Thieves' Cant Master (5e Subclass)

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Thieves' Cant Master[edit]

Rogue Subclass

The Thieves' Cant Master is a rogue who elevates the art of secret communication to unparalleled heights, transforming it into a potent tool of trade, subterfuge, and survival. This subclass isn't just proficient in the rogue's traditional Thieves' Cant; they are its virtuoso, a master linguist of the underworld whose knowledge of secret signs, codes, and ciphers enables them to navigate the criminal underworld with ease, orchestrate complex heists without a word, and convey messages that evade detection by even the most astute observers.

Where most rogues might use Thieves' Cant as a supplementary skill, the Thieves' Cant Master weaves it into the very fabric of their being. They see the world through a lens of hidden messages and clandestine meetings, able to decipher intentions and lies with a glance. Their mastery of this secret language allows them to manipulate social situations, gather intelligence with unparalleled efficiency, and command respect in the shadows.

The Thieves' Cant Master is a connector of dots, a planner of plots, and often the brain behind operations, pulling strings from the shadows. In a world where information is power, they are kings and queens of their domain, turning the tide of fortunes with a whisper and a sign. Theirs is a path of intellectual prowess and social engineering, making them indispensable in a party for more than just their skill at picking locks or sneaking. They are the rogue with an ear to the ground, eyes on every corner, and fingers on the pulse of society's underbelly.

Cryptic Conductor

At 3rd level, your mastery of Thieves' Cant and your understanding of secretive communication have evolved far beyond the norm, allowing you to use it in ingenious and versatile ways. You've learned to weave coded messages into seemingly innocuous conversation, manipulate social situations with subtle cues, and even direct your allies without the enemy catching on. This skill makes you an invaluable asset in both planning and execution phases of any operation.

  • Coded Command : As a bonus action on your turn, you can issue a command to an ally within 30 feet of you using Thieves' Cant. This command is understood by the ally as if they were fluent in the Cant, regardless of their actual knowledge of it. This can be used to coordinate attacks, signal retreats, or convey other tactical information without being understood by eavesdroppers. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  • Inscrutable Intent : When you communicate using Thieves' Cant or any coded message within hearing distance of others, you can make a Charisma (Deception) check contested by the Wisdom (Insight) check of a listener of your choice. If you succeed, the listener interprets the message in a way you intend, which could be as mundane or irrelevant information, keeping the true message hidden.
  • Signs and Symbols : You gain the ability to understand and create complex codes, signs, and symbols. You can leave messages hidden in plain sight that only those you choose to reveal the method of decryption to can understand. This can be used to set traps, mark safe houses, or leave information for allies without risking interception.
Underworld Network

By level 3, your deep immersion in the world of thieves, combined with your unparalleled skill in Thieves' Cant, has allowed you to establish a vast network of contacts, informants, and allies within the underworld. This network represents your ability to tap into the criminal grapevine for information, assistance, or resources. Your connections respect your linguistic prowess and trust your coded communication, making you a central node in the web of illicit activities.

  • Gather Information : As part of a short rest, you can send out feelers through your Underworld Network to gather information on a specific person, place, or item. The DM will determine the amount and accuracy of the information obtained based on the relevance of your network to the query. This feature can be used once per long rest.
  • Underworld Resources : Once per long rest, you can call upon your network for a specific resource: a safe house for the night, a set of false identities, a stash of thieves' tools, or similar assets. The availability and quality of resources depend on your current location and the DM's discretion.
  • Quick Favor : You can leverage your network to perform quick, minor favors for you, such as passing a message across the city, distracting a guard for a moment, or smuggling a small item out of a secured area. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Veiled Communication

By level 7, your expertise in coded language and secret signs has reached a point where you can communicate complex ideas and strategies under the noses of unsuspecting listeners or observers without arousing suspicion. This ability extends beyond mere words into the realm of nonverbal cues, gestures, and even the timing of seemingly innocuous actions, making you a master of stealthy coordination and misdirection.

  • Invisible Signals : You can establish a set of secret signals, gestures, and codes with your party members during a short or long rest. These signals are so subtle and deeply coded that others cannot decipher their meaning without magical assistance. For the next 24 hours, you can communicate simple ideas (like "enemy ahead," "trap nearby," "pretend to agree," etc.) to your party members as long as they can see or hear you, without being detected by others.
  • Cryptic Planner : When planning a heist, ambush, or other complex operations, your ability to convey detailed plans covertly significantly increases your party's chances of success. You and your party members gain advantage on the first skill check each of you makes to perform your part of the plan.
  • Misdirection : Once per long rest, when you or an ally within 30 feet of you is targeted by an attack, you can use your reaction to signal a prearranged misdirection tactic, granting that ally advantage on their next Stealth or Deception check to hide or create a decoy.
Master of Misdirection

At level 10, your skill in the subtle arts of deception and manipulation reaches a new peak. You become a maestro of misdirection, using your deep understanding of Thieves' Cant, body language, and psychological manipulation to mislead, confuse, and control opponents. Your ability to distract and deceive is not just a tool for stealth but a weapon in its own right, turning enemies' perceptions and expectations against them.

  • Confounding Banter : When engaging in dialogue with someone, you can use your mastery of coded language and subtle misdirection to sow confusion. As an action, you can force an NPC to make a Wisdom saving throw against your Rogue spell save DC. On a failed save, the NPC becomes confused for 1 minute or until it takes any damage. While confused in this way, the NPC has disadvantage on attack rolls and ability checks, and it cannot distinguish friend from foe, behaving erratically. This feature can be used a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  • Diverting Maneuver : In combat, your ability to send misleading signals and feints allows you to manipulate your enemies' movements and reactions. As a bonus action on your turn, choose one creature within 60 feet of you that can see and hear you. That creature must make an Intelligence saving throw against your Rogue spell save DC. On a failed save, you can direct the target to move up to half its speed in a direction of your choice on its next turn, and the movement does not provoke opportunity attacks. This movement can't force the creature to move into an obviously deadly hazard, such as a pit or a fire. This feature can be used once per short or long rest.
Cant of the Unseen

By level 15, your command over Thieves' Cant and secretive communication becomes so profound that it borders on the mystical, allowing you to blend into shadows and move unseen, not just by avoiding detection but by weaving misdirection and non-detection into your very presence. Your mastery over the art of stealth and secrecy is such that you can now manipulate the perception of those around you, making yourself nearly invisible to the untrained eye.

  • Shadowmeld : You have learned to use Thieves' Cant and other subtle cues to blend into your surroundings so effectively that it's as if you become one with the shadows. When in dim light or darkness, you can use a bonus action to become invisible. This invisibility lasts for 1 minute or until you attack, cast a spell, or enter bright light. This feature can be used a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  • Unseen Passage : Your movements become so stealthy and unpredictable that you leave no trace. You can move through any space as if you were under the effects of the pass without trace spell, without requiring concentration. Additionally, when you move, you can choose to leave no physical evidence of your passage (no footprints, disturbed dust, etc.) and make no sound, effectively rendering you undetectable by non-magical means.
  • Silent Whisper : You gain the ability to communicate telepathically with any creature you can see within 30 feet of you, using Thieves' Cant or any language you know. This communication is undetectable by any means as it doesn't involve sound or visible signals.
Grandmaster of Intrigue

By reaching level 18, you have honed your skills in manipulation, communication, and subtlety to such an extent that you are now a living legend among rogues and spies. Your mastery over Thieves' Cant, combined with your deep understanding of the criminal underworld and the subtleties of human nature, allows you to orchestrate events from the shadows with unparalleled finesse. You are a grandmaster of intrigue, capable of bending the course of societies with whispers and the slightest of nudges.

  • Master Manipulator : You can exert your will over others with just a few carefully chosen words or gestures. Once per long rest, you can attempt to charm any number of creatures within 30 feet of you that can see and hear you and understand your communication. Each target must make a Wisdom saving throw against your Rogue spell save DC. On a failed save, a creature is charmed by you for 24 hours or until you or your companions do anything harmful to it. Charmed creatures regard you as a trusted friend to be heeded and protected. This effect ends for a creature if it is more than 30 feet away from you for 1 minute.
  • Architect of Fate : Your planning and foresight have become so advanced that you can predict and influence events with uncanny accuracy. Once per long rest, you can declare an event or action you want to occur within the next 24 hours, relating to your schemes and manipulations. The DM will determine how this unfolds, often turning in your favor but within the realm of possibility and the game's narrative.
  • Cant of Omnipresence : Your mastery of Thieves' Cant and secret communication is now so profound that you can leave messages and signals that are only perceivable by those you designate, and you can perceive any attempts to communicate using Thieves' Cant or similar secret languages within a mile radius. You automatically understand the general content of the communication, the parties involved, and where it took place.
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