roll of 9 or lower on the d20 as a 10.
- Sneak Attack (1/Turn). The wizard deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wizard that isn't incapacitated and the wizard doesn't have disadvantage on the attack roll.
- Slippery Mind. The wizard gains proficiency in Wisdom saving throws.
- Supreme Sneak. The wizard has advantage on a Dexterity (Stealth) check if it is not moving more than half its speed.
- Uncanny Dodge. When an attacker that the wizard can see hits it with an attack, the wizard can use its reaction to halve the attack's damage against it.
- Arcane Recovery (1/Day). When the wizard finishes a short rest, it can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 5, and none of the slots can be 5th level or higher.
- Spellcasting. The wizard is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The wizard has the following wizard spells prepared:
- Cantrips (at will): light, mage hand, minor illusion, prestidigitation, ray of frost, shocking grasp
- 1st level (4 slots): charm person, disguise self, magic missile, silent image, sleep
- 2nd level (3 slots): invisibility, misty step, phantasmal force, suggestion
- 3rd level (3 slots): counterspell, fear, hypnotic pattern, major image
- 4th level (3 slots): greater invisibility, phantasmal killer
- 5th level (1 slot): mislead, seeming
Actions
- Multiattack. The wizard makes two attacks.
- Shortsword +2. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (4d6 + 7) piercing damage.
- Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (4d4 + 7) piercing damage.
Bonus actions
- Cunning Action. On each of its turns, the wizard can use a bonus action to take the Dash, Disengage, or Hide action.
- Fast Hands. As a bonus action, the wizard can make a Dexterity (Sleight of Hand) check, use its thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
- Malleable Illusions. The wizard can use a bonus action to change an illusion.
Tier 4 (Levels 17-20) Generic Humanoids
Humanoid Thief Wizard (Level 20: W12/R8)
CR 17 Medium humanoid (any race), any alignment Armor Class 19 (studded leather +3) Hit Points 131 (23d8 + 30) Speed 30 ft. S
TR 9 (-1) DEX 20 (+5) CON 14 (+2) INT 20 (+5) WIS 16 (+3) CHA 16 (+3)
Saving Throws Dex +12, Int +12, Wis +10 Skills Acrobatics +12, Deception +10, Insight +10, Investigation +12, Perception +10, Sleight of Hand +12, Stealth +17 (Expertise), Thieves' Tools +17 (Expertise) Senses Blindsense 10 ft., passive Perception 20 Languages Common, Thieves' Cant, plus any five additional languages Challenge 17 (18000 XP) Proficiency Bonus +6
- Blindsense. If the wizard is able to hear, it is aware of the location of any hidden or invisible creature within 10 feet of it.
- Elusive. No attack roll has advantage against the wizard, unless the wizard is incapacitated.
- Expertise. The wizard's proficiency bonus is doubled for any ability check it makes that uses Stealth, Thieves' Tools, Acrobatics, Investigation, Perception, or Deception.
- Evasion. If the wizard is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the wizard instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Illusory Reality. When the wizard casts an illusion spell of 1st level or higher, it can choose one inanimate, nonmagical object that is part of the illusion and make that object real. The object remains real for 1 minute.
- Malleable Illusions. When the wizard casts an illusion spell that has a duration of 1 minute or longer, it can use its action to change the nature of that illusion (such as its shape, color, or sound) so that it appears to be a different illusion.
- Reliable Talent. Whenever the wizard makes an ability check that lets it add its proficiency bonus, it can treat a roll of 9 or lower on the d20 as a 10.
- Sneak Attack (1/Turn). The wizard deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wizard that isn't incapacitated and the wizard doesn't have disadvantage on the attack roll.
- Slippery Mind. The wizard gains proficiency in Wisdom saving throws.
- Supreme Sneak. The wizard has advantage on a Dexterity (Stealth) check if it is not moving more than half its speed.
- Thief's Reflexes. The wizard can take two turns during the first round of any combat. The wizard takes its first turn at its normal initiative, and its second turn at an initiative count of 10. The wizard can't use this feature when it is surprised.
- Use Magic Device. The wizard can ignore all class, race, and level requirements on the use of magic items.
- Arcane Recovery (1/Day). When the wizard finishes a short rest, it can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 6, and none of the slots can be 6th level or higher.
- Spellcasting. The wizard is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The wizard has the following wizard spells prepared:
- Cantrips (at will): light, mage hand, minor illusion, prestidigitation, ray of frost, shocking grasp
- 1st level (4 slots): charm person, disguise self, magic missile, silent image, sleep
- 2nd level (3 slots): invisibility, misty step, phantasmal force, suggestion
- 3rd level (3 slots): counterspell, fear, hypnotic pattern, major image
- 4th level (3 slots): greater invisibility, phantasmal killer, private sanctum
- 5th level (2 slots): mislead, seeming, animate objects
- 6th level (1 slot): globe of invulnerability, programmed illusion
Actions
- Multiattack. The wizard makes 3 attacks.
- Shortsword +3. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (5d6 + 8) piercing damage.
- Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (5d4 + 8) piercing damage.
Bonus actions
- Cunning Action. On each of its turns, the wizard can use a bonus action to take the Dash, Disengage, or Hide action.
- Fast Hands. As a bonus action, the wizard can make a Dexterity (Sleight of Hand) check, use its thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
- Malleable Illusions. The wizard can use a bonus action to change an illusion.