Thieves cant is essentially a secret code shared between thieves. In Dungeons & Dragons, this is a way for rogues to roleplay with NPCs of the criminal underbelly of their world. Here, I’ve outlined or given examples of thieves cant to help you create your own ideas for your campaigns or characters. In the final section I’ve written up some new thieves cant for D&D-specific terms.
Thieves Cant
Thieves Cant is a conglomeration of many languages but mostly a mixing of Romany and English. I couldn’t tell you the origins of each of these slang terms because I simply don’t know them. Many dictionaries for thieves cant have been printed and reprinted since the 1500s as normal folks struggled to keep up with the ever-evolving language. I’ve compiled a list of real-world thieves cant terms that might appear in your D&D campaign. All words here are taken from The Lexicon of Thieves Cant by Shaun Haley, which is the most exhaustive I could find online.
Thieves Guild License: (permission to work thieves guild turf) jukrum
Thieves Guild Member: made man
Veteran Thief: old hand
Woman: mort, mot
Cockney Rhyme
While it has origins a lot later than thieves cant, Cockney rhyme was another code language of the underbelly of society. It's really easy to come up with new ones and almost impossible for those not in the know to decipher without strong context clues. Cockney rhyming terms are made by taking the intended word and finding another word that rhymes with it. Then tack the rhyming word onto a short phrase of two similar words and cut off the rhyming word.
For instance, "telephone" rhymes with bone, dogs chew on bones, so "dog and bone" is the Cockney rhyme. Now when you want to refer to a telephone, you just say "dog" and people work backwards from that. See? It's like two steps away so it's very difficult to crack. Sometimes the full rhyme is used instead of the first word. A large majority of existing rhymes refer to real-world people/places/events, but I used this Cockey Rhyming Slang Dictionary to compile a short list of common examples for your campaign:
Money > Bees and honey > Bees
Bar > Near and far > Near
Dice > Rats and mice > Rats
Beer > Pig's ear > Pig
Clink (jail) > Kitchen sink > Kitchen
Grand (1000) > Bag of Sand > Bag
House > Cat and mouse > Cat
Keys > Knobbly knees > Knobblies
Noise > Box of toys > Box
Thief > Tea leaf > Tea Leaf
Gestures
Secret gestures are another way to get your point across and could be included in your roguish language. For instance, the Freemasons use secret handshakes and gestures to inform one another of one’s rank. This could easily fit into the narrative of a thieves guild hierarchy.
Of course, there could be many things that you could use hand gestures for. There is an entire language based on hand signs. You could also apply meaning to common existing hand gestures:
“Stalk or follow a mark.”: Gray Wolf Salute; Index and little finger up, thumb touching middle two fingers.
“Looking for a fence.”: Fig Sign; Clenched fist with thumb peeking between index and middle fingers.
“I got a job to offer.”: Money Sign; rub index finger and thumb together.
“Looking for hitman.”: Crossed Fingers.
“I sense a trap.”: Shaka Sign; Thumb and little finger extended.
“This is a safe place for thieves”: Peace Sign.
“I’m a member of the Thieves Guild.”: Handshake with index finger rolled up.
Symbols
Marks and symbols have been used for secret codes and double meanings for ages. Symbols can be extremely broad, ranging from hidden images in an intricate mural secretly mapping the entire city to a simple graffiti rune marking a safe house. A great example of this are the symbols of hobos (migrant workers) in the 1880s.
For my own campaign, I have a city that outlaws arcane magic in favor of divine magic in a theocratic city. So a thieves guild known as the Stingerbacks made a secret code for them to hide illegal activities in unremarkable residential buildings. Their symbols are based on their group’s logo, a scorpion (except the lightning bolt):
Drop of Venom: Poison/Drug Merchant
Red Scorpion Claw: Gambling Den
Red Scorpion Tail: Brothel
Black Scorpion Claw: Arcane Contraband
Black Scorpion Tail: Hitman
Lightning Bolt: Arcane-friendly hideout/inn.
Homebrew Thieves Cant
Finally, here are some thieves cant terms I made up using fantasy races, classes, creatures, and ideas. Some of these are adapted from existing thieves cant while the rest I came up with using either visual cues, how a thief might see such a thing, or else a form of Cockney Rhyme. I state my supposed origins of each term in parentheses.
Adventurers: goodies (goodie-two-shoes heroes that usually carry a lot of "goodies” to steal)
Adventuring Thief/Rogue: rover (thieves cant for a travelling thief)
Bard: singy jordan (a singing spellcaster. See Wizard/Magic-User)
Cleric: autem bawler (thieves cant for “priest”)
Dragon: ox (Cockney rhyme: Ox and Wagon)
Dragonborn: calf (since Dragon is Ox, their offspring are “calves”)
Drow: sixes (reference to Lolth’s layer of the Abyss, the 66th layer)
Druid: greenie (reference to their affinity for plants)
Dungeon: shar ken (thieves cant for “house” with the Forgotten Realms deity of dungeons, literally “Shar’s house”)
Dwarf: ironhead (for their penchant for metalwork and stubbornness)
Elf: sharp (for the pointy ears and sharp eyes)
Fiend: zeb (named for the archdevil of lying, Baalzebul. A way to remind thieves not to trust them)
Fey: cut (Cockney rhyme: fey and rogues are “cut from the same clay”)
The dragon engine is a gargantuan creature covered in adamantine plates gushing loud gouts of steam from several of its moving parts. The steam-powered engine looks like a dragon with a long spiked tail at its back and a long neck ending in a head filled with teeth and spilling fire from its maw. It rides on a monstrous set of treads covered in spikes and has metallic horns up and down its back.
This fiendish device is an adamantine golem built to look like a dragon. I hear you asking, "but how is this an encounter inspired for a rogue?" Well in true Shadow of the Colossus fashion, the idea is to climb on top of it, find a way inside, and disable it from within. To face it head-on is a foolhardy task but it is possible to distract it long enough for the rogue to do the dirty work.
The creature is designed after an Iron Golem but is bigger and faster and has more HP. This may seem antithetical to make its CR lower, but I have compensated with several balances. Instead of having Poison Breath every round, it has fire breath with a recharge. It can only make one attack each round outside of its Legendary Actions, which are occasionally used to attack the rogue presumably inside its body. The creature also has poor maneuverability so it can only really move once every other round, making kiting a useful tactic against it.
It may seem like a rogue will have a difficult time inside the dragon engine with all the traps inside dealing so much damage, but one should remember that rogues at this high of a level will most certainly have Evasion to completely dodge the damage. However, the dragon will use its interior traps multiple times per round if the rest of the party outside isn't sufficiently vying for its attention.
Inside the Dragon Engine
Moving from one chamber to another is the equivalent of a creature's movement action. A creature can take the Dash action to move to second chamber in the same turn. A creature inside the dragon engine must make a DC 20 Perception check to successfully hear someone yelling from outside and vice versa.
Maintenance Hatch: A DC 16 Athletics or Acrobatics check is required to climb up the treads and torso. A DC 14 DEX check with Thieves Tools is required to unlock the latch. A creature on the maintenance hatch has disadvantage on DEX saving throws against the dragon engine's Flame Wreath ability. Once a creature is inside of the maintenance hatch, they find themselves in the Track Chamber.
Track Chamber: This chamber houses the dragon engine's movement mechanisms. These can be disabled with a DC 18 DEX check using Thieves Tools. If the movement mechanism is disabled, the dragon engine cannot take the move action for 1d4 rounds. A creature in this chamber might be subjected to the dragon engine's Grinding Gears ability. The Tail Chamber, Head Chamber, and Boiler Chamber can be reached from here. The Boiler chamber is locked and can only be reached once the dragon engine's tail mechanism and flame thrower have been disabled.
Boiler Chamber: The Boiler chamber is locked and can only be reached once the dragon engine's tail mechanism and flame thrower have been disabled. This chamber houses the dragon engine's main power source. The boiler can be rigged to overload with a DC 20 DEX check using Thieves Tools. Once the boiler has been successfully rigged, it will erupt in 3 rounds. Once it erupts, all creatures in a 40 ft. radius must make a DC 13 DEX saving throw or take 10d10 bludgeoning damage. A creature A creature in this chamber might be subjected to the dragon engine's Steam Vents ability. The boiler chamber is connected to the Track Chamber.
Tail Chamber: This chamber houses the dragon engine's tail movement mechanisms. These can be disabled with a DC 15 DEX check using Thieves Tools. If the tail movement is disabled, the dragon engine cannot use its Tail Whip attack indefinitely. A creature in this chamber might be subjected to the dragon engine's Lightning Shock ability. The tail chamber is connected to the Track Chamber.
Head Chamber: This chamber houses the dragon engine's Fire Breath mechanism. This can be disabled with a DC 15 DEX check using Thieves Tools. If the Fire Breath mechanism is disabled, the dragon engine cannot use its Fire Breath ability indefinitely. A creature in this chamber might be subjected to the dragon engine's Heat Metal ability. The head chamber is connected to the Track Chamber.
Dragon Engine (CR 14)
Gargantuan Construct, Neutral
AC: 20, HP: 270, SPD: 50 ft.
STR: 24; DEX: 9; CON: 20; INT: 3; WIS: 11; CHA: 1
Immunities: fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Languages: Understands languages of its creator but cannot speak.
Fire Absorption: Whenever the dragon golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt
Immutable Form: The dragon engine is immune to any spell or effect that would alter its form.
Magic Resistance: The dragon engine has advantage on saving throws against spells and other magical effects.
Magic Weapons: The dragon engine's attacks are magical.
Poor Maneuverability: The dragon engine uses treaded tires to move around, making its movement difficult. The dragon engine can only use its action to rotate itself or to travel in a straight line.
Actions:
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20(3d8+7) piercing damage.
Tail Whip: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 23 (3d10+7) bludgeoning damage.
Fire Breath (recharge 5-6): The dragon engine exhales a 40-foot line of fire. Each creature in the area must make a DC 18 DEX saving throw, taking 48 (8d10) fire damage on a failed save and half damage on a successful save.
Legendary Actions:
The dragon engine can take 3 legendary actions chosen from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon engine regains spent legendary actions at the start of its turn.
Detect (1 action): If one or more creatures are inside of the dragon engine, it can use this legendary action to detect where each creature inside of it is located.
Trap (1 action): The dragon can activate one of its traps:
Steam Vents: Each creature in the Boiler Chamber must make a DC 15 DEX saving throw or take 8d8 fire damage. A creature takes half this much damage on a successful saving throw.
Grinding Gears: Each creature in the Track Chamber must make a DC 15 DEX saving throw or take 4d6 bludgeoning damage. A creature takes half this much damage on a successful saving throw.
Lightning Shock: Each creature in the Tail Chamber must make a DC 15 DEX saving throw or take 6d6 lightning damage. A creature takes half this much damage on a successful saving throw.
Heat Metal: Each creature in the Head Chamber must make a DC 15 DEX saving throw or take 6d6 fire damage. A creature takes half this much damage on a successful saving throw.
Flame Wreath: Each creature within a 10 ft. radius of the dragon engine must make a DC 18 DEX saving throw or take 4d10 fire damage. A creature takes half this much damage on a successful saving throw.
Attack (2 actions): The dragon engine may attack one creature in range with either its Bite attack or Tail Whip.
Tips and rules on poisoning and a list of existing poisons in D&D 5e, plus a list of homebrew poisons and a new Poisoner feat!
Getting Poisons
Crafting Poison: The worst way to acquire poison. You must follow regular item crafting rules which means you must send half the poison’s cost in materials, then work a number of days in 5-gp increments until you finish the poison. Therefore a Basic Poison would take 20 days to make and 50 gp to craft from its regular 100 gp cost. More expensive poisons will take a lot more time.
Harvesting Poison: Milking poison from a dead or incapacitated poisonous creature. 1d6 minutes and a DC 20 Nature check or INT check using a Poisoner’s Kit. If this check is failed by 5 or more, the harvester is subjected to the poison. Other than the inherent risk, this is the cheapest way to acquire poisons. Keep an eye out whenever the DM throws a poisonous creature at the party.
Buying Poison: Much more expensive than making or harvesting, but a lot easier. The only difficulty is in finding a seller, especially where it’s illegal and the law is heavily enforced. If there is no black market, ask the DM if an apothecary, alchemist, or herb-seller might have a poison that could be bought. All it might take is an appropriate INT (Nature) check to find out which plants or chemicals would work in high doses as a poison.
Using Poisons
Contact: The most versatile of poison types, contact poisons are transferred through contact. You could coat just about anything in such a poison and all you’d need to do is ensure that it gets into the right person’s hands. Fun ways to use contact poisons might include:
Poisoning the hilts of the swords in a dungeon armory. Once the party alerts the dungeon’s denizens to their presence and they raise the alarm, the creatures that head to the armory for their weapons are in for a nasty surprise.
Poisoning the inside of a piece of clothing placed in a treasure hoard. Players will assume clothing in a treasure chest of loot is magical and may try it on. Soon they will face something far deadlier.
Poisoning the outside of a glove and casually touching the target. Just make sure not to itch your face during this operation.
Poisoning doorknobs or cabinet handles. Simple but effective traps against the chronically un-gloved.
Poison a weapon. If a creature gets injured by a weapon that still counts as touching, yes? Moreover an Injury poison can’t normally coat a bludgeoning weapon, but a Contact poison can.
Ingested: A useful poison for intrigue-driven campaigns, but very limited usability in combat-oriented games. You can get creative with such poisons during downtime if a player needs someone killed or if the DM has sent assassins after the PCs. Most assassins that understand a PC’s power level will not directly confront them, instead opting to get tricky with such a poison that is easy to touch but deadly to ingest. Try getting creative with how you get the poison to its destination:
Poisoning the mouthpiece of someone’s pipe
Poisoning a cloth napkin for someone to wipe their mouth on.
Secretly poisoning the food stores of a military encampment.
Poisoning food given as tribute to some tyrannical giant.
Poisoning your armor if you fear you might be ingested by some purple worm.
Poison your lips with a slow-acting poison and drink an antidote after delivering it.
Poison the victim’s lipstick.
Poisoning the inside of a straw (have the wizards invented those yet?)
Poisoning ice cubes to avoid someone testing their drink (have the wizards invented ice cubes, yet??)
Inhaled: A versatile but dangerous type of poison. It is difficult to transport and from a roleplaying standpoint requires making some assumptions to use, especially since one could simply hold their breath to escape it. Thankfully, most people tend to gasp when surprised so it’s pretty fair to assume it will get into the intended victim’s lungs. Another thing to consider is how long it takes before an area is safe to enter. Has the poison settled? Will a light breeze blow it back into my own face after tossing a vial of it? Everything has to be considered when dealing with life or death. Here are some creative ways to get that gas into the target’s lungs.
Set a handmade trap using a vial of inhaled poison that will break when someone opens a door.
Hide a small amount of inhaled poison in a sealed poison ring and open it near someone’s face.
Apply to a cloth and cover a victim’s mouth with it.
Hide poison in a trapped mask for an unsuspecting player, which will release the poison when pressure is put on the bridge of the nose.
Hide poison on the underside of a cork you expect to be sniffed.
Poison someone’s bottle of perfume.
Injury: The most common form of poison in D&D as it is very easy to apply it to a weapon. If the Basic Poison is anything to go by, you can usually coat one slashing or piercing weapon or else 3 pieces of ammunition.
Apply it to a dart used as part of a handmade trap.
Apply it to a ring with a hidden needle to deliver as you bump into someone and scratch them by “accident.”
Apply to sharp fingernails and scratch someone with it.
Apply to spiked boots during a fistfight and kick them where it counts.
Use it as an ingested poison. We can assume it needs to enter the bloodstream to take effect and what easier way to get to the bloodstream than through the gastrointestinal system? In my games I would also assume drinking an injury poison will have similar effects to taking damage from it.
Existing Poisons
As found on page 257 of the DMG. I reduced the amount of text so be sure to read the full descriptions for rules clarifications.
Basic Poison (Inj): 1d4 poison damage. Save DC 10 CON: negates. Poison lasts on weapon for 1 minute. 100 gp.
Assassin’s Blood (Inj): 1d12 poison damage and Poisoned for 24 hours. Save DC 10 CON: half damage and not poisoned. 150 gp.
Burnt Othur Fumes (Inh): 3d6 poison damage on initial failed save, then 1d6 poison damage each round thereafter. Save DC 13 CON: save made each round, poison ends after three successes. 500 gp.
Carrion Crawler Mucus (Con): Poisoned and Paralyzed for 1 minute. Save DC 13 CON: Initial save prevents poisoned and paralyzed conditions. Save made each round thereafter. A successful save ends the paralysis. 200 gp.
Drow Poison (Inj): Poisoned 1 hour. If save is failed by 5 or more, creature is unconscious while poisoned. The creature awakens they take damage or if another creature spends an action to awaken them. Save DC 13 CON: negates. 200 gp.
Essence of Ether (Inh): Poisoned 8 hours. The poisoned creature is unconscious. The creature awakens they take damage or if another creature spends an action to awaken them. Save DC 15 CON: negates. 300 gp.
Malice (Inh): Poisoned 1 hour. The poisoned creature is blinded. Save DC 15 CON: negates. 250 gp.
Midnight Tears (Ing): At midnight, creature takes 9d6 poison damage. Save DC 17 CON: halves damage. 1500 gp.
Oil of Taggit (Con): Poisoned 24 hours. The poisoned creature is unconscious and awakens only if they take damage. Save DC 13 CON: negates. 400 gp.
Pale Tincture (Ing): Poisoned and takes 1d6 poison damage initially and once every 24 hours. The poison damage cannot be healed by any means until the poison is negated. Save DC 16 CON: If initial saving throw is made the poison is negated. Otherwise, save is repeated every 24 hours and only ends when 7 successful saves are made. 250 gp.
Purple Worm Poison (Inj): 12d6 poison damage. Save DC 19 CON: halves damage. 2000 gp.
Serpent Venom (Inj): 3d6 poison damage. Save DC 11 CON: halves damage. 200 gp.
Torpor (Ing): Poisoned and incapacitated 4d6 hours. Save DC 15 CON: negates. 600 gp.
Truth Serum (Ing): Poisoned 1 hour and can’t knowingly speak a lie while poisoned. Save DC 11 CON: negates. 150 gp.
Wyvern Poison (Inj): 7d6 poison damage. Save DC 15 CON: halves damage. 1200 gp.
New Homebrew Poisons
For most of these saves, if it isn’t mentioned, it’s assumed that each poison has an initial saving throw that must be made.
Afflux Elixir (Inj): A favorite of torturers. Whenever the creature is damaged while the poison is in effect, the creature becomes frightened of the source of the damage for 1 minute. Save DC 14 CON: If the initial saving throw is failed, the creature makes a new saving throw every 6 hours. The poison ends on a successful save. 400 gp.
Black Pine Oil (Inj): Creature is poisoned for 1 minute and has their movement speed reduced to 0. The creature’s movement speed returns at a rate of 5 ft. per round until it is fully restored. Save DC 13 CON: The creature’s movement is initially only reduced by 10 if they succeed at their saving throw. Their movement speed recovers as normal. 300 gp.
Bloodboiler of Pyremius (Inj): The creature becomes poisoned and takes 1d10 fire damage each round. Save DC 14 CON: The creature must make a new saving throw each round, ending the effect on a successful saving throw. 350 gp.
Breath of Wee Jas (Inh): For 1 minute, the creature must make a DC 18 CON saving throw whenever they cast a spell. On a failed saving throw, the spell fails and is wasted. Save DC 15 CON: Succeeding at the initial saving throw negates the poison. 1000 gp.
Chillspine Venom (Inj): The creature becomes poisoned for 1 minute and becomes Vulnerable to cold damage while poisoned. Save DC 13 CON: negates. 300 gp.
Dendar’s Craving (Ing): The creature suffers no ill effects immediately, but slowly becomes maddeningly obsessed with cannibalism. Save DC 12 CON: Succeeding at the initial saving throw negates the poison. On a failed saving throw the creature must make a new save every 8 hours with a cumulative +1 to the save’s DC. If the creature fails one of these saving throws, the creature seeks out and attempts to devour the nearest intelligent creature. The poison’s effect subsides on its own after one week. 750 gp.
Devilseye (Con): The creature loses their Magic Resistance feature if they have it. This poison can affect creatures normally immune to poisons if their CR is less than 20. Save DC 18 CON: The creature may make a CON saving throw once at the start of each of its turns, ending the effect on a successful save. 1800 gp.
Dizzying Smoke (Inh): Creature is poisoned and has their maximum WIS reduced by 2 for 1 hour. Save DC 13 CON: negates. 500 gp.
Evening Glory’s Caress (Con): The creature becomes unconscious and enters a death-like state that is indistinguishable from a dead creature. Save DC 17 CON: The initial saving throw negates the poison if successful. The creature makes a new saving throw every 24 hours after the first failed saving throw. If the creature accumulates three successful saving throws, the creature awakens. If the creature accumulates three failed saving throws, the creature dies. A creature slain by this poison has their corpse perfectly preserved. 1300 gp.
Greater Centipede Poison (Inj): Creature is poisoned and has their maximum DEX reduced by 2 for 1 hour. Save DC 13 CON: negates. 500 gp.
Lockjaw (Ing): The creature becomes poisoned and cannot speak or cast spells with verbal components. Save DC 15 CON: Initial save negates. On a failed save, the creature may make a new saving throw each hour to negate the poison. 500 gp.
Magebane Vapor (Inh): Creature is poisoned and has their maximum INT reduced by 2 for 1 hour. Save DC 13 CON: negates. 500 gp.
Merrshaulk’s Slumber (Inh): The creature becomes poisoned, falls unconscious, and takes 1d6 psychic damage each hour. Save DC 15 CON: The creature must make a new saving throw every time someone tries to wake the creature or every time the creature takes non-psychic damage. On a successful saving throw, the creature awakens. On a failed saving throw the creature remains asleep and takes an additional 1d6 psychic damage. 700 gp.
Nerull’s Kiss (Ing): The creature becomes poisoned for 1 hour. At the end of the hour, the creature begins dying and makes death saving throws as normal. Save DC 17 CON: A saving throw must be made initially and after 1 hour. Succeeding at either save negates the poison. 2000 gp.
Righteous Ravaging (Con): A Fiend or Undead that comes into contact with this poison becomes poisoned for 1 minute and takes 1d6 radiant damage each round until it is no longer poisoned. This poison can affect creatures normally immune to poison if their CR is less than 20. Save DC 16 CON: Each round the creature must repeat their saving throw, ending the effect on a successful save. 600 gp.
Salamander Venom (Inj): The creature becomes poisoned for 1 minute and becomes Vulnerable to fire damage while poisoned. Save DC 13 CON: negates. 300 gp.
Shadow Withering (Inj): Creature is poisoned and has their maximum STR reduced by 2 for 1 hour. Save DC 15 CON: negates. 500 gp.
Skinwrithe Paste (Con): Creature is poisoned and has their maximum CHA reduced by 2 for 1 hour. Save DC 13 CON: negates. 500 gp.
Sseth’s Consumption (Inj): The creature becomes increasingly weak and tired, gaining one level of exhaustion on the initial failed save. The creature makes a new saving throw every 1 minute. On a successful saving throw, the poison ends and the creature can recover from the exhaustion normally. Save DC 14 CON: negates. 1000 gp.
Wasting (Inj): Creature is poisoned and has their maximum DEX reduced by 2 for 1 hour. Save DC 13 CON: negates. 500 gp.
Wraith Slime (Inj): The creature becomes poisoned and takes 1d6 necrotic damage each round. The creature’s maximum hit points are reduced by an amount equal to the damage dealt. Save DC 15 CON: The creature makes a saving throw at the start of each round, negating the effect on a successful save. The creature’s hit point maximum is restored after they receive magical healing on hallowed ground. 900 gp.
Yeathan’s Breathstealer (Ing): The creature cannot breath and begins to suffocate for the next 1 hour. A successful DC 20 Medicine check will properly perform a tracheotomy until the poison passes or is cured. Save DC 16 CON: negates. 1500 gp.
New Feat: Poisoner
You become proficient in the Poisoner’s Kit and gain the following benefits:
When harvesting poison from a dead or incapacitated creature, you do not suffer ill effects of the poison you are harvesting when you fail the save by 5 or more.
When crafting poisons you work more efficiently. You craft at a rate of 20 gp per day instead of 5 gp per day.
If you spend 4 hours with a poison using a Poisoner’s Kit you can increase its potency. The affected poison’s DC increases by 1. Reroll all 1s on the damage dice of poisons that deal damage.
A collection of magic items designed with rogues, thieves, tricksters, spies, and assassins in mind.
Choker of Silence
Wondrous Item (neck), Uncommon
The Choker of Silence is a black leather collar with a brass pendant that looks like a keyhole. When the Choker is placed around the neck of a Medium or Small humanoid creature, the creature is rendered silent thanks to an aura that surrounds their head. The creature may make an initial WIS saving throw against a DC of 17 to resist this effect. A creature that resists the Choker becomes immune to its effects for 1 hour.
Cloak of Camouflage
Wondrous Item (back), Rare, requires attunement by a rogue
When you twirl this cloak, it magically disguises you as an ordinary medium or small object decided when the cloak was created. As long as you remain motionless, the magic persists. If you move or are moved more than five feet the illusion is dispelled and you turn back into your original self. If a creature interacts with the illusion they may make a DC 14 WIS saving throw to disbelieve it. The cloak is embroidered with an intricate pattern made of small symbols depicting the object it disguises you as. The most common object that spellcasters make a Cloak of Camouflage for is a coat rack ironically holding the cloak.
Cowl of the Assassin Queen
Wondrous Item (head), Legendary, requires attunement by a rogue
This silken cloak and hood is said to be a gift for a drow assassin favored by Lolth herself. Wherever the wearer of this cowl travels, cobwebs and dust hide their trail. When the cowl is pulled over the attuned creature’s head, it completely obscures the wearer’s face in shadow regardless of other sources of light. Whenever the wearer scores a critical hit against a creature, they become invisible for one minute. If you make an attack, cast a spell, or receive any damage from an attack or spell, the invisibility ends. In addition, whenever you land an attack against a creature while you are unseen, the creature must make a CON saving throw with a DC of 18 or take 4d8 poison damage.
Doomed Man's Knife
Magic Weapon (dagger), Rare, requires attunement by a rogue
The Doomed Man’s Knife is a dagger that looks like glass forged from the tears of an enraged fey creature. This dagger has a number of charges equal to the wielder's CHA modifier. All charges replenish at dawn. When the wielder deals damage to a surprised creature, the wielder can expend one of the dagger's charges. If they do so, the damaged creature must make a CHA saving throw against a DC of 15. If the creature fails their save, they become affected as if by a Faerie Fire spell; shedding dim light and granting advantage to creatures that make attacks against them. The effect fades after 1 minute.
Dragonseye Lens
Wondrous Item, Rare, requires attunement by a rogue or bard
A very useful item for both dungeon delvers and daring pickpockets, the Dragonseye Lens is a rosy glass lens framed with gold scales. While looking through the lens any gold, silver, or gemstones within 80 ft. light up like a bright light for the viewer. The viewer can see through objects and creatures to see such treasures, but cannot see through lead or 10 ft of stone.
Fortune's Friend
Wondrous Item, Rare
You may roll this magical eight-sided die to gain a random boon for 24 hours. Once the die has been rolled by someone it cannot grant a boon to anyone for another 24 hours. Each side of the die has a different color that grants a different boon. Roll 1d8 to find out which boon is granted when the die is rolled:
red: -1 on all attacks and saves.
orange: +2 on STR skill checks
yellow: +2 on DEX skill checks
green: +2 on CON skill checks
blue: +2 on INT skill checks
indigo: +2 on WIS skill checks
violet: +2 CHA on skill checks
white: +10 max HP
Gloves of Knife Storing
Wondrous Item (hands), Uncommon, requires attunement by a rogue
A favorite of knife-throwers, these leather gloves have a dagger-shaped stud on each knuckle pointing outward toward each finger. The gloves can carry up to 8 daggers in an extradimensional space. Whenever the command word is spoken, a dagger of the wearer’s choice is summoned from this dimensional pocket and appears in the wearer’s hand. A summoned dagger disappears after being used for a thrown weapon attack or when dismissed by the wielder, and reappears in the gloves’ storage after 1 minute has passed. To store a dagger in the gloves, one must merely speak a different command word while holding the dagger of choice. The dagger disappears and appears in the dagger’s storage dimension in 1 minute.
Hidden Needle Armor
Magic Armor (any), Rare
This otherwise regular-looking +1 magic armor is covered in invisible spikes. Whenever the wearer grapples or becomes grappled by another creature, that creature takes 1d6 piercing damage and must make a DC 14 WIS saving throw or drop the creature in surprise. Creatures that are aware of the spikes or cannot feel pain automatically succeed on this saving throw.
Hissing Rapier
Magic Weapon (rapier), Rare, requires attunement by a rogue
This rapier emits a hissing sound and appears to be discolored with a strange iridescence. When you apply Sneak Attack damage dice to the damage of an attack, you may choose to deal no Sneak Attack damage instead. If you do, the creature you hit becomes afflicted by a magical acid that quickly begins to eat away at them. At the start of each of the affected creature's turns, the creature automatically takes 1d6 acid damage. This effect lasts for a number of rounds equal to the number of damage dice for your Sneak Attack plus one. Healing magic does not stop the progress of the damage, but dousing the affected area in water for one round will end the effect.
Kukri of Deep Poison
Magic Weapon (dagger), Very Rare, requires attunement by a rogue
A dagger crafted from a Bone Naga's fang. When this weapon deals damage, if it is coated in a poison that requires a saving throw, the wielder may reduce the damage dice of their Sneak Attack by up to 4d6. For each die spent this way, increase the saving throw DC of the poison by 1.
Lucky Charm
Wondrous Item, Rare, requires attunement by a rogue or bard.
Lucky Charms come in a multitude of forms, but most often as a dice-shaped bead on a cord worn around one's neck or wrist. The Lucky Charm grants its wearer one luck point, which replenishes after finishing a long rest. Whenever you roll an attack roll, saving throw, or ability check, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
Mask of Sweet Air
Wondrous Item (face), Uncommon
A fine black cloth mask that covers the wearer's mouth and nose. While wearing the mask, a creature can breathe underwater and becomes immune to airborne diseases, poisons, and other inhaled hazards.
Molesight Helm
Wondrous Item (head), Rare, requires attunement
A faceless helmet that grants the wearer Darkvision out to 60 ft. and Blind Sight out to 10 ft. If the wearer already has Blind Sight the helm increases the distance of their existing Blind Sight by 10 ft. If the wearer is subjected to bright light or sunlight while wearing the helm they become blinded and lose their Blind Sight for 1 minute.
Quill of Baalzebul
Wondrous Item, Very Rare, requires attunement by an evil creature
A writing quill made from an Achaierai feather. The quill can stand on its own with a command word, ready to transcribe whatever its attuned owner speaks. If first dipped in the blood of an intelligent humanoid that understands how to write in at least one language, the quill will transcribe what its attuned owner says in the exact handwriting and preferred language of the creature whose blood it was dipped in. Those trying to interpret the document as a fake or forgery have -5 to their skill checks to do so.
Shadowspawn Amulet
Wondrous Item (neck), Rare, requires attunement by a rogue
This amulet looks like a long creature made of pewter coiling around a clear crystal. When active, the crystal fills with black smoke until it looks more like an onyx gem. At will, you can manifest a tiny companion made purely of darkness that crawls out of your shadow called a Shadowspawn. Its form is comprised of cloying black smoke but otherwise takes whatever form you choose.
The Shadowspawn perfectly obeys your mental commands but disappears if it travels more than 300 ft. from you. Controlling the Shadowspawn requires concentration and an action during your turn.
The creature has the statistics of a Cat except that it adds twice your proficiency bonus to its attacks and Stealth skill checks. The Shadowspawn can lift about 5 pounds of weight but cannot manage fine manipulation like picking a lock. When the Shadowspawn makes an attack roll, if it had advantage, add your Sneak Attack damage dice to the damage of the attack. You cannot sense anything that the Shadowspawn can sense except for whether it is currently in sunlight, light, dim light, shadow, or darkness.
Soulfire Dagger
Magic Weapon (dagger), Very Rare, requires attunement by a rogue
This dagger is made entirely of silver. It's hilt is an elongated top half of a skull with the "teeth" stretched and melded to a point to form the blade. The weapon is a +1 dagger absorbs the soul of those it kills, only to release it on its next attack in a fiery blast. The dagger only holds one soul at a time (the most recent one it absorbed) and while a soul is imprisoned in the dagger, the creature cannot be resurrected by any means short of a Wish spell, which frees the soul from the dagger. Whenever you deal a lethal blow to a living creature, your next damaging attack made with the weapon within the next hour deals a bonus 3d10 fire damage. The dagger will not absorb souls from the dead, nor creatures that cannot be resurrected like extraplanar creatures.
Spying Glass
Wondrous Item, Very Rare, requires attunement by a rogue
This magic spyglass is painted light blue and has gold embellishments at the ends of each of its three segments. When someone looks through the spyglass it functions as a normal spyglass would, except when the third segment is turned clockwise. When this is done, it shows you a visual representation of the surface thoughts of the creature it is pointing at, revealing no more information than the Detect Thoughts spell. The spying glass cannot be used to probe deeper into a person's thoughts in this way. Although it does not stop the effect of the Spying Glass, creatures affected by it that succeed at a DC 17 WIS saving throw suddenly have a strong feeling of being watched.
Spymaster's Coins
Wondrous Item, Rare
A pair of coins carved with unique magical symbols. At first glance both appear to be a ordinary coins (usually gold pieces) but a Perception check DC 15 or closely inspecting them will reveal their true nature. A Spymaster's Coin is paired with another identical coin. When either one of the coins is rubbed and a command word is spoken, the symbols on both coins glow faintly and the speaker of the command word can see through the eyes of the owner of the second coin. If the affected creature is unwilling or unwitting, the creature must make a DC 14 WIS save to resist the effect. A successful saving throw does not alert the creature of the failed divination magic cast upon them, but it does make them immune to the effects of the coin for 4 hours.
A pleated white tunic usually used so the wealthy or magical don't need to bathe as often. The tunic causes the wearer to never emit a scent. Creatures attempting to track or search for someone wearing the tunic by the creature's smell alone will be unable to do so.
Widow's Gloves
Wondrous Item (hands), Very Rare, requires attunement by a rogue
A pair of white silk gloves with an embossed spiderweb pattern across it. With a simple touch and a hand gesture, these gloves lace a touched, nonliving object in a undetectable poison at the will of the wearer. It has three charges that replenish each night at midnight. The poison has different effects based on how the poison is dealt to the victim:
If a creature other than the gloves' wearer touches the poisoned object, that creature must make a DC 14 CON save or take 2d8 poison damage.
If the poison-coated object damages a creature, that creature must make a DC 16 CON save or take an additional 4d8 poison damage.
If a creature ingests the poisoned object, the creature must make a DC 18 CON save or take 8d8 poison damage.
Withering Blade
Magic Weapon (short sword), Very Rare, requires attunement by a rogue
This short sword’s hilt is a sculpted (perhaps petrified?) wight’s claw and its business end is a translucent black blade. The sword drains the vitality of a creature when it hits their vital spots. When you apply Sneak Attack damage dice to the damage of an attack, you may substitute 4d6 of your Sneak Attack damage to reduce the victim's maximum STR score by 2 until they finish a short rest.
Four new homebrew roguish archetypes for the D&D 5e rogue: the Shady Dealer, the Gambler, the Firebug, and the Grave Robber!
image credit: Clint Cearley
Shady Dealer
The ultimate intrigue character, the Shady Dealer is a smuggler of a thieves guild or a black market merchant. They use their connections to get information to the adventuring group far easier than anyone else. They know who to talk to and can get just about anything that the party is looking for... as long as the price is right.
Their ability to essentially cast a stronger version of Locate Object and Locate Person is useful for most narratives and their ability to cast Identify on objects they appraise is noteworthy for any adventuring party. The class is far from combat-oriented but they have a strength in their ability to access the best poisons for cheap. A player will get the most out of this class in abusing their Merchant's Knowledge abilities to make money to buy better poisons and buy the specific magic items they want.
Tools of the Trade: At 3rd level, you gain proficiency in the Disguise Kit, Forgery Kit, and Poisoner's Kit.
Merchant's Knowledge: At 3rd level, you trade in the most valuable commodity of all: information. You gain access to a handful of abilities.
Appraise: You have advantage on checks made to judge an item's worth. If you successfully determine how much an item is worth, you may also learn its magical properties as if you had cast an Identify spell on it.
Informants: In a populated area there is bound to be somebody who knows something. As long as you are in a town or city, you may add your CHA modifier to INT checks. You must spend 1d4 hours gathering.
Locate Person/Object: You can find out the location of a specific person or a object using your ties to the criminal underbelly. As long as you are in a town or city, you may make a Persuasion or Intimidation check against a DC based on the description of the target person or object (See below). If you succeed, you find out the current location of the target if the target is within the town or city. If the target is not in the current city, you discover where the target was headed when they last left the city, if possible. You must spend 8 hours to find any specific object or person.
Death Dealer: At 9th level, you have honed your abilities and knowledge of the best weapon for your profession: poison. When you use a poison, you increase all saving throw DCs of the poison by 1 and reroll 1s and 2s on damage dice of your poisons. You may buy poisons for half of their market price.
Use Magic Device: By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Soul of Deceit: Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a CHA check contested by the mind reader’s WIS check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic.
image credit: Maichol Quinto (Satibalzane)
Gambler
The gambler is a character that is constantly pushing their luck to its limits. Some postulate it must be some sort of magic or trickery, but only the gambler knows for certain why they always end up ahead: a deal with Tymora, the goddess of luck herself!
I wanted this class to really feel like you are gambling when you play, so I made the key ability (Risky Action) enable your sneak attack (even on opportunity attacks since it lasts until your next turn!) so players would be tempted to use it often. Risky Action feels like gambling because you are literally playing Craps every time you play!
The immense variety of their spell list is balanced by only getting one each day (twice at 17th level) and completely at random to prevent planning. I think this will be enjoyable to improvise their day around a spell or two. I picked the spells in the deck of cards according to their suite and value. Clubs="Elemental" spells, Spade="Utility" spells, Diamond="Trickery" spells, and Heart=Healing spells, while the value equates to the spell level.
Also note that I made a homebrew magic item for Rogue Week called a Lucky Charm that works well with this class as it gives them an additional luck point.
Risky Action: At 3rd level, you can use your Cunning Action to take a risk during combat. Pick a number from 2 to 12 except for the number 7 and roll 2d6. If the result is a 7, you have disadvantage on all attack rolls made until your next turn. If the result is anything other than 7, you gain advantage on all attack rolls until your next turn. If the result is the number you chose when you rolled the dice, you can steal a tiny object (less than a pound) from the next creature you hit with an attack that isn't currently held by the creature. For instance: a piece of jewelry, a small coinpurse, a scroll, a belt, a stowed dagger, or similar object.
Lucky: At 3rd level, you gain the Lucky feat. If you already have the Lucky feat, you instead gain one additional daily luck point. You also gain proficiency in a gaming set of your choice.
Up the Ante: Starting at 9th level whenever you spend a luck point you may choose one of the following:
Gambler's Conceit: You gain +10 temporary HP until your next turn.
Gambler's Ruin: Attacks you make deal +2d6 damage until your next turn.
Inconceivable: You may force a creature that can see you within 10 ft. to make a CHA saving throw with a DC equal to 10 + 2d6. On a failed save, the creature becomes stunned until your next turn.
Luck of the Draw: Once per day starting at 13th level, you may draw a card from a magic deck of cards granted to you by the goddess of luck (or roll 1d20). You gain a spell corresponding to the card drawn as shown below. You may cast the spell once within the next 24 hours. Any spell cast this way is treated as if you cast it using a 5th level spell slot. Use your CHA modifier as your key ability modifier for your spell save DC and spell attack modifiers. At 17th level, you may draw two cards from the deck each day.
1: Two of Spades: Feather Fall
2: Two of Diamonds: Charm Person
3: Two of Clubs: Thunder Wave
4: Two of Hearts: Healing Word
5: Jack of Spades: Spider Climb
6: Jack of Diamonds: Invisibility
7: Jack of Clubs: Scorching Ray
8: Jack of Hearts: Prayer of Healing
9: Queen of Spades: Blink
10: Queen of Diamonds: Hypnotic Pattern
11: Queen of Clubs: Stinking Cloud
12: Queen of Hearts: Mass Healing Word
13: King of Spades: Dimension Door
14: King of Diamonds: Greater Invisibility
15: King of Clubs: Stoneskin
16: King of Hearts: Death Ward
17: Ace of Spades: Passwall
18: Ace of Diamonds: Dominate Person
19: Ace of Clubs: Cone of Cold
20: Ace of Hearts: Mass Cure Wounds
Lucky Break: At 17th level, you can use your reaction and spend a luck point to gain immunity to all forms of damage until your next turn.
image credit: Jesper Ejsing
Firebug
The Firebug is a rogue that delights in fire and explosions. They use their abilities and prowess to get the drop on their victims like no other rogue can. Their bombs surprise their foes and cause panic and mayhem while the firebug wades into the chaos to backstab them.
While the Fire and Smoke Bombs are technically spells, if your DM allows or prefers they can have them not count as casting a spell but instead as throwing a fist-sized bomb at the targeted location. I could have made this class all about the explosives in the back of the DMG, but I thought it would be more interesting (and more versatile) to make the effects more spell-like.
Fire and Smoke Bombs: At 3rd level you learn how to easily create bombs out of either alchemical or magical material. You learn the Create Bonfire (EE) and Produce Flame cantrips gain three spell slots which replenish after a long rest. Each spell slot level is equal to half your rogue level rounded up. You can cast the following spells using your spell slots (provided the spell slot is high enough):
Fog Cloud (1st)
Pyrotechnics (EE) (2nd)
Fireball (3rd)
Delayed Blast Fireball (7th)
Shock: At 3rd level, whenever a creature must make a saving throw against your Firebug spells, if that creature is surprised, the creature has disadvantage on their saving throw.
Commando's Vision: At 9th level, you gain the ability to see through smoke, fire, and fog without any penalty.
Awe: At 13th level, whenever a creature must make a saving throw against your Fire and Smoke Bombs, if that creature is surprised, the creature becomes frightened for the duration of their next round and deafened for 1d4 rounds.
Undermine: At 17th level, your Fireball and Delayed Blast Fireball spells deal an equal amount of damage as force damage to structures in their area.
image credit: Felicia Cano
Grave Robber
The grave robber has lived on the fringes of society and among the dead. This roguish character is often paid to find corpses for necromancers and less-than-ethical surgeons. Soon, they found that the dead hold their own secrets and riches. The grave robber uses their expertise of tomb raiding and their knowledge from their arcane and medical patrons to assist their adventuring party with quasi-magical poisons. Most good characters will be hesitant to work with such a rogue of such a grisly profession, but they won’t be complaining once their life is saved by Ghoul Ichor!
I wanted to have unique poisons for each type of undead for the Waste Not ability but besides the ghoul they all do the same thing: reduce max HP with necrotic damage. This was incredibly boring so I looked back at 3rd edition for inspiration. This class is resilient and ruthless. They don’t get their important combat boost until much later in the progression, but their access to essentially free poison each day can take down the most powerful enemies.
Tomb Raider: By 3rd level, you have become familiar with a variety of faiths and learn how to notice the magical defenses they set for their sacred dead. You gain proficiency in the Religion skill and can cast Detect Magic at will.
Waste Not: Starting at 3rd level, you use knowledge gathered from undead you've encountered to make unique alchemical poisons out of the corpses you plunder. You can prepare one dose from the listed poisons below for every 2 hours you spend with a corpse (provided you meet the level requirements for the poison). A maximum of two doses can be harvested from any one corpse before it is wasted of usefulness. The saving throws for each of these are equal to 8 + your INT modifier + your proficiency modifier.
Ghoul Ichor (Level 3): You may use a bonus action to coat your weapon in Ghoul Ichor. If the next creature you hit with that weapon within 1 hour is not an elf or an undead, the creature must succeed at a CON saving throw or become paralyzed for 1 minute. The creature may repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
Wight Blood (Level 3): You may use a bonus action to coat your weapon in Wight Blood. The next non-undead creature you hit with that weapon within 1 hour must succeed at a CON saving throw or gain one level of exhaustion. The affected creature repeats the save at the end of its next turn, gaining one additional level of exhaustion on a failed save.
Vampire Blight (Level 6): You may use a bonus action to coat your weapon in Vampire Blight. The next creature you hit with your weapon must succeed at a CON saving throw or take 6d6 necrotic damage (half damage on a successful save). The creature's maximum hit points are reduced by an amount equal to the damage dealt.
Mummy Powder (Level 9): You may throw a glass vial of Mummy Powder at a creature up to 20 ft. away or you can coat a Tiny object in the powder. A creature that comes into contact with the powder must succeed at a CON saving throw or become cursed with Mummy Rot. A creature cursed this way takes 3d6 necrotic damage immediately and again every 24 hours thereafter. The creature's maximum hit points are reduced by the same amount of damage dealt. Mummy Rot can only be cured by a Remove Curse or similar effect.
Bodak Eye (Level 13): Although not technically a poison, the Bodak Eye can be pointed at a creature within 30 ft. If the creature can see the Bodak Eye, the creature must make a CON saving throw. If the creature fails the saving throw, they take 10d6 necrotic damage. If the creature fails their save by 5 or more, the creature instead dies instantly. The Bodak Eye loses its effectiveness once used.
Night Moves: At 9th level, you are accustomed to working in pitch darkness. You gain Darkvision out to 30 ft. If you already have Darkvision, your existing range for your Darkvision increases by 30 ft. In addition, you can move at a normal speed while moving stealthily (normally you must move at 2/3 your regular speed to maintain stealth).
Grave Fortitude: At 13th level, your grim work has made you accustomed to the threats of death and disease. You gain advantage on saving throws against spells and effects that deal poison or necrotic damage or inflict disease.
Bury Them: At 17th level, you become accustomed to having the upper hand and are desperate to keep it that way. If you hit with an attack against a prone creature the attack automatically counts as a critical hit.
Ambushing: Combat with a rogue is all about the ambush, and it's up to you to set it up. Scout ahead of the party and carefully keep an eye and ear out for unwary prey by listening at doors or around corners. Scan the battlefield for potential hiding places, areas that are heavily obscured, or total cover which will give you advantage to proc your Sneak Attacks. If you are an Arcane Trickster, use your illusions to set up the ambush. You have your full damage potential (especially as the Assassin subclass) when you have a surprise round. It's essentially a second sneak attack instead of just one, which is normally enough to kill most CR 2-3 creatures at an average level. At higher CRs, this damage is essential to keep up with your allies.
Speaking of allies, fill the party in on your plans so they can act accordingly. You don't need to tell people what to do (that never feels good) but you can say "Looks like the goblins haven't noticed us yet. I can sneak over to those bushes and backstab the big guy but I'll need some cover. If one of you sticks with me, I can keep getting in some cheap shots to bring them down." It's not explicitly telling other players what to do, but it lets them know what you can do and how to make the most out of them. And trust me, you will need your allies because past the first few rounds, it's a lot more difficult to break away from combat to hide so you will need that flanking clause to give yourself Sneak Attack.
Action Economy: As a rogue, your bonus actions and reactions are pretty full. You will be using your bonus action to either hide or disengage (so you can go hide) thanks to Cunning Action. Dual-wielding is thus affected because your bonus action attack can't be made. If you have to choose, only make that extra attack when it has a Sneak Attack applied. Your reaction, while you might be tempted to use it for attacks of opportunity, I would advise against it unless it will have a Sneak Attack applied. Otherwise, if you're high enough level, you should always wait to use your Uncanny Dodge to halve the damage of an incoming attack. You are fragile and need that damage reduction for survival, and a non-sneak attack is just not worth it.
Magic Fingers: Know when to use your thieving skills. Steal that guard's keys or steal that magic amulet from the big bad or those weapons from the sleeping guards. You can even earn a bit of pocket change by pickpocketing the upper class you see in towns and cities. I would advise against stealing from other players as it often leads to you getting killed or kicked out of the party. These guys decided to keep you around and are okay with you stealing from and killing other people. To a street urchin or criminal, that's pretty much family.
Use your investigative skills to check for traps you can disable. You have pretty good DEX saves and Evasion so you will be able to dodge pretty much all traps that don't target your mind. Even poison traps will need to hit you before they impose CON saves, so you are still pretty safe as a scout.
Don't forget to use kits other than your Thieves Tools. A Forgery Kit can help you get into well-guarded places without needing an entire mini adventure. Heck, if no one notices you can set up a land grant for yourself and set up a stronghold with some good checks. A Disguise Kit can do the same thing as a Forgery Kit with the added bonus of looking like a specific person which opens up new roleplaying opportunities. A Poisoner's Kit seems handy at first, but when you take into account how long it takes to make even simple poisons it looks a lot less promising. The Poisoner's Kit is best used when harvesting poisons from monsters because it's quicker and usually stronger.
Roleplaying: Seeking out the back alleys and shady dealers is the easiest way for you to roleplay a rogue. You can usually trust another thief to give you a useful perspective on the local militia, the government, the merchants, and the daily comings and goings. Joining a thieves' guild can be not only a fun story experience but also open up a lot of avenues that might otherwise be closed to you.
When dealing with NPCs, you are essentially the same thing as a bard but primarily employ Deception rather than Persuasion. I mean, most people wouldn't trust you otherwise if they knew you were a rogue! A little advice, don't make your lies too outlandish. That will most likely get you disadvantage at best or at worst cause you more problems down the road. Smaller twists of the truth can be explained away as forgetfulness or bad intel. The city that was destroyed by a dragon is going to be harder to explain when it's found safe and sound.
As for your own character, make sure you have a motivation. Being a rogue just so you can get away with anything is just poor storytelling. What drives you? Is it greed or a lust for adventure? Why did you join the party? Maybe they can bring justice to the city where your government failed. What are you willing to kill for? Even assassins have codes of conduct or moral compasses. Answer these questions and you might have a better grasp on your character so you can more effectively play the role and make decisions.
As a DM:
Rogues Gonna Rogue: Give them opportunities to be a rogue. When filling rooms in your dungeon, add places to hide or cover for ranged combat. Put traps in your dungeon not just to wear down your players but for them to find and feel good about disabling. Use poison as loot for the rogue to use. It's like giving out healing potions except they kill people!
Rogues are best at roleplaying with other rogues. Having a thieves' guild is a simple solution, but it can always be made more robust. Flesh out that guild. How organized is it? What sort of gestures, words, or symbols make up their Thieves Cant? What sorts of illicit activities are they involved in?
Something for rogues to roleplay against are people in power and governments. Someone has to make the kingdom's laws to be broken! How do people in power antagonize rogues or the thieves guild? What activities and items are considered illegal? On the flip side, are there any people in power who need help from a rogue for assassination or thievery? The nobility are going to frequently become the targets of your party's rogue and their Deception skill checks, so make sure they are fleshed out with ambitions.
Challenging the Rogue: Rogues are good against weaker creatures caught out by their ambush (since they can get two sneak attacks in) and against larger creatures that are distracted by the tank of the group. To challenge a rogue, give them a hard-hitting enemy that's smart enough to take out the rogue once it realizes the damage output.
Other ways to force rogues out of their comfort zone include giving the enemy a good Perception check or reducing the environmental clutter for the rogue to hide in. Separating a rogue from the group or at least spreading out the party means the rogue can't just flank enemies for bonuses anymore, and must rely on stealth again.Ironically, some of the best ways to take down rogues are with the skills and tactics rogues use. High bursts of damage can make mincemeat out of their HP. Rogues have weak CON saves so poisons work wonderfully. Rogues also have low WIS saves so mind control is somewhat effective. Some rogues will opt to take Perception as a skill or even put Expertise in it, but those that don't can be punished by other stealthy creatures surprising them.
Thieving Thief: If you have a rogue that is a problem player that routinely steals from other PCs, hoards all the treasure they found. It's not ideal, but you can't NOT let that player steal from the party. But be aware that it's happening and how often and how much is taken. Other players will start to notice if they are important objects or a large quantity of gold. They might begin to suspect the person in their group who is lauded every single encounter for their ability to be a thief or assassin, especially if they are in a dungeon with no one else around to steal anything.
Many players will think about flat-out killing the offending player. After all, they've likely had a lot of metagame anger building up at this point whenever the rogue steals something from the party and they fail their Perception check. However, it's important to remind the players that the rogue has (most likely) been rather helpful in their adventures; maybe even saved someone's life. This behavior should be addressed, but ideally it should either end with the rogue giving back all or most of the stuff they stole or else with the players kicking the rogue out of the party. If the offending player has NOT been particularly helpful and has been actively working against the party and putting lives in danger, it will likely escalate beyond that.
If you don't want thievery to destroy a party composition, plant some loot that is worth stealing but won't anger the party too much. A lizardfolk's satchel of 10 sp isn't going to upset the other players out-of-game too much if it's stolen by the party rogue. It just isn't enough to warrant an argument. Furthermore, a rogue "hiding" 4,000 gp they found is difficult, physically speaking, unless they have a lot of time and a few Bags of Holding on hand. Most players will spot them shoveling gold coins into their pockets until they overflow and then not much else will fit on their person beyond that. For such a case, I would never allow a player to even attempt a skill check to hide that from other players. But to sate their greed, maybe let them pocket a handful of coins before the other players notice. Maybe they only pocket a single gem or piece of jewelry, but it was the most valuable of the bunch. The other players aren't starved of gold but the thief can still feel as if they are acting in-character for a thief.
The Fief Goldenlake Event for November is Rogue Week(s)!
The Court of the Rogue plays an important part in Corus in both past and modern Tortall. The complex relationships, power dynamics and codes of honour of the Court impact on the politics and lives of ordinary Tortallans - whether they know about it or not. It also gives rise to some of favourite characters - Rosto, Anniki, Kora, George and Rispah.
Of course, the Rogue lifestyle is not limited to Tortall. Emelan has its fair share of Rogues and criminal gangs - including the Thief Lord in Sotat and the street gangs in Chammur.
And then there are those characters that might not be professional rogues or criminals, but still fall into the "rogue" typeset, lovable or otherwise! (Jump springs to mind here...) Or maybe a character goes "rogue" and veers from the "normal" path set out for them by society.
Rogue Weeks are your chance to explore any or all of these themes, locations and characters. Maybe you want to write a dramatic piece dealing with the intrigues and politics of the Court of the Rogue. Or maybe you want to write a funny fluff piece about the antics of the Breakfast Club. Or even a moving piece about the deep and abiding relationship between Jump and his stolen sausages. Any and all of these options are open to you. We're not strictly defining the definition of a "rogue", so feel free to use your imagination!
When
13-27 November 2016
Where
Goldenlake's Events forum