Criminal
Benefits
Ability Score Increases
+1 to Dexterity and one other ability score.
Adventures And Advancement
If you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your gang. You may gain the free service of up to 8 bandits at any time.
Connection and Memento
Roll 1d10, choose, or make up your own.
Criminal Connections
| d10 | Connection |
|---|---|
| 1 | The master criminal who inducted you into your first gang. |
| 2 | The cleric or herald who convinced you to use your skills for good (and who may be legally responsible for your continued good behavior). |
| 3 | Your sibling or other relative—who also happens to be a representative of the law. |
| 4 | The gang of rascals and pickpockets who once called you their leader. |
| 5 | The bounty hunter who has sworn to bring you to justice. |
| 6 | Your former partner who made off with all the loot after a big score. |
| 7 | The masked courier who occasionally gives you jobs. |
| 8 | The crime boss to whom you have sworn loyalty (or to whom you owe an enormous debt). |
| 9 | The master thief who once stole something precious from you. |
| 10 | The corrupt noble who ruined your once-wealthy family. |
Criminal Mementos
| d10 | Memento |
|---|---|
| 1 | A golden key to which you haven't discovered the lock. |
| 2 | A brand that was burned into your shoulder as punishment for a crime. |
| 3 | A scar for which you have sworn revenge. |
| 4 | The distinctive mask that gives you your nickname (for instance, the Black Mask or the Red Fox). |
| 5 | A gold coin which reappears in your possession a week after you've gotten rid of it. |
| 6 | The stolen symbol of a sinister organization; not even your fence will take it off your hands. |
| 7 | Documents that incriminate a dangerous noble or politician. |
| 8 | The floor plan of a palace. |
| 9 | The calling cards you leave after (or before) you strike. |
| 10 | A manuscript written by your mentor: Secret Exits of the World's Most Secure Prisons. |
Equipment
Common clothes, dark cloak, thieves' tools.
Skill Proficiencies
Stealth, and either Deception or Intimidation.
Thieves' Cant
You know thieves' cant: a set of slang, hand signals, and code terms used by professional criminals. A creature that knows thieves' cant can hide a short message within a seemingly innocent statement. A listener who knows thieves' cant understands the message.
Tool Proficiencies
Gaming set, thieves' tools.