Burglars break into and steal from houses, storefronts, and warehouses, primarily operating out of major cities and ports. While thieving is a risky pursuit, the hardest part can be finding a buyer for rare and valuable items. The more unique the good, the more likely its original owner will want it returned, cutting your profit margin considerably. Goods and valuables generally need to be sold through a fence: someone who will purchase your stolen goods, sell them to unknowing customers, and take a cut of your profits.
- Skill Proficiencies: Skill Proficiency: Perception.
Skill Proficiencies: Choose one from Acrobatics, Athletics, Deception, Intimidation, Sleight of Hand, Stealth.
- Tool Proficiencies: Tool Proficiencies: Thieves’ tools.
- Languages: Languages: Thieves' Cant.
- Equipment: Equipment: Thieves’ tools, fake currency in a drawstring pouch to deter pickpockets, a set of dark common clothes including a hood, and 15 gp.
Additional Equipment: a grappling hook and rope, kidskin gloves, glass cutter, a vial of flour.
Rank 1 - Snatcher Breaking into homes in the lower end of town is generally your trade. Authorities only worry about civilians with the power to cause a stir; everyone else is on their own. Locks in this end of town are easy to pick, if there is a lock at all. For the same reason, though, there is less to steal.
Holdings: A safehouse in the poor district, used to store stolen goods and serving as emergency lodgings. You have blueprints of a grand estate including secret entrances and passageways.
Progression: You rob a well-to-do store in a reputable district, gaining notoriety and a big payday.
Rank 2 - Burglar Specialist Working in a team, while risky, allows for heists that would be beyond the reach of any one 93 Criminal burglar, no matter how skilled. Increasingly, when someone has an ambitious crime planned and needs to assemble a team of “the best,” they reach out to you.
Holdings: A team of specialist thieves who operate under your instruction to execute more ambitious heists. A contact working inside an establishment which you plan on robbing, who provides you information on the routine of the occupants, the location of valuable items, and escape routes.
Progression: Membership in an established Thieves’ Guild in a major city or town.
Rank 3 - Heist M aster Your skill as both a burglar and a leader has grown considerably over time. Whether by virtue of your own confidence or a message from the divine, you believe that you are capable of executing a major heist, with the right preparation and henchmen of course. Will it be a priceless painting you have been tasked with acquiring for a prospective buyer? A slovenly prince whose private affairs you seek to meddle in, having acquired his signet ring?
Holdings: You hold a senior position in the Thieves’ Guild, instructing junior members in lockpicking, housebreaking, and evading law enforcers. You uncover evidence of an attempted assassination on the life of a noble whose estate you robbed.
Progression: You orchestrate a large-scale heist to rob the estate of a local noble.
Rank 4 - Prince of T hieves You have squirreled away enough gold to live comfortably for the rest of your life. However, you now steal to satiate a greater motivation through the exchange of private information, blackmail, and the acquisition of rare and powerful artifacts. After all, knowledge is power, and you’ve risen to a level where power is mandatory.
Holdings: Your own estate with a household of staff, acquiring and selling rare and valuable items through your own circle of thieves, fences, and buyers.
Upon spending an hour observing it, and successfully completing a medium-DC Wisdom (Perception) check, you can map the general layout of a building. This includes the guard routes and rotation times, building entrances and exits, and the potential locations of valuables.
Suggested Characteristics
| d8 | Personality Trait |
|---|---|
| 1 | I always have a plan for what to do when things go wrong. |
| 2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
| 3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. |
| 4 | I would rather make a new friend than a new enemy. |
| 5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
| 6 | I don’t pay attention to the risks in a situation. Never tell me the odds. |
| 7 | The best way to get me to do something is to tell me I can’t do it. |
| 8 | I blow up at the slightest insult. |
| d6 | Ideal |
|---|---|
| 1 | Honor. I don’t steal from others in the trade. (Lawful) |
| 2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
| 3 | Charity. I steal from the wealthy so that I can help people in need. (Good) |
| 4 | Greed. I will do whatever it takes to become wealthy. (Evil) |
| 5 | People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
| 6 | Redemption. There’s a spark of good in everyone. (Good) |
| d6 | Bond |
|---|---|
| 1 | I’m trying to pay off an old debt I owe to a generous benefactor. |
| 2 | My ill-gotten gains go to support my family. |
| 3 | Something important was taken from me, and I aim to steal it back. |
| 4 | I will become the greatest thief that ever lived. |
| 5 | I’m guilty of a terrible crime. I hope I can redeem myself for it. |
| 6 | Someone I loved died because of a mistake I made. That will never happen again. |
| d6 | Flaw |
|---|---|
| 1 | When I see something valuable, I can’t think about anything but how to steal it. |
| 2 | When faced with a choice between money and my friends, I usually choose the money. |
| 3 | If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. |
| 4 | I have a “tell” that reveals when I’m lying. |
| 5 | I turn tail and run when things look bad. |
| 6 | An innocent person is in prison for a crime that I committed. I’m okay with that. |







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