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Introduction Credits
Athieves' guild is an excellent campaign tool. As Lead Designer: Marco Fossati
they grow in power and skill, the characters Writer: Marco Fossati
can find in a thieves' guild a patron, an enemy Art Director: Marco Bertini
or a place to sell and buy special items. They Graphic Designer and Layout: Marco Bertini
can also join the guild, since there are no Editor: Simon Collins
class restrictions as to who may operate in a Cover Art: Leonardo Borazio
thieves' guild. Eventually, the characters might Internal Art: Daniel Comerci – danielcomerci.com; Some
rise through the ranks and become the leaders of their artwork © 2015 Dean Spencer, used with permission. All
thieves' guild. rights reserved; Eric Pommer; Forrest Imel; Matt Forsyth;
This book provides rules and suggestions to place a Wren Hunter.
detailed and fully operational thieves' guild in your The Dungeon Masters Guild was used as a source for
campaign. some of the art. All art taken from there is owned by
Cheers, Wizards of the Coast and is used with permission under
Sign of the Dragon the Community Content Agreement for the Dungeon
Masters Guild.
Playtesters: Andrea "Lattuga" Donato, Andrea "Pupazzo"
Grassi, Gianpiero "Gianpy" Grassi, Vincenzo "Vinx"
Loseto, Donato "Natto" Petriccione, Luca "Lupi" Pinato,
Christian "Chichino" Rezzano, Luca "Luchino" Rubino,
Riccardo "Ricky" Volpi
Special Thanks to: Venti di Ruolo, Alessio Annaloro,
Alessandro Fierro, Andrea Caramia
Created with Homebrewery
We took inspiration from: Cloak and Dagger, and The On the Cover
Complete Thief's handbook.
Sometimes the best way to protect against thieves is to hire
Overview better thieves.
This book was written to help DMs and players detail an THIEVES' GUILDS
organization that runs shady activities.
This volume gives the opportunity to quickly create a
thieves' guild, its services, and the benefits of membership.
It also describes rules for characters to run a thieves' guild,
if they become leaders of the guild.
This volume also contains a few NPCs, new magic and
mundane items for rogues, and the descrptions of two
ready-to-play thieves' guilds.
The book contains the following chapters:
Chapter 1: Anatomy of a thieves’ guild
Chapter 2: Being part of a thieves’ guild
Chapter 3: Running a thieves’ guild
Chapter 4: Items for Thieves
Chapter 5: New Background
Chapter 6: NPC Thieves
Appendix A: Example of Thieves’ Guild
Appendix B: Example of Thieves’ Guild
3
Contents
Introduction and Credits....................................3 Dagger of Sounding............................................................22
Dust of Trail Dispersion.....................................................22
Chapter 1: Anatomy of a 6 Mantle of the Mundane......................................................22
Thieves’ Guild Oil of Slickness....................................................................22
Potion of Finding Secrets..................................................23
What is a Thieves’ Guild?........................................................6 Potion of Sleep Breathing.................................................23
Activities of a Thieves’ Guild...................................................6 Ring of Humanoid Influence.............................................23
Ring of Teleport...................................................................23
Core Activities ........................................................................6 Shadowcloak ........................................................................23
Other Activities .......................................................................6 Yo-Yo of Fate .........................................................................23
Thieves’ Guild Structure.........................................................7
Organization ...........................................................................7 Chapter 5: New Background 24
Thieves’ Guild Leaders.........................................................7 Thieves’ Guild Member.........................................................24
Thieves’ Guilds and Other Groups........................................9
Thieves’ Guilds and the Law...............................................9 Chapter 6: New NPCs of 25
Thieves’ Guilds and Merchants........................................10
Thieves’ Guilds and Beggars............................................11 Thieving
Thieves’ Guilds and Freelance Thieves..........................11
Size of a Thieves’ Guild.........................................................11 Arcane Trickster......................................................................25
Numbers ............................................................................... 11 Cutpurse ...................................................................................26
Roster .................................................................................... 12 Thug Leader............................................................................26
Base of Operations.................................................................12
Benefits of Guild Membership.............................................13 APPENDIX A 28
Responsibilities of Guild Membership...............................13
Rhinnom Dannihyr.................................................................29
Chapter 2: Being Part of a 15 Tenosh .......................................................................................30
Thieves’ Guild
APPENDIX B 32
Thieves’ Guilds as Organizations........................................15
Thieves’ Guild Membership..................................................15 Nindil Shadowcloak...............................................................33
Keira ..........................................................................................34
Bonds and Contacts...........................................................15
Rank and Renown ...............................................................16
Downtime and Thieves’ Guild..............................................17
New Downtime Activities ..................................................17
Chapter 3: Running a 19
Thieves’ Guild
Building the Thieves’ Guild..................................................19
Monthly Activities ...................................................................19
Operations and Income .........................................................19
Complications ......................................................................... 20
Special Events.........................................................................20
Chapter 4: Items for Thieves 21
Mundane Items.......................................................................21
Acid (vial)..............................................................................21
Arm Sling..............................................................................21
Blinding Powder.................................................................21
Camouflaged Clothing.......................................................21
Charcoal ................................................................................21
Climbing Daggers...............................................................21
Foot Pads..............................................................................21
Glass Cutter..........................................................................21
Keymaking Set.....................................................................21
Listening Cone.....................................................................22
Magnifying Lens..................................................................22
Mirror Stick..........................................................................22
Skeleton Key........................................................................22
Magic Items.............................................................................22
Amulet of Dramatic Death................................................22
Boots of Balance.................................................................22
Chapter 1: Anatomy of a Thieves’ Guild
This chapter presents what you need to know
to create an active thieves’ guild in your Lawful Operations
campaign.
A thieves’ guild might perform legal operations to maintain
What is a Thieves’ Guild? a front of respectability, invest sums earned through
criminal activities, or divert law officers’ attention. This
A thieves’ guild is a group of thieves, thugs, and other type of location is also often used as the guild’s base of
criminals who agreed to work together. They did so operations or hidden headquarters. The table below
because they believed it would be beneficial to cooperate, suggests some of these operations.
at least a little. The guild has at least some rules its
members must abide by, and it usually exists only in Lawful Operations
civilized areas, in towns or cities where there is enough
work for its members. d6 Title
Usually, it maintains some safe locations to hide loot and 1 Tavern\inn
its members, and for meetings. 2 Feasthall
3 Authorized gambling house
4 Warehouse
5 Shop
6 Shipping agency
Activities of a Thieves’
Guild
A thieves’ guild has some core activities that virtually any
guild conducts and other more uncommon ones that not all
guilds handle.
Core Activities
Almost all thieves’ guild members practice certain activities
that provide much of the guild’s income.
These activities are burglary, mugging, pickpocketing,
robbery, street gambling, and street theft.
Other Activities
Not all guild members practice specific activities, at least
not regularly. There might be several reasons: maybe there
is no need or the function would not provide a profitable
economic return; the activity might be the core activity of
another group; or simply, the guild may lack specialists to
take care of them.
These activities are forgery, gambling, lawful operations,
protection rackets, and smuggling.
Forgery
A thieves’ guild can make income by forging coins
or other documents, such as letters of credit,
badges, passes, or letters of grant. Advanced
guilds may also be able to forge art objects or
even magic items.
Gambling
A thieves’ guild can run an underworld casino or similar
establishment. Such a place can provide regular income,
be used as a meeting place for shady businesses, or make
more considerable sums of money from duping patrons
who are rich, drunk, or stupid (usually all three).
6 CHAPTER 1 | ANATOMY OF A GUILD
Protection Rackets central rulership deliberately restricting the use of its
authority in some cases.
A thieves’ guild might have arrangements with local
merchants, who (out of fear or for convenience) pay the Complex\Mix
guild to avoid being robbed or their shops and warehouses
destroyed. If a freelance thief burgles a property owned by a The organization of the guild is not simple or clear. There
merchant who pays the guild, the guild may also include an may be a facade of one organization, whereas, behind the
agreement to track down that thief and punish them, with scenes, a quite different organization presides. It may seem
even harsher penalties than that prescribed by the law. that anarchy rules among the thieves of one town, but many
Some ruthless merchants might even pay the guild to rob are secretly organized behind the scenes. Alternatively, a
rival merchants. guild might seem to be centralist, whereas, in fact, local
leaders are hiding much of their activity from others so that
Smuggling the guild is fragmented (see below). A complex situation
could exist whereby the guild looks centralist at first sight,
Especially if located in a coastal city or on a major trade then looks fragmented (as above), and then is seen to be
route, a thieves’ guild might gain significant income from part of each (a couple of the strongest local leaders are
smuggling. This can include any prohibited or stolen items secretly allied to carve up more territory while other
or goods whose trade is controlled by the authorities. leaders are fragmented).
Thieves’ Guild Structure Fragmented
The organization and leadership of a thieves’ guild are In this case, there is a central guild, but individual figures
crucial for its success. within the guild have taken power unto themselves in
important ways. Local leaders may insist on almost
Organization complete discretion to do what they want in their areas
The table below presents some ideas about the while agreeing not to intrude on other local leaders’
organization of a thieves’ guild. territories. Power struggles within the guild will be
common under these circumstances.
Thieves' Guild Organization
Oppositional
d6 Organization
1 Centralist The guild has been burst asunder by tensions within it, and
2 Cohesive there may well be several competing guilds in the same
3 Fragmented town or city. This can happen because the leaders are
4 Oppositional weak, because of ambitious young members seceding from
5 Anarchic the guild, or for other reasons of many sorts (e.g., enmity
6 Complex between factions about the shares in some sizable loot).
Relations between the different sub-guilds can vary
Anarchic considerably. If there is still the shell of a central guild, then
the various guilds may remain on good terms. However, at
There is no guild organization at all. Maybe the guild is just the other extreme, the tensions and oppositions may
the remnants of a once large and organized guild, or maybe degenerate into street warfare and gang assaults.
it’s a young guild that must yet develop into a well- If there are, in effect, several guilds, then the DM will have
organized one, but the fact is that most of its members to determine the organization and leadership of each one
work as unregulated individuals. This may lead to a dog- separately.
eat-dog outlook, with a lot of backstabbing, both
metaphorical and literal. However, it’s equally possible that Thieves’ Guild Leaders
thieves get by with individual one-to-one agreements, Although a single guildmaster is by far the most common
helping each other out as and when the need arises. type, there are different types of leaders that can rule a
Anarchy doesn’t preclude enlightened self-interest and thieves’ guild. The table below presents some ideas about
cooperation; it just tends to preclude this happening on a the leaders of a thieves’ guild.
systematic and organized basis.
Thieves' Guild Leaders
Centralist
d20 Leader
The thieves’ guild is strongly organized, and all guild
members are extremely loyal to their leaders. Members 1-12 Guildmaster
from such a guild will work with a notable degree of co-
ordination. 13-17 Council
18-19 Democracy
Cohesive
20 Leaderless
There is a strong central organization and authority in the
thieves’ guild, whose rules are readily accepted by all.
However, there is room for some ‘local latitude.’ This may
take the form of senior members being able to make a few
important decisions about affairs on their own patch (own
quarter of the city, own field of operations, etc.), or the
7
Guildmaster gossip with fellow thieves. Guild dues are not excessive and
are paid for reasons of pragmatism. However, regulation of
This is by far the most typical style of leadership: the single activities is minimal or non-existent.
leader. There could be various types of leaders. The
following table gives you some examples. Thieves’ Guilds and
Other Groups
Thieves’ Guild Guildmaster
Below are detailed possible relationships between a
d10 Guildmaster thieves’ guild and other social groups of importance.
1 An old leader that has lost his strength and daring
but is still smart enough to rule Thieves’ Guilds and the Law
2 A priestess of a deity of thieves that runs her guild The relationship between a thieves’ guild and the law can
as a temple vary depending on orders the law officers receive from
3 A fallen noble that is working against the actual above, their numbers, and their skill. The following table
government gives you some different attitudes to thieves’ guilds by the
4 A dragon that uses the income of the guild to law.
increase its treasure
5 A devil that uses the power of the guild to corrupt Attitude
the dwellers of the city
6 A wizard that uses most of the income in magical d6 Organization
research 1 Persecution
7 A young, daring half-elf, charming and fascinating 2 Hassle
8 A half-orc that rules with brute force 3 Opposition
9 An ex-law officer turned to crime 4 Tolerance
10 A sly noble that leads the guild from behind a 5 Corruption
secret identity 6 Complex
Council Persecution
The guild is ruled by a few individuals, who act as a central Law officers are vigilant against thieves and their activities.
conclave, presidium, ruling council, or under any one of a It is hard to bribe them, and there are rewards (money,
variety of titles. This is often the equivalent of an oligarchy medals, etc.) for those who arrest many thieves or bust a
in government—a self-perpetuating elite who appoint guild. Penalties for thievery are usually harsh. There are
replacements from senior ranks as and when necessary to very few corrupt officers of the law. Prisons are usually
maintain or expand their number. strongly built, heavily guarded, and tough to infiltrate.
The following table gives you some examples of a typical
council. Hassle
Thieves’ Guild Council The law comes down quite heavily on thieves, and penalties
for thievery are moderately harsh. However, law officers
d6 Council may feel they have better things to do than deal with
1 The last original founders of the guild thieves, especially petty thefts. A thief may get away with
2 A group of relatives that run the guild as their own handing over the spoils, paying a spot fine, and getting a
gauntleted hand across the back of the head. In an odd way,
family the thieves may even have a sneaking regard for the law:
3 A group of exiles from a distant land the law is firm but fair and not arbitrary or excessively
4 Old friends that took power years ago through a harsh.
coup Opposition
5 The descendants of the original founders, with
This is perhaps the most typical relationship. Law officers
power passed from parent to child do their best to prosecute the law. However, a small
6 A group of carefully chosen members, each one number are corrupt, they don’t have enough manpower, and
they know their chances of recovering stolen property are
vetted scrupulously by the others very low. This adversely affects morale and motivation. The
officers aren’t uncaring, they’re just somewhat
Democracy disillusioned, and their morale is low. They will perk up and
make a determined effort to find out who has pulled a big
Rather unusually, the rulers of the guild are elected by the heist when one takes place, and if someone resorts to real
guild members. These rulers are not necessarily weak or violence, they will make a serious effort to find them.
afraid of using their powers sternly and firmly when they Otherwise, they just go through the motions.
need to. The elections may be the source of notable
corruption, bribery, fixing, and vote-rigging of all sorts. Tolerance
Leaderless In this case, the law is very tolerant in dealing with thieves.
This may be for a variety of reasons. Underfunding and
The guild carries out only a few of the usual functions and
primarily acts only as a practical resource. Thus, the guild
house is somewhere to find a trainer, buy equipment, and
CHAPTER 1 | ANATOMY OF A GUILD 9
under-manning may be especially important, Merchants
and significant corruption may be present
(particularly higher up the scale). In such This category also contains artisans, craftguild
situations, the law not only does nothing about members, and shopkeepers.
all but the most serious crimes committed by the
thieves’ guild, but officers of the law may even get Warfare
testy and irritated with people who complain about
them too much. The merchants hate and fear the thieves. They protect their
property: even ordinary warehouses have traps and many
Corruption secret hidey-holes, wall safes, and the like, and some have
magical traps as well. Merchants often have bodyguards,
In this case, bribes and backhanders are paid to law and they won’t pay protection fees.
officers on a regular and significant basis. Not all officers
are corrupt, but a thieves’ guild with serious financial
resources can manage to avoid being charged with
almost anything. If a member ends up in prison, they
will be smuggled out somehow. Law officers could
also be members of the guild, cooperating with
smuggling, protection rackets, and the like.
Complex
This covers a variety of more detailed or subtle
relationships. For example, in one city, the dominant
relationship between thieves and law officers is corruption.
Senior officers, and many of the watchmen, are corrupt and
readily take bribes. A small number of juniors have tried to
get firm evidence to nail their superiors and try to eradicate
the corruption, but they haven’t managed this yet.
Relationships may also be mixed. Thus, in one city ward,
the commander of the ward watch may be an iron-willed,
ultra-lawful, dominating man who drills his men to
persecute thieves night and day. In another, richer ward at
the far end of the city, the inexperienced new junior leader
is a follower of a kindly, somewhat impractical faith and
does not think that crime deserves stern punishment
unless violence is involved. His men don’t respect him,
though, because of his inexperience. Morale is failing, and
an increasing number of watch officers leave public service
or just don’t care about enforcing the law anymore. One
city, two radically different sets of possibilities for thieves.
Thieves’ Guilds and Merchants
The overall wealth of a society has a significant influence
on this relationship. Poor merchants and shopkeepers
cannot afford to lose money and fight a thieves’ guild, while
richer ones might tolerate small losses from time to time.
There may also be a vital element of pride. Over-proud
merchants may resent monies or goods being stolen not
primarily because of the loss of value — it may be
negligible — but because of the loss of face. The following
table gives you some different types of attitudes from
merchants about a thieves’ guild.
Merchants' Attitude
d6 Relationship
1 Warfare
2 Opposition
3 Standoff
4 Submission
5 Infiltration
6 Complex
10 CHAPTER 1 | ANATOMY OF A GUILD
The merchants exert all their political clout to force the Complex
authorities to suppress thieves. Under these
circumstances, a thieves’ guild might turn to other forms of This covers a variety of more detailed or subtle
crime or turn to imported help to crack the merchants (e.g., relationships. For example, one group of merchants could
more thugs for protection racketeering, more thieves for be trying desperately to fend off thievery, while a second
daring robberies recruited from a friendly guild in a nearby faction argues for accommodating thieves and paying them
town). The guild may also use methods such as abductions off. This leads to a major schism, with the more principled
and blackmail to force its way back into a position of merchants accusing the pragmatists of collusion with
strength. criminals.
Opposition Thieves’ Guilds and Beggars
Usually, a thieves’ guild has good relationships with the
Merchants don’t like thieves and don’t accept them as a part beggars of the area. The following table gives you some
of society or a tolerable evil, but they don’t go overboard ideas about that relationship.
about them either. Such merchants are resistant to any
attempt at coercion or blackmail, and they use their Relationship with Beggars
influence with the authorities to make life challenging for
thieves. d4 Relationship
1 Beggars are regularly used as spies for the thieves’
Standoff
guild
This is a typical relationship. The merchants don’t like 2 The thieves’ guild keep a close eye on beggars, and
thieves, but they are somewhat fatalistic about them. A
strong element of pragmatism influences their attitudes. If from time to time, choose new recruits from their
it costs them less to pay protection money than they’d ranks
suffer from thefts, they will pay up. Unless thievery gets 3 Beggars have some area which they control and are
wildly out of hand, they don’t get up in arms, and they pay loosely allied with the thieves’ guild
off thieves or accept a certain level of theft, as they must. 4 Begging is controlled by the thieves’ guild and gets
the primary share of the profits
Submission
Thieves’ Guilds and Freelance
In this case, the merchants are running scared. They pay a Thieves
lot of money to avoid being robbed or having their homes A thieves’ guild must also deal with professionals that
burned down. Their profits might be almost entirely eaten aren’t affiliated with it. They may be foreigners who just
away by this. The law is of little help—usually because it is arrived in the city, they’ve come from another city to
corrupt, maybe because it is ineffectual. The thieves’ guild perform a single heist, or they are freelancers that don’t
has many spies among the merchants. want to be part of the thieves’ guild. The table below gives
you some ideas for this relationship.
Infiltration
Relationship with Freelance Thieves
The thieves' guild has so many dealings with merchants
that it’s involved in commerce directly. Its members start to d4 Relationship
become merchants. They could have been spies in 1 The thieves’ guild doesn’t welcome freelancers. They
merchants’ employ before, they could “take over” the
businesses of merchants they have bankrupted or driven can perform only minor jobs and must keep a very
off, or they could enter businesses that their talents suit low profile
them for (e.g., as locksmiths, gem-cutters, moneylenders, 2 The thieves’ guild hunts freelancers, and they have
pawnbrokers, and the like). This produces additional just one choice: join or die (or leave the city, in
income and provides a good cover for a thieves’ guild. some cases)
3 Freelancers can operate in thieves’ guild areas, but
they must pay a share of any loot to the guild
4 Freelancers can freely operate in thieves’ guild areas,
as long as their activities don’t interfere with those
of the guild
Size of a Thieves’ Guild
The number of members in a thieves’ guild can vary
significantly for several reasons: the city’s size, the general
level of wealth of its population, and the attitude of the law
towards crimes.
Numbers
Usually, a thieves’ guild should exist only in towns or cities
of 2,500 or more dwellers. The following table gives only a
rough method to calculate the number of members in a
thieves’ guild.
Thieves' Guildmembers by Population Thieves' Guild Special Members
Population Poor Average Wealthy 2d8 Members
2 A skilled kenku forger
2,500- 2-4 3-5 4-9 3 A dwarven fence, an expert in gems and objects of
5,000 members members members art
4 A tiefling spy
5,001- 5-8 7-11 10-15 5 A halfling expert cutpurse**
10,000 members members members 6 A goblin scout
7 An arcane trickster**, very skilled in burglary
10,001- 10-25 15-30 20-50 8 A half-elf *bard**
25,000 members members members 9 A drow *diviner**, an expert in gathering intel
10 A gallant *swashbuckler**
25,001+ 30-50 35-70 50-100 11 A gnome *illusionist**
members members members 12 A renegade priest
13 A *kobold inventor**
Not all the members are necessarily regular ones. Some 14 A tiefling assassin
of them may only be external or occasional collaborators. 15 An *enchanter**
16 An elf *archer**
Poor
*From Volo’s Guide to Monsters
The guild’s area of operations houses mainly poor people **New NPC, see chapter 6
with low incomes and few savings. For the most part,
businesses are small shops and taverns, and the area is far Wealthy Cities of the Multiverse
from the main trade routes.
Typical wealthy cities across the multiverse are
Average Waterdeep and Baldur’s Gate on the Sword Coast
of the Forgotten Realms, Sharn on Eberron,
The is the standard level of wealth for most areas of Ravnica on the plane with the same name, and
operation. There is a fair share of wealthy people, and Meletis on Theros.
some prominent businesses have developed there. A couple
of major trade routes (land, sea, and/or river) maintain a Base of Operations
constant flow of money and goods.
Although it is theoretically possible for a small guild to run
Wealthy day-to-day activities without a physical base of operations,
usually all thieves’ guilds have a place to gather, plan, and
The area is more affluent than average. It’s a leading center store their supplies and wealth.
for trade, bustling with major businesses. Even if there are In some cases, there are two bases: one is somehow an
a reasonable number of poor people, many wealthy people open secret, a place where members hang out, look for
dwell there. jobs, and make small talk. The second one is usually a well-
kept secret, where the senior members gather to plan
Roster important thefts and hoard the guild’s treasures. The
It’s pointless to detail all the members of a thieves’ guild. As following table gives you some ideas to flesh out the guild’s
a rule of thumb, simply assume that most members are base of operations.
either a commoner (Monster Manual, p. 345), a cutpurse
(a new NPC, see chapter 6), or a thug (Monster Manual, p. Thieves' Guild Base of Operations
350), while senior members are master thieves (Volo’s
Guide to Monsters, p.216). d8 Base of Operations
1 A boarding room in a busy modest inn in a
However, at least for larger guilds, you should also add at
least two or three special members from those presented residential ward of the town
in the table below. 2 A shady tavern in the poorest ward of the town
3 A warehouse on the outskirts of the town
4 A simple shop
5 A cellar under the villa of one of its richest members
6 A secret room in the town sewers
7 An abandoned house just outside of the town
8 A ship in the port of the town
Benefits of Guild Specialist Help
Membership A thieves’ guild can also act to put its members in touch
with specialists to help them with specific ventures in more
Below are detailed the most common benefits gained by direct ways. The people presented in the Thieves’ Guild
being a member of a thieves’ guild, although they may vary Special Members Table are good examples of specialists.
from guild to guild, according to your campaign. These
benefits can also be obtained during characters’ downtime. Training
See Chapter 2 for more details. If you use the ‘Training’ optional rule in the Dungeon
Master’s Guide, a thieves’ guild is a perfect place for
Equipment characters to train or gain levels or new abilities.
Being a thieves’ guild member means gaining access to
items rarely available on the open market, both mundane Responsibilities of Guild
and magical. These may be sold, exchanged, or even loaned, Membership
according to the character’s rank in the guild, the item
requested, and the guild’s attitude. Below are detailed the most common responsibilities that
come from being a member of a thieves’ guild, although
Chapter 4 describes such equipment. they may vary from guild to guild, according to your
campaign. These responsibilities can be dealt with during a
Fencing character’s downtime. See Chapter 2 for more details.
A thieves’ guild has members who can accurately value
items and gems, or at least has regular contacts with Guild Dues
someone who can. Similarly, some of its members can cast A guild member must pay their dues to their thieves’ guild.
spells like detect magic to identify if an item is magical or In addition to a basic membership fee, the guild can take a
not. The guild may also buy items from its members, certain percentage cut of the rewards a guild member gains
especially if they were stolen or if the authorities might from their thieving activities. There is likely a “basic rate”
start wondering how they came into the guildmember’s for normal operations, with guild seniors considering
possession. exceptional cases individually. For example, if the guild
provided its member with certain important information
Help with the Law that made a big difference (and indeed without which a
A thieves’ guild can help its members if they get into robbery would have been unsuccessful), the guild can take
serious difficulties. A jailer may be bribed, a magistrate a larger cut of the loot than normal.
bribed or blackmailed, or a lawyer paid to plead the thief’s
case in the courts (if the judge or magistrate cannot be Limited Territory
bribed). If the captured thief is very senior in the guild, even A thieves’ guild can tell its members that certain areas and
a commando-style “liberation” might be possible! activities are off-limits. This is likeliest to apply to major
crimes and important heists when junior thieves are the
Information hopeful plotters (the guild is unlikely to allow such
A thieves’ guild provides its members with useful inexperienced people the chance to bring the wrath of the
information. These can be used for thefts or traded with law down on everyone’s head) but territorial restrictions are
others in exchange for gold, magic items, or other secret just as important. The simplest form of this is that certain
information. The table below presents some examples of thieves will have exclusive territory for operations.
information. Protection rackets are another obvious case of a
demarcated territory where other guild members do not
Thieves' Guild Information stick their noses in. These include warehouses, offices, and
homes that are off-limits to burglars because their owners
d10 Information pay a sum to the guild to avoid being robbed. Another
1 The blueprints for sewer networks example can be a city where some groups of thieves control
2 Times of guard changes at significant guarded specific sections of the city, allowing thieving activities only
buildings by its direct affiliates. Theft from other groups is usually
3 Times and routes of a city’s watch patrols forbidden and may be allowed only after negotiations at the
4 Nature of the type of guards guildhouse.
5 Contact with bribable guards
6 Arrivals and departures of valuable cargoes and Providing Information
items A thieves’ guild expects its members to regularly inform it
7 Location of hidden valuables about their plans and operations, claim its cut from the
8 Identity of unsuspecting rich targets thefts, and prevent its members from committing unwanted
9 Records of legal punishments in neighboring crimes. In addition, a thieves’ guild expects its members to
places share all useful information that can be used by other
10 Map of locations like villas, castles, and other members.
important buildings
CHAPTER 1 | ANATOMY OF A GUILD 13
Secrecy
All guild members must keep the identity of other members
secret from outsiders, especially the senior members or
guildmaster. They must also keep confidential the location
of the guildhouse and other safe places, and all guild
activities.
Training and Working
All guild members must spend part of their time in the
daily routine activities of the guild. They might collect
money from those who pay for protection or store some
stolen goods in the guild’s safe warehouses, for example.
They are also expected to train apprentices and shadow
them from time to time to evaluate their improving skills.
Oath of Loyalty
Usually, a thieves’ guild demands an oath of loyalty from its
new members. The table below presents some examples of
oaths.
Thieves' Guild Oath of Loyalty
d6 Information
1 An initiation ceremony where the new member must
reveal to the others their most hidden personal
secret
2 A rite where the new member must drink water
mixed with drops of both their blood and other
members’ blood
3 The new member must swear on the thieves’ guild’s
book of rules
4 The new member must swear in front of a statue of
the god of thieves
5 The new member is scarred with the guild’s symbol
6 The guild pretends to know the whereabouts of
some close friends, relatives, or lover of the new
member
Breaking the Oath
What if a guild member fails in their duties? What if they
disobey the guild’s (or its senior members’) orders? A
thieves’ guild usually has an uncompromising attitude
towards those who break the rules, traitors, or informers.
The punishment is severe but proportionate to the
member’s fault. For the least serious fault, the guild could
ask for additional work or higher dues. For more serious
faults, the member might be ordered to conduct a robbery
without taking any share, while for the most serious ones,
the penalty might be exile, or even worse, death.
14 CHAPTER 1 | ANATOMY OF A GUILD
Chapter 2: Being Part of a Thieves’
Guild
According to the mood of your campaign, a
character can become – or be from the start Thieves’ Guild
— a member of a thieves’ guild and, Membership
eventually, climb up the ranks to become the
guildmaster. This chapter provides rules and When you establish your membership in a thieves’ guild,
suggestions for this campaign option. either at the beginning of the campaign or during it, you are
provided with personal contacts and bonds within and
Thieves’ Guilds as outside the guild.
Organizations
Bonds and Contacts
A thieves’ guild can easily be considered an organization, As a benefit of your guild membership, you have contacts
using the rules as described in the Dungeon Master Guide. both inside and outside the thieves’ guild. Contacts are
A character could join it at some point during your useful resources in the urban environment where a thieves’
campaign. Appendix A presents a thieves’ guild that you guild typically operates.
can easily introduce into your campaign. As stated in the Player’s Handbook, bonds represent your
connections to people, places, and events in the world.
Thieves’ Guilds of the Multiverse Contacts are people you have a connection to, but not
necessarily bonds. People can be bonds if they inspire you,
In the Forgotten Realms setting, the Xanathar motivate you, or make you act against your best interest.
Guild of Waterdeep is a good example of a Contacts, in comparison, are simply people you know. They
thieves’ guild, as well as the Guild of Baldur’s might be friends, rivals, associates, or even family
Gate. In Eberron, The Boromar Clan of Sharn is a members.
perfect example of a thieves’ guild . On Ravnica,
the City of Guilds, House Dimir can also be
treated as a thieves’ guild.
Starting Contacts Rank and Renown
As you advance your guild’s goals, you become an
When your character starts being a member of a thieves’ increasingly important part of the guild’s activities. You
guild, they gain two contacts inside the guild, an ally and a might rise through the ranks, eventually taking up a
rival, plus one outside the guild. The tables below give you a position at the right hand of the guildmaster, or even
list of possible contacts. Roll twice on the Guild Contacts become the guildmaster yourself.
Table. The first roll gives you an ally, while your second roll Your renown score measures your status in your guild. As
gives you a rival, who might be friendly, jealous, or you increase that score, you gain the opportunity to
antagonistic. advance through the ranks of the guild. When you join a
thieves’ guild, your renown score is 1. Your renown score
Guild Contacts Table increases by 1 when you do something to advance the
guild’s interests, assuming that other guild members are
d12 Information aware of what you’ve done. The DM judges whether you
1 When I was a child, I was tutored by a street thief earn an increase in your renown score. If you complete a
2 One of my childhood friends is now a full member task assigned by the guild, your renown score increases by
of the guild 2. Other tasks can also improve your renown. If you use
3 One of my siblings is a member of the guild your downtime to socialize with prominent members of the
4 A prominent member of the temple that I visit guild, your renown score increases by 1. See the
frequently is secretly a member of the guild ‘Downtime’ section of this chapter for further information.
5 In the past, I helped a thief to escape from the law
6 A senior member of the guild sees me as their Benefits of Renown
pupil
7 When I was younger, I was romantically involved As you gain renown in the thieves’ guild, you gain certain
with a prominent member of the guild benefits. Some guilds have formal ranks, while others
8 I share the same operations area with another prefer to remain informal, with only certain thresholds of
talented thief renown that indicate improvements in your standing within
9 I know an innkeeper who is secretly a spy for the the guild.
guild
10 My parents introduced me to the guild and taught Full Member
me the art of thieving
11 I had the chance to work on a couple of occasions Prerequisite: Renown 3 or higher in the thieves’ guild
with a well-respected member of the guild You are an established member of the thieves’ guild. Other
12 The guild leader saw my skills and took note of me members have a friendly attitude towards you by default,
but individual members of the guild might have reason to
Non-Guild Contacts Table dislike you despite your renown. They provide you with full
lodging and a safe house in dire circumstances.
d12 Information
1 The person who recruited me into the guild was Senior Member
later forced to leave the city
2 An old friend of mine stubbornly refuses to join the Prerequisite: Renown 10 or higher in the thieves’ guild
thieves’ guild, preferring to be guildless You are recognized as an expert member of the guild, and
3 I owe a monetary debt to a loan shark some look to you as a mentor. You gain an additional
4 One of my siblings is part of a mysterious dark cult contact within the guild. This contact might be a character
5 Once I was romantically involved with a law officer; you met during your adventures or someone who seeks you
they still love me out because of your fame. The DM will assign you a contact
6 My undercity explorations led me to a hidden vault, or have you roll again on the Guild Contacts Table. You can
and I found a spirit within call on lower-rank members (commoners) to perform
7 A merchant who pays protection to the guild is an mundane tasks and errands for you, but they will not
old friend accompany you into dangerous circumstances. You gain
8 A distant relative is a member of a highly moral earnings from your thieving activities that support you in a
temple and continually tries to redeem me comfortable lifestyle. When you take a downtime activity
9 I regularly give coins to a beggar who informs me that involves the thieves’ guild, you gain advantage on any
of what happens in the city slums check you roll.
10 I had a romantic affair with the spouse of a wealthy
merchant. Sometimes they still give me intel for Crime Lord
possible targets
11 I know a shopkeeper who is an informant Prerequisite: Renown 25 or higher in the thieves’ guild
12 A member of the local government knows me and You are responsible for an entire area of operations within
what I do; they don’t care as long as I pass on intel the guild or the thieving activities within a ward of the city.
about the highest-level threats to public order You coordinate the activities of some other guild members.
You are given wide latitude in how to carry out the guild’s
goals, including delegating specific tasks to other guild
members of lesser renown. You can reach this position
only with the explicit approval of the leaders of the guild.
You gain earnings from your thieving activities that support
you in a wealthy lifestyle. When you are on a mission for
the guild, you can secure the aid of up to 1d4+2 thugs,
cutpurses, and spies.
16 CHAPTER 2 | BEING PART OF A GUILD
When you take a downtime activity that involves the New Downtime Activities
thieves’ guild, you gain advantage on any check you roll, and If the characters want to use the services of a thieves’ guild,
you pay only half of the costs required. you can use the following new downtime activities.
Inner Circle Buying on the Black Market
Prerequisite: Renown 50 or higher in the thieves’ guild Buying specific items might be prohibited by law.
You are a close confidant of the guild leaders, and they seek Therefore, the only way to buy them would be via the black
your counsel in any of the most critical decisions regarding market. This activity requires time and money to seek out
the guild. You take orders only from the leaders, you inform and contact the right people (i.e., a member of a thieves’
only them of your actions, and you can seek advice from guild). Even then, there is no guarantee the guild will have
them on any matter you want. You have at your disposal any the items a character is looking for. The table below
resource of the thieves’ guild. When you take a downtime presents some examples of items.
activity that involves the thieves’ guild, you don’t have to pay
the cost required, and you gain advantage on any check you Items on the Black Market
roll. At the DM’s discretion, you automatically succeed on
any routine downtime activity that involves the guild. When d8 Information
you are on a mission for the guild, you can secure the aid of 1 Poison (150-300 gp)
up to 1d4+2 thugs, cutpurses, and spies, and up to 1d3 2 Poison (301-600 gp)
master thieves and arcane tricksters. You gain earnings 3 Poison (601+ gp)
from your thieving activities that support you in a wealthy 4 Explosives (1- 150 gp)
lifestyle. 5 Explosives (151+ gp)
6 Spell components (gp as listed in the spell
Guildmaster
descriptions)
Prerequisite: Renown 100 or higher in the thieves’ guild 7 Adamantine weapons
You become the guildmaster of the guild, or you are 8 Gem (100+ gp)
admitted onto the ruling council. See Chapter 3: Running a
Thieves’ Guild for further information. Resources. Finding an item on the black market requires
at least one workweek of effort and at least 50 gp in
Losing Renown expenses. Spending more time and more money increases
your chance of finding a high-quality item. If the character
If you commit a serious offense against your guild or its is a member of the thieves’ guild, the expenses are halved.
members, or if you break the oath of loyalty, you might lose Resolution. A character seeking an item on the black
renown within the thieves’ guild. The extent of loss depends market makes a Charisma check to determine if the item is
on the infraction and is left to the DM’s discretion. found or not. The DC is 15, increased by +1 for every 200
However, your renown score can never drop below 0. If gp of the item’s cost above the first 200 gp. The character
your renown drops below the threshold for a rank or gains a +1 bonus on the check for every workweek beyond
privilege you have attained, you lose that benefit. Even if the first that is spent seeking the item and a +1 bonus for
you regain the lost renown, you might find it more difficult
to again secure a position or rank you have previously lost.
Downtime and Thieves’
Guild
The downtime rules included in Xanathar’s Guide to
Everything could be applied when the characters are
members of a thieves’ guild or simply want to contact it to
ask for services or information.
Crime
All characters who are members of a guild can use the
Crime Downtime Activity to represent their routine thefts
as guild members. A PC member of a thieves’ guild should
regularly take the downtime activity as being part of its
responsibilities towards the guild.
Research
As part of the Research Downtime Activity, a character
could seek a thieves’ guild to gain some lore about a person
or a place.
Training
All characters who are members of a guild can use the
Training Downtime Activity as a benefit of being a member
of that guild.
CHAPTER 2 | BEING PART OF A GUILD 17
every additional 50 gp spent on the search up to a Fencing Outcomes
maximum bonus of +10.
Complications. Black market trade is fraught with peril. It Check Total Outcome
attracts law officers, con artists, and other thieves as well. 1-10 No one buys your item
As a rule of thumb, a character has a 10 percent chance of 11-15 The fence offers to buy your item at 25
triggering a complication, whether the item is found or not.
The Black Market Trade Complications Table provides percent of its normal value
examples of what might happen. 16-20 The fence offers to buy your item at 50
Black Market Trade Complications percent of its normal value
21+ The fence offers to buy your item at 75
d6 Complication
1 You are under investigation by local law officers percent of its normal value
2 The item is stolen by the party’s enemies+
3 Someone informed the law officers of your trade+ Complications. The great risk in fencing is being caught
4 The seller is arrested before the trade by the law. Additionally, enemies of rivals of the party might
5 The seller asks for a price at double the normal for be searching for the same item. The Fencing
Complications Table provides examples of what might
the item happen.
6 The item is a fake+
Fencing Complications
+Might involve a rival as described in Xanathar’s Guide of
Everything d6 Complication
1 Local law forces hunt you
Fencing 2 The party’s enemies steal the item+
3 Someone informed the law officers of your deal+
As described in Chapter 1, a thieves’ guild can be used to 4 The fence is arrested before the trade
fence stolen items. 5 The original owner of the item wants it back and is
Resources. Fencing an item requires a workweek and 25
gp in expenses. If the character is a member of the thieves’ ready to kill for it+
guild, no expenses are required. 6 The fence believes the item is a fake. If they have
Resolution. A character seeking to sell an item to a fence
makes a Charisma check to determine if the activity is bought the item, they might seek revenge
successful or not. The character gains a +1 bonus on the
check for every workweek beyond the first that is spent +Might involve a rival, as described in Xanathar’s Guide of
seeking the fence and a +1 bonus for every additional 25 gp Everything
spent on the search up to a maximum bonus of +10.
Determine the gp a character acquires using the Fencing
Outcomes Table.
Chapter 3: Running a Thieves’ Guild
elow are more detailed rules for running the
Bactivities of a thieves’ guild.
Building the Thieves’ Guild
First of all, follow the guidelines set out in Chapter 1 to
build your unique guild. The basic data you should have are
the following:
Structures of the thieves’ guild
The guild’s base of operations
Attitude towards law and merchants
Size of the thieves’ guild
Monthly Activities
Each month, a series of guild assignments and die rolls are
made to determine the income and any events related to
the guild during that period.
You must:
Set the level of operations
Determine the guild’s earnings
Check if complications arise
Check if a special event occurs
The following paragraphs focus on each of these elements.
Operations and Income
Each month, you must settle the level of operations of
the guild and then determine its income.
The levels of operation are outlined in the table below.
Levels of Operation
Level Description
Easygoing Thieves take it easy. Roll a d6 and subtract Guild's Monthly Earnings
the number rolled from the result of the
Charisma check roll to determine monthly
earnings
Routine Thieves take it relatively easy. Roll a d4 and Check Total Earnings
subtract the number rolled from the result
of the Charisma check roll to determine Less than 6 10 gp per guildmember
monthly earnings
6-10 25 gp per guildmember
Average This is the standard level of operation, with
no effects on income 11-15 50 gp per guildmember
Pushy Thieves are pushed to take on extra jobs. 16-20 75 gp per guildmember
Roll a d4 and add the number rolled to the
result of the Charisma check roll to 20+ 100 gp per guildmember
determine monthly earnings
Aggressive Thieves are ordered to steal anything they Thieves' Guild Expenses
find. Roll a d6 and add the number rolled to
the result of the Charisma check roll to A thieves’ guild has a lot of expenses: shares for
determine monthly earnings its members, bribes, payrolls, and many others.
When you determine the earnings assume that
To determine the monthly income of the guild, you must those are the net income, with the monthly
make a Charisma check, as per the table below, adding or expenses already paid.
subtracting the number rolled according to the level of
operation you have previously chosen:
CHAPTER 3 | RUNNING A THIEVES' GUILD 19
Complications Complications
Each month, a complication for the guild may arise. Roll a
d20, adding the following modifiers, and check the result The table below gives you some suggestions for possible
on the table below: complications.
+5 if the level of operations is aggressive Complications
+3 if the level of operations is pushy
+2 if the law attitude is persecution d12 Complication
+2 if the merchants’ attitude is warfare 1 Someone has discovered your identity as
+1 if the law attitude is hassle guildmaster and is trying to blackmail you+
+1 if the merchants’ attitude is opposition 2 One of your senior guild members is kidnapped for
-1 if the merchants’ attitude is submission ransom+
-1 if the law attitude is tolerance 3 1d4 of your members are arrested by law forces
-2 if the law attitude is corruption 4 Local forces prevent your biggest jobs of the
-2 if the merchants’ attitude is infiltration month. Your earnings for the month are halved
-2 if the level of operations is routine 5 One of the guild members accidentally kills some
-3 if the level of operations is easygoing guards during a robbery. Attitude of the law
towards your guild is persecution for the next
Guild's Monthly Complications month
6 One of the guild members accidentally kills some
Number Rolled Complication merchants during a robbery. Attitude of the law
towards your guild is opposition for the next
1-11 No complications month
7 Your base of operations is discovered. You must
12-19 1 complication relocate your guildhouse. The guild has no income
this month
20+ 2 complications 8 One of your senior guild members is jailed
9 A bounty hunter is chasing you+
10 Someone has discovered where part of your
treasure is located. The guild loses 5d12x100 gp
11 One of your senior guild members suddenly
disappears
12 Someone tries to assassinate you+
+Might include a rival, as described in Xanathar’s Guide to
Everything
Special Events
Each month, a special event for the guild might occur. Roll
a d20. On a 19 or a 20, a special event occurs. The table
below gives you some suggestions.
Special Events
d12 Special Event
1 A senior member of another thieves’ guild defects
to your guild, asking for protection. They bring
some wealth (1d4x500 gp) or a magic item (75%
uncommon, 25% rare) as a gift
2 You acquire an important contact in the law forces
(a judge, a captain of the watch, etc.). For the next
month, the law attitude is corrupt
3-7 A burglary has an unexpected success. The guild
gains an additional 1d6x500 gp
8 A powerful NPC in the area commissions an
important robbery from your guild
9 During a robbery, the guild acquires a powerful
magic item (75% rare, 25% very rare)
10 A senior member of your guild asks you permission
to create an affiliate guild
11 An assassin asks for your help to kill a powerful
NPC in the area
12 A group of thugs (1 thug leader* and 1d6 thugs)
offers its services to your guild
*See Chapter 6, New NPCs of Thieving
Chapter 4: Items for Thieves
his chapter outlines some items, mundane
Woodland Suit. This suit comprises light clothing dyed in
Tand magical, designed explicitly for thieves. irregular patterns of greens and browns. If you wear such a
suit, you gain advantage on any Dexterity (Stealth) checks
to hide or move unnoticed in any suitable outdoors setting
such as woods, forests, fields, or the garden of a villa.
Mundane Items Charcoal
Although nonmagical, most of these items are very rare and
are usually only available on the black market (see Chapter You can spend 1 minute blackening your face and hands
2). with charcoal. If you do so, you can add your proficiency
bonus to any Dexterity (Stealth) check to hide in areas of
Mundane Items for Thieves Weight dim light for the next hour. If you are already proficient in
1 lb. that skill, then your proficiency bonus is doubled.
Item Cost 1 lb.
- Climbing Daggers
Acid (vial) 25 gp 4 lb.
- Climbing daggers have relatively short blades (from 6 to 8
Arm Sling 25 gp 1 lb. inches long), which are stiff, strong, flat, and very sharp.
1 lb. This allows them to be inserted into wood or between
Blinding Powder 50 gp - bricks with greater ease than an ordinary dagger. You can
5 lb. use them on all surfaces other than very smooth ones. The
Camouflaged Clothing 25 gp 1 lb. handle is also flat and quite broad. It is often bound with
- leather strips or thick string to give a good grip or to allow
Charcoal 1 sp 2 lb. better footing when the dagger is used as a step. When you
- use climbing daggers, your climbing movement doesn’t cost
Climbing Daggers 10 gp additional feet.
Foot Pads 5 gp Foot Pads
Glass Cutter 100 gp This item comprises a pair of rags that are attached to
footwear. While you are wearing footpads, your movement
Keymaking Set 50 gp is reduced by 10 ft., but you gain advantage on any
Dexterity (Stealth) checks contested by the passive
Listening Cone 10 gp Perception scores of those who might hear your
movement.
Magnifying Lens 100 gp
Glass Cutter
Mirror Stick 5 sp
This is usually a tiny diamond set into a suitable handle or
Skeleton Key 200 gp even into a ring. When you use a glass cutter, you can cut
through glass without making any noise.
Acid (vial)
As a bonus action, you can use the acid on a metal lock
you’re trying to pick. You gain advantage on the check to
pick the lock and can make the check without thieves’ tools.
Arm Sling
This is simply a cloth sling. When you wear it, it appears
you have a broken or injured arm. While wearing an arm
sling, you gain advantage on any Dexterity (Sleight of
Hand) check made to pick an item or a pocket from another
creature that is within 5 feet of you.
Blinding Powder Keymaking Set
This powder is made from powdered stone, pepper, and This item allows you to create a duplicate of any key
dust, soaked in onion juice and strong ammonium salt. As already in your possession or made using a wax pad (see
an action, you can throw this powder up to 20 feet. Make a below). Proficiency with this set lets you add your
ranged attack against a creature, treating the powder as an proficiency bonus to any ability checks you make to create
improvised weapon. On a hit, the target is blinded for 1 a duplicate key. You take 1 hour to create a duplicate. A
minute. The target creature can end this effect if, by using skeleton key (see below) cannot be duplicated. A magical
its action, it makes a successful DC 15 Constitution check. key can be duplicated, but the copy isn’t magical.
Camouflaged Clothing
There are two types of clothing that you can use in different
environments.
Darksuit. This suit comprises black or very dark blue
clothing. If you wear such a suit, you gain advantage on any
Dexterity (Stealth) checks to hide or move unnoticed in
areas of dim light.
CHAPTER 4 | ITEMS FOR THIEVES 21
Listening Cone Dagger of Sounding
This item is a cone of bronze, brass, or similar other Weapon (dagger), rare (requires attunement by a rogue)
material. When you place the wide end against the surface You gain a +1 bonus to attack and damage rolls made with
(i.e., a door or a wall) through which you want to hear and this magic weapon. While you are attuned to it, if you gently
the narrow end against your ear, you gain advantage on tap its tip against a hollow surface, it gives a resounding
Wisdom (Perception) checks based on hearing. ring, quite different from the dull tone emitted if struck
against solid stone. When you do so, you gain advantage on
Magnifying Lens any Perception or Investigation check to find a secret door.
While inspecting a lock or a trap to learn how it functions, Dust of Trail Dispersion
you gain advantage on your Intelligence (Investigation)
check when you use a magnifying lens. Wondrous item, common
Found in a small packet, this powder resembles very fine
Mirror Stick sand. A packet permits 1d4+4 uses. When you scatter this
magical dust over the beginning of a trail (such as at the
This 1-foot-long stick has mirrors at both ends. By using bottom of the wall of a house you have burgled), any
this stick, you can peer around corners. nonmagical means to follow your trail automatically fails.
Skeleton Key Mantle of the Mundane
A skeleton key is one that can open many locks of different Wondrous item, uncommon (requires attunement by a
types. When you use a skeleton key, you can automatically rogue)
open any lock with a DC 20 or lower. After you use the This appears to be a very ordinary, even shabby, brown or
skeleton key ten times, it loses its properties and becomes grey cloak. When attuned to it, you appear utterly
useless. unmemorable. A creature that has witnessed you
committing a crime must succeed on a DC 15 Intelligence
Magic Items saving throw. On a failed save, that creature cannot
The following magic items are generally crafted for thieves remember you.
and rogues and are usually sold only on the black market
(see Chapter 2). The items boots of balance, dagger of Oil of Slickness
sounding, shadowcloak, and yo-yo of fate were originally
included in our previous volumes Vault of Magic Potion, uncommon
(https://www.dmsguild.com/product/288029) and Vault of This magical substance’s consistency is variable;
Magic II (https://www.dmsguild.com/product/301161). sometimes it is found as a small vial of very viscous oil,
They are included here for the sake of completeness. sometimes as a pot of thin, creamy white salve. A vial or
pot contains 1d4+4 applications. As an action, you can
Amulet of Dramatic Death apply it by rubbing it into the skin of your hands. When
rubbed in, you gain advantage on any Dexterity (Sleight of
Wondrous item, very rare (requires attunement by a rogue) Hand) check or any check made using thieves’ tools for 1
This amulet can be crafted only by a wizard of the school of minute. If you wear gloves or gauntlets during the duration
illusion. When you suffer damage that would reduce you to of the effect, the effect ends immediately.
0 hp, you suffer no damage. Instead, you become invisible,
and an illusion of your dead body appears for 1 minute.
The effect ends immediately if you make an attack or cast a
spell. Only direct, tactile checks will reveal the illusion for
what it is. Once used, you cannot use the amulet again until
the next dawn.
Boots of Balance
*Wondrous item, uncommon (requires attunement by a
rogue) *
These boots have 5 charges. While wearing them, you can
use a bonus action to gain advantage on any Dexterity
(Acrobatics) check that involves movement, such as
walking across a tightrope or a rooftop. The boots regain
1d4+1 expended charges daily at dawn.
22 CHAPTER 4 | ITEMS FOR THIEVES
Potion of Finding Secrets When the length of the yo-yo’s string becomes 0, the yo-yo
vanishes. Once this occurs, you must take a long or short
Potion, common rest before the yo-yo appears once more at its original
When you drink this potion, you gain advantage on any length. The length of the string depends on the yo-yo’s
Wisdom (Perception) check or any Intelligence rarity, according to the table below.
(Investigation) check made to find a secret door or a trap
for 1 hour. Rarity Length (inches)
Common 3
Potion of Sleep Breathing Uncommon 7
11
Potion, uncommon Rare 13
When you drink this potion, you gain the ability to cast the Very Rare 15
sleep spell for 1 hour. Intelligence is your spellcasting Legendary
ability. After you cast the spell three times, the effect ends.
Ring of Humanoid Influence
Ring, rare (requires attunement)
When you are attuned to this ring, you gain advantage on
any Charisma check you make towards humanoids. The
ring has 3 charges. Using one charge, you can use an
action to cast (save DC 15) charm person, command, or
suggestion, but the target of those spells can only be
humanoids. The ring regains all its expended charges daily
at dawn.
Ring of Teleport
Ring, very rare (requires attunement)
When you are attuned to this plain silver ring, you can use
your action to cast teleport, but you can target only yourself.
Once used this property, you cannot use this ring again
until the next dawn.
Shadowcloak
Wondrous item, rare (requires attunement by a rogue)
This large, cowled, magic cloak is made from pure black
velvet. While you are attuned to it, you have advantage on
any Dexterity (Stealth) or Dexterity (Sleight of Hand)
check while you are in dim light or darkness. The cloak
has 3 charges. On your turn, you can use 1 charge to cast
darkness. On your turn, as an action, you can use 2 charges
to become a shadow (Monster Manual, p. 269). You have
all the stats of that creature, but you retain your
Intelligence, Wisdom, and Charisma scores, as well as
your proficiency bonus.
You can remain in the form of a shadow for up to 1 hour
but can end it earlier on your turn as a bonus action. If
killed while you’re a shadow, you return to your normal
form, as per the druid’s Wild Shape feature.
The cloak regains 1d3 charges at dawn.
Yo-Yo of Fate
Wondrous item, rarity varies (requires attunement by a
bard or rogue)
This magic yo-yo is a bright cherry-red color, and its string
is metallic gold. As a reaction, you can make a target that
you can see within 30 feet of you gain advantage or suffer
disadvantage on an ability check, saving throw, or attack.
You must choose before the dice are rolled. Each time you
use this item’s property, the yo-yo’s string permanently
shortens by 1 inch.
Chapter 5: New Background
The following is a new background that you
can use in addition to those included in the Feature: Favor of the Guild
Player’s Handbook. Though it is designed
particularly for the rogue class and the thief “You are who you know.”
sub-class, you can easily adapt it to any class — Waterdeep saying
you want. You have gained the trust of some thieves’ guild members
and can call on them for a favor. The favor can be a small
Thieves’ Guild Member sum of money on loan, accessing an item on the black
“Ah, the days of yore, when I was a young thief on the market, or the help of a couple of NPCs for a job. The DM
streets of Baldur’s Gate...” decides if the favor can be obtained or not.
Suggested Characteristics
d8 Personality Trait
Whether you grew up as a street urchin where petty theft 1 I’m sure that every job offered is a trap
was your only meal ticket or your nature drove you towards 2 I have trouble trusting people
a life of crime, you were accepted into a thieves’ guild at 3 I think that every person I meet is a law officer in
some point in your life. You might have been a low-rank
thief, wandering the street looking for an easy target for disguise
your pickpocketing, or a thug used to extort money from 4 When someone asks me something, I always answer
protection rackets. You might have been a little more
professional—a smuggler, a fence, or the nominal owner of as if I were under interrogation
one of the guild’s legal activities. You might still be a 5 I prefer not to talk unless it’s essential
member of the guild, or you might have abandoned it, but in 6 I think that any person holds hidden secrets
any case, the skills you learned are your notable mark.
Skill Proficiencies: Two of your choice from Acrobatics, 7 I don’t like authority, and I don’t trust it
Deception, Intimidation, Sleight of Hand, or Stealth 8 I often bully the weakest
Tool Proficiencies: Two of your choice from disguise kit,
forgery kit, keymaking kit, or thieves’ tools d6 Ideal
Languages: Thieves’ cant 1 Charity. I steal from the wealthy to help those in dire
Equipment: Two daggers; two of your choice from disguise
kit, forgery kit, keymaking kit, or thieves’ tools; common need (Good)
clothes and traveler’s clothes. 2 Brutality. The strong dominate the weak (Evil)
3 Honor. I strictly adhere to the code of laws of my
thieves’ guild (Lawful)
4 Self. I care only about myself (Evil)
5 Teamwork. To work as part of a team is the only way
to reach a goal (Good)
6 Rebellious. I am intolerant towards laws (Chaotic)
d6 Bond
1 The guild saved my life, and I feel in debt to it
2 One day I’ll perform a glorious theft, and I’ll retire
wealthy
3 I owe a large sum of money to a senior thieves’ guild
member
4 I broke the code of laws of the guild and feel guilty
even though no-one knows
5 I want to prove to my guild that I am a highly-skilled
thief
6 The guild killed a person I loved, and I want revenge
d6 Flaw
1 I always keep secrets to myself
2 I cannot resist committing a small theft whenever
the occasion arises
3 Gold is more important than friends
4 I don’t save those that cannot save themselves
5 I secretly hate my life of crime and seek redemption
6 When in trouble, I tend to run away, leaving my
friends
Chapter 6: New NPCs of Thievingelow are presented some new NPCs that you
can introduce into your campaigns. Although
they are primarily suited for encounters in a
thieves’ guild or relevant to a theft, they are
Beasily adapted to any encounter you need.
Arcane Trickster
Any humanoid, any alignment
Armor Class 15 (leather armor)
Hit Points 77 (14d8+14)
Arcane Trickster Speed 30 ft.
Arcane tricksters have enhanced their skills of stealth and STR DEX CON INT WIS CHA
agility through magic. They use minor spells and cantrips, 10 (0) 18 (+4) 12 (+1) 16 (+3) 10 (0) 14 (+2)
usually from the enchantment and illusion school. Arcane
tricksters are often the best burglars in a thieves’ guild.
Skills Acrobatics +6, Arcana +5, History +5,
Perception +2, Deception +4
Saving Throws Dex +6
Senses passive Perception 12
Languages Common plus thieves’ cant
Challenge 2 (450 XP)
Cunning Action. On each of its turns, the arcane
trickster can use a bonus action to take the Dash,
Disengage or Hide action, or to control mage
hand.
Mage Hand Legerdemain. When the arcane
trickster casts the mage hand cantrip, it can
perform the following additional tasks:
It can stow one object the hand is holding in a
container worn or carried by another creature.
It can retrieve an object in a container worn or
carried by another creature.
It can use thieves’ tools to pick locks and
disarm traps at range.
The trickster can perform one of these tasks
without being noticed by a creature if it succeeds
on a Dexterity (Sleight of Hand) check contested
by the creature’s Wisdom (Perception) check.
Sneak Attack (1/turn). The arcane trickster 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 arcane trickster that isn’t incapacitated,
and the arcane trickster doesn’t have
disadvantage on the attack roll.
Spellcasting. The arcane trickster is an 8th level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 14, +6 to hit with spell attacks). It
has the following wizard spells prepared:
Cantrips: friends, mage hand, minor illusion
1st-2nd level (four 1st level slots, and two 2nd
level slots): blur, charm person, invisibility, jump,
knock, suggestion
Actions
Dagger. Melee or Ranged Weapon Attack: +7 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit:
6 (1d4+4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to
hit, range 80/320 ft., one target. Hit: 8 (1d8+4)
piercing damage.
25
Cutpurse Thug Leader
Cutpurses are the kind of thieves that engage in Thug leaders are the most brutal sort of thieves. They rely
pickpocketing and shoplifting. They could be considered only on force and are commonly used for violent robberies
low-level thieves, but they are skilled at going unnoticed or as bodyguards for the most prominent members of a
and stealing small goods from unwary people. thieves’ guild
Cutpurse Thug Leader
Any humanoid, any non-good alignment Medium humanoid, any non-good alignment
Armor Class 15 (leather armor) Armor Class 16 (half plate)
Hit Points 49 (9d8+9) Hit Points 85 (10d8+40)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 18 (+4) 12 (+1) 10 (0) 10 (0) 12 (+1) 18 (+4) 14 (+2) 18 (+4) 10 (0) 10 (0) 12 (+1)
Skills Acrobatics +6, Sleight of Hand +8, Stealth Skills Athletics +7 Intimidation +4
+8, Perception +2 Saving Throws Str +7, Con +7
Senses passive Perception 10
Saving Throws Dex +6 Languages Common plus thieves’ cant
Senses passive Perception 12 Challenge 5 (1,800 XP)
Languages Common plus thieves’ cant
Challenge 2 (450 XP) Action Surge (1\Day). On its turn, the thug leader
can take an additional action on top of its regular
Combat Theft. On each of its turns, the cutpurse action and possible bonus action.
can use a bonus action to steal something from a Intimidating Strike. When the thug leader hits a
creature that is within 5 feet of the cutpurse. The creature with a melee attack, that creature must
cutpurse must roll a Dexterity (Sleight of Hand) make a DC 13 Wisdom Saving throw. On a failed
check against the passive Perception of the save, the target is frightened of the thug leader
target. If the target is within 5 feet of another for 1 minute. At the end of each of its next turn,
hostile creature, the cutpurse has advantage on the target can make another saving throw. On a
that roll. On a successful roll, the cutpurse has success, the effect ends. A target creature that
stolen some money or an item the target is not makes a successful saving throw is immune to
wielding. The DM determines the exact nature of that effect for the next 24 hours.
the item. At the end of each of its next turns, the Pack Tactics. The thug leader has advantage on an
target can roll a DC Wisdom (Perception) check. attack roll against a creature if at least one of the
On a successful roll, it’s aware that it no longer thug leader’s allies is within 5 feet of the creature
carries the item. and the ally isn’t incapacitated.
Cunning Action. On each of its turns, the cutpurse
can use a bonus action to take the Dash, Actions
Disengage or Hide action.
Sneak Attack (1/turn). The cutpurse deals an extra Multiattack. The thug makes three melee attacks.
10 (3d6) damage when it hits a target with a Mace. Melee Weapon Attack: +7 to hit, reach 5
weapon attack and has advantage on the attack ft., one target. Hit: 7 (1d6+4) bludgeoning
roll, or when the target is within 5 feet of an ally damage.
of the cutpurse that isn’t incapacitated, and the Heavy Crossbow. Ranged Weapon Attack: +6 to
cutpurse doesn’t have disadvantage on the attack hit, range 100/400 ft., one target. Hit: 5 (1d10)
roll. piercing damage.
Street Expertise. The cutpurse is a master at
pickpocketing. Its bonus for Dexterity (Sleight of
Hand) and (Stealth) checks are doubled.
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit:
6 (1d4+4) piercing damage.
26 CHAPTER 6 | NEW NPCS OF THIEVING
Appendix A: The Shadow Thieves of Amn
The Shadow Thieves is a powerful thieves’
guild that has taken a step further than most on rivals, cover loans for gambling debts, and cause
thieves’ guilds and is responsible for all corruption. Many people have fallen under the Shadow
organized crime in an entire nation, with one Thieves’ influence, but very few realize that they are in
of its leaders sitting on the nation’s ruling league with organized crime.
council. The guild pays close attention to the region’s politics and
trade since these types of interactions and intrigues
Goals and Motivations demand spies and burglars. In addition, assassins are
required to eliminate rivals. Trade operations are also an
The primary goals of the Shadow Thieves are profit and opportune target for smugglers and pirates.
power. By controlling and guiding the criminal elements in The Shadow Thieves’ guild knows how to acquire and hold
its cities, the Shadow Thieves maintains a phenomenal power and to retain those powerful positions. Its leaders
amount of political and financial power over the legal and are willing to sacrifice individual members or even entire
illegal happenings in its territory. This control funnels groups if it protects the rest of the guild or allows them to
money into the organization, allowing the guild not only to leverage more power at some other time.
pay off or kill rival criminals but also establish legitimate
businesses to cover its illicit deeds and bribe the Organization
authorities. In the cities the guild controls, no organized
crime goes on without its (at least tacit) approval. The Shadow Thieves is a carefully organized guild, which
The Shadow Thieves values wealth and power. Those who uses its structure to protect its members. A member of the
have neither are expendable and used only as tools to guild only knows a single superior and anyone who reports
garner more wealth and power for their superiors in the to that superior. Each member also knows only a handful of
guild. This attitude also appears in the group’s perspective people of the same rank; for example, those they work with
on taking prisoners; those who have power (magical, repeatedly. Should one be captured, the damage to the
political, or otherwise) or wealth are captured if the guild is minimized since anyone known to the prisoner
situation warrants it, while others are left unconscious or soon hides or changes their identity. Many members of the
dead. Shadow Thieves maintain two or more identities in case of
such an event.
History At the head of the Shadow Thieves is the guildmaster, the
Grandmaster of Shadows. He leads the Shadow Council,
Five charismatic thieves and assassins founded the which is composed of eight agents called Shades. Each
Shadow Thieves in Waterdeep, in the Year of the Raging Shade acts as a regional guildmaster, and has at its behest
Flame (1255 DR). It was a standard thieves’ guild for nearly at least two Cloakmasters, who are in charge of local
40 years until it was destroyed by Lhestyn Arunsun, the activities in cities or groups of settlements with a
“Masked Lady” of Waterdeep, when four of the original population of 10,000 or more. If a ranking member of the
founders were killed. The surviving founder, an assassin Shadow Thieves is killed or removed from power, all
named Carzakh “Deepshadow” Halandir, and a few members of the same rank vote a successor among
scattered thieves escaped the city and relocated south. In candidates from the lower tiers. Should the guild need a
Amn, Carzakh realized that the Shadow Thieves were new Grandmaster of Shadows, the Shades choose one of
vulnerable to magical manipulation and infiltration and their number by a majority vote (they cannot vote for
therefore began recruiting wizards, priests, and others with themselves).
counterintelligence skills, into the guild. These recruits
allowed the Shadow Thieves to acquire information and
manipulate contacts, accelerating its domination of the
criminal landscape. By the Year of the Gate (1341 DR), the
guild had taken control of criminal activity within Amn and
along the entire Sword Coast as far as the High Moor.
Methods and Activities
The Shadow Thieves operates quietly and tries to avoid
attracting attention. The members cloak themselves in
layers of secrecy in an attempt to remain undetected.
The Shadow Thieves assumes control by working its way
into the daily lives of normal people—begging for money,
spying on rivals, and arranging friendly games of cards.
Once its members have been accepted in these roles, they
begin to raise the stakes, arrange for goods to be stolen
from a shop, circulate rumors supposedly from rivals, and
increase the money wagered during gambling. Eventually,
people come to rely on them for protection, plant evidence
Members of Amn, in charge of the government’s judicial branch.
He oversees the local magistrates of cities and towns
The following NPCs are members of the Shadow Thieves across the nation. The council fears the Shadow Thieves,
that you can insert into your campaign as villains or and Rhinnom knows it. He keeps his knowledge and
shadowy allies for the characters. identity separate, only revealing basic intelligence to the
council and keeping his governmental position a secret to
Rhinnom Dannihyr, Grandmaster the rest of the Shadow Thieves.
of Shadows of the Shadow Thieves Rhinnom is a muscular young man who appears much like
Rhinnom Dannihyr is not only the Grandmaster of a dashing hero, but, thanks to magic, is actually two
Shadows of the Shadow Thieves but also the Head of centuries old and incredibly evil.
House Dannihyr, one of the five ruling noble Houses of
Amn. He is also the Tessarch of the ruling Council of Five
Rhinnom Dannihyr Sneak Attack (1/turn). Rhinnom Dannihyr deals an
extra 35 (10d6) damage when he hits a target with a
Medium humanoid (human), chaotic evil weapon attack and has advantage on the attack roll,
Armor Class 19 (leather armor +3) or when the target is within 5 feet of an ally of it that
Hit Points 170 (20d8+80) isn’t incapacitated, and he doesn’t have disadvantage
Speed 30 ft. on the attack roll.
Spellcasting. Rhinnom Dannihyr is a 17th level
STR DEX CON INT WIS CHA spellcaster. His spellcasting ability is Intelligence
10 (0) 20 (+5) 18 (+4) 18 (+4) 14 (+2) 16 (+3) (spell save DC 17, +9 to hit with spell attacks). He
has the following wizard spells prepared:
Skills Acrobatics +10, Arcana +9, History +9, Cantrips: fire bolt, friends, mage hand, minor illusion
Perception +7, Deception +9 1st-3rd level (four 1st level slots, three 2nd level
slots, and three 3rd level slots): blur, charm person,
Saving Throws Dex +10 Wis +7 Con +9 counterspell, disguise self, fear, hold person,
Senses passive Perception 17 hypnotic pattern, mirror image, misty step, shadow
Languages Common plus thieves’ cant blade+, shield, sleep, suggestion
Challenge 15 (13,000 XP) +from Xanathar’s Guide to Everything
Cunning Action. On each of his turns, Rhinnom Actions
Dannihyr can use a bonus action to take the Dash,
Disengage, or Hide action, or to control mage hand. Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Legendary Resistance (1\day). If Rhinnom Dannihyr one target. Hit: 9 (1d8+5) piercing damage
fails a saving throw, he can choose to succeed
instead. Light Crossbow. Ranged Weapon Attack: +10 to hit,
Mage Hand Legerdemain. When Rhinnom Dannihyr range 80/320 ft., one target. Hit: 8 (1d8+5) piercing
casts the mage hand cantrip, he can perform the damage
following additional tasks:
Legendary Actions
He can stow one object the hand is holding in a
container worn or carried by another creature. Rhinnom Dannihyr can take 2 legendary actions,
He can retrieve an object in a container worn or choosing from the options below. Only one
carried by another creature. legendary option can be used at a time and only at
He can use thieves’ tools to pick locks and disarm the end of another creature’s turn. Rhinnom
traps at range. Dannihyr regains spent legendary actions at the start
Rhinnom Dannihyr can perform one of these tasks of his turn.
without being noticed by a creature if he succeeds
on a Dexterity (Sleight of Hand) check contested by Attack. Rhinnom Dannihyr makes one rapier attack.
the creature’s Wisdom (Perception) check. Quick Step. Rhinnom Dannihyr moves up to his
Special Equipment. Rhinnom Dannihyr owns +3 speed without provoking opportunity attacks.
leather armor, an amulet of dramatic death (see
Chapter 4), and a cloak of invisibility. Reactions
Uncanny Dodge. When an attacker that Rhinnom
Dannihyr can see hits him with an attack, Rhinnom
Dannihyr can use his reaction to halve the attacker’s
damage against him.
APPENDIX A 29
Chechu al-Kish Tenosh
Though looking like a scrawny man from Calimshan, and Tenosh is a tiefling who’s in charge of the Shadow Thieves’
speaking and dressing as if from that region, he is actually activities in Baldur’s Gate. She’s very cruel, and when she’s
an exiled dao living in Daggerford. Chechu’s father was a angered, her long black hair moves of its own volition. Her
dao ataman displaced by a rival. Rather than be slain, ring of humanoid influence (see Chapter 4) allows her to be
Chechu accepted exile to the Prime Material Plane, where perceived as friendly by all of her contacts in the city. She
he was soon discovered by a Shadow Thieves member who always listens out for the latest news.
recruited him as a spy. Chechu pretends to be a mage
expert in earth elemental spells but is really looking to Tenosh
collect magic items that can help him overthrow his
father’s rival. Medium humanoid, neutral evil
Chechu al-Kish is a dao (Monster Manual, p. 143), with the
following changes: he owns a hat of disguise. Armor Class 17 (+1 leather armor)
Hit Points 104 (16d8+32)
Kiirma Blackmane Speed 30 ft.
Kiirma Blackmane is a female half-elf who is the
Cloakmaster of Raiatavin (a city of Tethyr) for the Shadow STR DEX CON INT WIS CHA
Thieves. She appears as nothing more than a rich widow 10 (0) 18 (+4) 14 (+2) 10 (0) 10 (0) 12 (+1)
who owns several boarding houses, taverns, and feasthalls
in Riatavin. Skills Acrobatics +7, Deception +4, Persuasion
Kiirma is an arcane trickster (see Chapter 6), with the +4, Sleight of Hand + 7, Stealth +7, Perception
following changes: +3
Her alignment is lawful evil Saving Throws Dex +7 Int +3
She has 100 hit points Senses passive Perception 13
She owns a hat of disguise Languages Common, Infernal, plus thieves’ cant
Her AC is 17 due to a +2 leather armor Challenge 6 (2,300 XP)
Her challenge rating is 4 (1,100 XP)
Cunning Action. On each of her turns, Tenosh can
Marune use a bonus action to take the Dash, Disengage
Marune is a chaotic evil mage who oversees Shadow or Hide action.
Thieves’ activities in the Dessarin area. He is one of the Evasion. If Tenosh is subjected to an effect that
oldest members of the Shadow Thieves and accepts allows her to make a Dexterity saving throw to
whatever changes occur with a shrug, as long as the take only half damage, she instead takes no
organization endures in some form. He usually works damage if she succeeds on the saving throw, and
alone, uses magic to expand his life, and spies on all the only half damage if she fails.
main towns in the area. He creates many magic items for Sneak Attack (1/turn). Tenosh deals an extra 14
the Shadow Thieves, primarily items that provide (4d6) damage when she hits a target with a
resistance to magic or enhance stealth. weapon attack and has advantage on the attack
Marune is an archmage (Monster Manual, p. 342), with the roll, or when the target is within 5 feet of an ally
following changes: of Tenosh that isn’t incapacitated, and Tenosh
doesn’t have disadvantage on the attack roll.
He has 130 hit points Special Equipment. Tenosh owns +1 leather armor
He owns a cape of the mountebank and a staff of and a ring of humanoid influence.
charming
His AC is 16, and he adds 1 to any Actions
saving throws due to a ring of
protection Multiattack. Tenosh makes three attacks with her
His challenge rating is 13 shortsword.
(10,000 XP) Shortsword. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6+4) slashing
damage.
Light Crossbow. Ranged Weapon Attack: +10 to
hit, range 80/320 ft., one target. Hit: 8 (1d8+5)
piercing damage.
Reactions
Uncanny Dodge. Tenosh halves the damage she
takes from an attack that hits her. Tenosh must
be able to see the attacker.
Appendix B: The Shadowmasters of
Telflamm
The Shadowmasters of Telflamm is a
religious thieves’ guild, working in tandem Methods and Activities
with the local priesthood of Mask.
The Shadowmasters recruit new members primarily from
younger denizens in the urban areas of Telflamm. Since
many of the guild’s common thieves are in their teenage
years or younger, the guild is well known to younger folk.
Its leaders are often looked upon as heroes or role models.
This practice of recruiting children gave rise to the
nickname “Shadow Boys” or “Shadow Girls” for the group.
The guild also accepts older members, as long as they
worship Mask or are willing to convert to the faith.
As well as common theft, the Shadowmasters’ main
activities include protection rackets and forgery; nearly half
of Telflamm’s businesses pay something on a monthly basis
to the guild. The Shadowmasters carry on the long
Telflamm tradition of finding maps of old ruins, castles, or
dungeons. Many of these are created by the guild, either by
making copies of existing maps or making clever forgeries.
Many members have made pacts with fiends, and gained
warlock powers, especially those that grant the ability to
see and hide in darkness and shadows, hence the guild’s
name.
Goals and Motivations Finally, the guild acts as an arm of the House of the
Masters’ Shadows. The high priest of the temple plans that
Like many other thieves’ guilds, the Shadowmasters of the guild continues to empower Mask as its primary goal
Telflamm primarily seeks profit. However, the guild is since every guild member who influences another person
closely allied with the House of the Master’s Shadow (the through thievery or deception gives more power to the Lord
largest temple of Mask in Faerun) and is, in fact, little more of Shadows.
than a nonpriestly extension of the house. Through the
Shadowmasters, the temple brings youngsters into the Organization
church of Mask and churns out devout followers.
The Shadowmasters of Telflamm is organized like a
classical thieves’ guild, with a guildmaster at the top, aided
by some lieutenants, some veteran thieves, and on the
bottom rank, many petty thugs and thieves. Unlike an
ordinary thieves’ guild, though, the guildmaster reports to
the high priest of the temple of Mask in Telflamm.
History A new guildmaster is selected by the most senior members
of the guild but must be approved by the high priest.
The Shadowmasters of Telflamm is the latest incarnation
of a thieves’ guild that has existed in Telflamm since the Members
Year of the Red Rain (927 DR). The guild’s power waxed
and waned until the Year of the Weeping Moon (1339 DR) The following NPCs are members of the Shadowmasters
when a canny thief and priest of Mask named Volludan that you can insert into your campaign as villains or
became guildmaster. shadowy allies for the characters.
Volludan saw good fortune for the guild if the members Nindil Shadowcloak, Guildmaster
would embrace the worship of Mask. He introduced them of the Shadowmasters of Telflamm
to his old friends from the House of the Master’s Shadow, Nindil is a half-elf that grew up as an orphan on the streets
the temple to Mask in the city. Volludan renamed the guild of Telflamm. Like many other kids, she was taken by agents
the Shadowmasters of Telflamm, paying homage to his of the Shadowmasters and raised within the guild. She
patron god, the Lord of All Shadows, and restructured the climbed the ranks until she was chosen as the new
guild to resemble that of a temple of Mask. guildmaster a dozen years ago.
Since then, the guild grew in power, acquiring a great deal
of wealth and creating permanent safehouses even in the Being part of the Shadowmasters for most of her life, she’s
neighboring cities. very loyal to the guild and is a devout worshiper of Mask.
32 APPENDIX B
Nindil Shadowcloak Dimble
Dimble is a gnome that came to Telflamm as a pet slave of
Medium humanoid (half-elf), lawful evil a Red Wizard of Thay. Dimble somehow managed to flee
from his master and took refuge in the House of the
Armor Class 18 (leather armor +2) Master’s Shadows. He soon joined the faith of Mask and
Hit Points 150 (20d8+60) became a member of the Shadowmasters. Given his
Speed 30 ft. unremarkable appearance, Dimble often walks the streets
of Telflamm acting as the ears and the eyes of the guild.
STR DEX CON INT WIS CHA He’s always with his pet rabbit, Scottie.
10 (0) 20 (+5) 16 (+3) 18 (+4) 16 (+3) 16 (+3)
Dimble is an arcane trickster (See Appendix A), with the
Skills Acrobatics +10, Arcana +9, History +9, following changes:
Perception +8, Deception +9, Sleight of Hand,
Steatlh +10 He has darkvision 60 ft.
He has advantage on any Intelligence, Wisdom, and
Saving Throws Dex +10, Wis +8, Con +8 Charisma saving throws against magic
Senses darkvision 60 ft., passive Perception 18
Languages Common, Elvish, plus thieves’ cant
Challenge 13 (10,000 XP)
Cunning Action. On each of her turns, Nindil
Shadowcloak can use a bonus action to take the
Dash, Disengage, or Hide action.
Fey Ancestry. Nindil Shadowcloack has advantage
on saving throws agains’t being charmed, and
magic can put her to sleep.
Legendary Resistance (2\day). If Nindil
Shadowcloak fails a saving throw, she can choose
to succeed instead.
Mask’s Favor. When she makes a Stealth check in
darkness or dim light, Nindil Shadowcloack gains
advantage on that check.
Special Equipment. Nindil Shadowcloak owns
leather armor +2, a short sword +2, and a ring of
teleport+.
Sneak Attack (1/turn). Nindil Shadowcloak deals
an extra 35 (10d6) damage when she 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 it that isn’t incapacitated, and she
doesn’t have disadvantage on the attack roll.
+New magic item (see Chapter 4)
Actions
Multiattack. Nindil Shadowcloack makes two
short sword attacks.
Short sword +2. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 10 (1d6+7) piercing
damage.
Light Crossbow. Ranged Weapon Attack: +10 to
hit, range 80/320 ft., one target. Hit: 8 (1d8+5)
piercing damage.
Reactions
Uncanny Dodge. Tenosh halves the damage she
takes from an attack that hits her. Tenosh must
be able to see the attacker.
APPENDIX B 33
Keira Juliana
Keira is a a young priestess of Mask that usually works Juliana is a female elf who has recently risen in rank
with members of the Shadowmasters. She is the voice of through the guild, because of the magical abilities gained
the High Priest of Mask inside the guild and supports the through a pact with a devil. Juliana is cold, ruthless and she
guild’s activities when divine magic is required. secretly aspires to free the guild from the temple’s yoke,
according to what her patron is constantly whispering in
Keira her mind.
Medium humanoid (human), lawful evil Juliana is an cutpurse (See Appendix A), with the following
Armor Class 14 (leather armor) changes:
Hit Points 55 (10d8+10)
Speed 30 ft. She has darkvision 60 ft.
She has advantage on saving throws against being
STR DEX CON INT WIS CHA charmed, and magic can't put her to sleep
10 (0) 16 (+3) 13 (+1) 13 (+1) 18 (+4) 14 (+2) She has Charisma 16 (+3)
She knows the following warlock cantrips (Spell Save
Skills Arcana +3, History +3, Medicine +6, DC 13, +5 to spell attacks): eldritch blast, mage hand
Perception +6, Persuasion +4, Religion +6 She knows the following warlock spells (Spell Save DC
13, +5 to spell attacks): burning hands, sleep
Saving Throws Dex +5, Wis +6 She can cast at will, without expending spell slots, the
Senses passive Perception 16 following spells: mage armor and disguise self
Languages Common plus thieves’ cant She speaks and writes Elvish
Challenge 3 (700 XP) Her CR is 3 (700 xp)
Spellcasting. Keira is a 6th level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 14,
+6 to hit with spell attacks). She has the
following cleric spells prepared:
Cantrips: guidance, light, spare the dying,
thaumaturgy
1st level (4 slots): bless, ceremony+, charm
person, command, disguise self, identify
2nd level (4 slots): find traps, hold person, mirror
image, pass without trace, protection from
poison, spiritual weapon
3rd level (3 slots): blink, clairvoyance, dispel
magic, nondetection
+from Xanathar’s Guide to Everything
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4+3) piercing damage.
Blessing of the Trickster. Keira touches a wiling
creature other than herself. That creature has
advantage on Dexterity (Stealth) checks for 1
hour or until Keira uses this feature again.
Cloak of Shadows (3/day). Keira vanishes and
becomes invisible until the end of her next turn.
She becomes visible if she attacks or casts.
Khord
Khord is a male dwarf that oversees the recruitment of new
members, expecially among the street orphans of
Telflamm. He’s a mature dwarf, very devoted to Mask.
Khord is a thug leader (See Appendix A), with the
following changes:
He has darkvision 60 ft.
He has advantage on saving throws against poison
He has resistance to poison damage
He speaks and writes Dwarvish
34 APPENDIX B