Thief
"I, Thief King Kuma, demand tribute from my vassals. Come now, be generous to your king."

Thief King of the Burning Expanse, Lord Kuma, waylays travelers on the Route of Blossoms. His gang hides out in the Burning Expanse, preying particularly upon empyreans because of their wealth, and regular caravans.
Thief Overview
Thieves are as old as society. The more organized and cultivated the society, the more organized and cunning the thieves that reside therein.
The trick to thieves is that they don’t appear to be any different than any law-abiding citizen. Whereas paladins wear flashy armor, archers carry bows, merchants travel about with their wares, and blacksmiths have gnarled hands, thieves have no distinguishing marks. In fact, a thief could be dressed as anyone they chose, and it would only serve to work for them as a disguise. The thief’s ability to blend in with the crowd is part of what makes them so unique and effective at their profession.
The true thief is different than the common person who occasionally pilfers or steals. They are professionals that uses the cover of normality to habitually gain by exploitation the largest and most profitable prizes.
The best thieves are big dreamers. They don’t let life pass them by.

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Thief Class Strengths
Note that these values are not specifically used in Eternity TTRPG. Instead, these representative stats are meant to provide an overall idea of how the class plays. Definitions of these representations are provided below, which do directly align with the Eternity TTRPG system.
Thieves have the following "class stats":
- 5 Attack
- 5 Defense
- 9 Intuition
- 0 Magic
- 8 Special
- 8 Quickness
- 10 Utility
- 7 Versatility

Value Definitions
The following stat definitions roughly cover the class' strengths and weaknesses, in a representational way.
- Attack: the overall ability of the class to deal damage and set the tempo in a battle.
- Defense: the innate ability of the class to reduce damage and negative effects taken, both from physical and magical attacks.
- Intuition: represents skills such as perception, stealth, or sixth-sense abilities to help them avoid otherwise unforeseeable harm.
- Magic: the innate ability of the class to manipulate the very fabric of Altius and The Dream, turning those powers to their will.
- Special: not all unique "powers" are magical in nature, and some classes have magic-like, "special" abilities.
- Quickness: the overall speed, mobility, and initiative of the class.
- Utility: the ability of the class to bolster allies, debilitate enemies, or provide useful effects in various out-of-combat situations.
- Versatility: the class' ability to adapt to any situation or environment, both in and out of combat.
Thief Stat Bonuses
Thieves gain stat bonuses upon leveling up, based upon the "Critical Option" chosen for each ability. These class-based stat bonuses provide roughly half of the overall stat benefits for your character, making them integral to your character's advancement.
The three categories of stat bonuses/ specialization for thieves are: saboteur (+1 Strike Bonus), burglary (+1 Initiative), and kleptomania (+1 Intelligence).
Specialization | Bonus |
---|---|
Saboteur | +1Strike Bonus |
Burglary | +1Initiative |
Kleptomania | +1Intelligence |
Thief Roleplay Powers
In Eternity TTRPG, each class has its own unique set of "Roleplay Powers," which enable players to feel truly outstanding. It gives each character something that sets them apart from the rest of their adventuring party.
Roleplay Powers either provide auto-successes on specific skill or knowledge checks related to the class, or provide unique effects that make players feel like they're living in the world of Eternity TTRPG with their chosen class.
Dash
Auto success against Fate Rolls involving chases that are less than a half mile in distance, to catch someone or escape. No valuable is safe against the speed of your legs and the desires of your heart.
Infiltrate
Auto success against Fate Rolls involving disguising yourself, breaking and entering, or utilizing stealth to get in or out of an area. To steal, one must also break in. For, however great the treasures of the streets, the best are those hidden and "secured" behind closed doors.
Theft
Auto success against Fate Rolls related to stealing anything that the Storyteller deems as “non-critical” to the story. As a thief, you may thieve to your heart's content. Your powers of taking are virtually unstoppable against nearly all.

Thief Abilities
The following thief ability descriptions provide summaries of their actual in-game effects.
Apply Poison
Apply poisons to Weapons you wield, for increased effects.
Cripple
Chance to Immobilize multiple enemies for 1turn.
Crowd Protection
Gain additional defenses while adjacent to others, and against area of effect attacks.
Darken
Chance to Blind your target for 3turns.
Escape Artist
If you are hit by a Status effect, force your attacker to reroll their attack.
Gamble
Roll d20 to either gain or lose a Stat of your choice for 1turn, with odds in your favor.
Hollows
Chance to poison without rolling against Resilience, and to deal damage each turn.
Loot
Chance each turn to Instantly use your “Steal” Ability.
Steal
Chance to steal your target’s armor, an item, treasure, or weapon, at your choice.
Unassuming
You are untargetable by enemies until specific conditions are met.

Class Origin
Sometime after 4,213BK, a sense of distrust was growing between the first yzarc and humans. Despite the yzarc’s benevolent intent, humans felt that these “godlike beings” were holding mortals too, back from greatness – from mastery of the world.
Yzarc-trained judges ruled human lands, cryomancers and pyromancers changed the season, and rumors of secret societies of magic-masters (known as alchemists) spread. Yet despite all of this, even as human societies grew in sophistication modeled after the yzarc, its leaders were not trusted with the knowledge or powers of these great wonders.
It wasn’t long, therefore, until individuals and organized groups would infiltrate and commit theft against the yzarc of knowledge, magic, tools, and resources.
Of course, having no skill in such things, many early thieves were initially easily caught, tried, and punished. Yet, humans continued their efforts.
As more thieves broke into the city, more judges were trained to act as sentinels against them. The problem worsened, the severity of punishment increased, and tensions boiled.
At this time, thievery was largely viewed by human communities outside of ancient Yzarc, as a noble profession. After all, humans would steal from those alien to them, returning with knowledge of how their communities could improve their daily lives.
Over time, some few thieves mastered their craft, would dash into their targeted area, and would leave with treasures untold.
Only a few master thieves passed on their skills to others, yet the effect was wide-spread, and widely adopted. Many expert thieves then emerged, fueling the growing fire between yzarc and humans.
Eventually, humans learned of the existence of alchemists – mortals who possessed magics, yet did not share it with their own.
During the many ensuing encounters between these groups, the yzarc bemoaned their teaching of magic to mortals. For many humans were slain by the alchemists. And during these skirmishes over yzarc secrets, humans – thieves in particular – began learning the ways of warfare.
Thief Play Style
Most thieves don't love battle, but when forced into it, fight with tenacity and resourcefulness. To them, everything can be a weapon or can be used as a way to make an escape. And of course, all of their severely high skills in theft can be put to use even in deadly situations.
Thieves play best as a debuff class, using "Steal" to take away enemy Strike Bonus (sometimes Range) and Dodge. "Loot" doubles down on the "Steal" play, allowing a chance each turn to Instantly Steal from an adjacent enemy. "Apply Poison" adds to the "Steal/ Loot" combo further by enabling "Steal" and weapon attacks the chance to debilitate foes. Lastly, "Darken" allows you to blind foes, "Cripple" allows you to immobilize them, and "Hollows" gives a very high poison chance attack against even the toughest targets.
The other set of Thief abilities all add to your chances to escape danger and attack from advantageous positions. "Unassuming," perhaps your single most powerful ability, denies enemies the option to attack you without certain conditions having first been met. You also gain defensive stats while near allies or even enemies, with "Crowd Protection."
"Gamble" gives you a chance each turn to boost any stat of your choice. And finally, should you get caught in any sort of status effect, "Escape Artist" forces enemies to re-roll those effects against you, giving you a high chance to evade them.

Thief Lore
Brother to Dominik Arrent, Azazel was only 5 years old when his parents were murdered. Dom was taken in by their parents’ murderer, Tarkus, who had pity on the boy. The Jester had ordered their deaths, but Tarkus felt no ill will towards the former paladins or their children. Azazel, the older brother, instead managed to escape Tarkus and could not be found for many years.
At the age of 40, Azazel found his long-lost brother and discovered that he had become a necromancer. Azazel, meanwhile, had since become a master thief, both of money and women’s hearts. Each, in their minds, had fallen short of what their parents had accomplished, grieving them inwardly.
They now travel the world together. Loyal to his long-lost brother, the thief is committed to helping Dom restore the necromantic being, the source of all necromantic power, to his former state of unglory.
Eternity TTRPG Races
Eternity TTRPG has nine unique playable races, each with their own lore, racial powers, and variety of options for play. Choose from races you know such as humans or treants, or dive into the entirely unique world of Eternity TTRPG with crour, espers, ateri, empyrean, jadori, stoneborn, and yzarc.
Eternity Races
Explore nine vastly different races, each with their own lore/ place in the world, starting stats, and unique power. Eternity TTRPG races stand out from other TTRPGs and fantasy settings.
Character Builder
Whether you're new to Eternity TTRPG or just want a quick character builder that adds race, class, and equipment stats for you, check out the Eternity TTRPG character builder!
Core Rulebook Classes
Take a look at other Eternity TTRPG class pages from the Eternity TTRPG Core Rulebook to learn more about each. Characters gain their class at Lv.1 (after starting with only a race at Lv.0). Classes provide characters with stat boosts. along with spells, abilities, and roleplay powers entirely distinct from one another.
"They didn't think a simple blind girl could turn on them, be a threat, and kill them."
"My strength, resolve, and willpower speak for themselves. I fear no one."
"Never seen it snow in a desert before? Why do you think they called me here."
"The jadori and treants were the first wild guards. We honor and extend that role."
"There isn't anything worth fighting for except your own ambitions. Get used to it."
"Do I love war? No, I live in peace until called. Although, I am ready for anything in this world."
"Seeing into the future is a treasured and coveted gift. I have always known what would happen."
"I don't live to do 'what's right.' But I do follow the path that I believe in, with all my being."
"Only those born near the summer solstice possess powers like myself. We are rare indeed."
"Every realm has royalty. But I protect who I choose - those who are important to me."
"Light comes in many forms: power, healing, knowledge. But above all, it sees the heart."
"The dragon, Kida, is my servant. I called her forth from the deep reaches, and empowered her."
"Immortality eludes all but the ateri and empyrean - unless you join the coven, like I have."
"I do things with weapons that people have never seen before. Don't believe me? Watch this."