Rank 1: Initiate (Level 4)
Unlocks:
Thieves Guild Status and Title: Officially recognized as a guild member. Title assigned based on performance during trials. Title is usually permanent and always unique.
Access to Undercity Entrances: Hidden paths and secret routes known only to the guild.
Guild Cipher: Learn basic encoded communication for use in messages and markings specifc to this guild.
Guild Training: Training to unlock level 2 safes that otherwise cannot be picked. (at disadvantage)
Resources:
Can employ Hirelings (CR 1/4 or lower) for simple tasks (spying, carrying messages, scouting, or providing distractions).
Access to a shared safehouse (basic amenities) within the guild's controlled area.
Minor discounts (5%) on black-market goods and services.
Rank 2: Operative (Level 8)
Unlocks:
Higher-Level Missions: Gain access to more dangerous and rewarding guild contracts.
Exclusive Fences: Deal with fences offering better prices for stolen goods and access to rare mundane items.
Guild Badge: A symbol of your rank (e.g., a ring, medallion, or branded tattoo), granting respect from allies and hirelings.
Territory Knowledge: Learn detailed information about guild territories, including key NPCs and potential marks.
Guild Training: Training to unlock level 3 safes that otherwise cannot be picked. (at disadvantage)
Resources:
Can employ Skilled Hirelings (CR 1/2 or lower), such as pickpockets, spies, or decoys.
A personal share of a guild stash, receiving 50 gp per month allowance.
Access to a personal, private safehouse equipped with traps for basic security.
Can procure uncommon magical items (e.g., single-use items like potions or scrolls) from guild stores.
Rank 3: Enforcer (Level 12)
Unlocks:
Guild Leadership Role: Command rank 1 and rank 2 members for operations or minor missions.
Upgraded Cipher: Gain advanced encoding methods for concealing communications.
Guild-Forged Identity: Access to forged documents and fake identities to aid in disguises and infiltration.
Resource Authority: The ability to requisition guild assets (e.g., equipment, additional funds, or information).
Guild Favor: Can call in one major favor per in-game month (e.g., smuggling assistance, setup of a false alibi).
Guild Training: Training to unlock level 4 safes that otherwise cannot be picked. (at disadvantage)
Resources:
Can employ Specialist Hirelings (CR 1 or lower), including assassins, forgers, or infiltrators.
Access to more exclusive black-market services and rare poisons.
Monthly stipend increased to 150 gp.
Limited access to guild-crafted rare magic items, such as enchanted thieves’ tools or magical disguises.
Rank 4: Shadowmaster (Level 16)
Unlocks:
Territory Control: Gain leadership over a guild cell in a specific territory. You set rules, allocate resources, and take a cut of the profits.
Elite Contracts: Access to contracts reserved for the guild’s most capable operatives, with exceptional rewards (e.g., powerful artifacts, political influence).
Shadow Network: Establish a network of informants to gain detailed knowledge of people, places, and events in your region.
Guildwide Boons: Can call in assistance from guild branches outside your territory, granting access to foreign resources and services.
Guild Training: Training to unlock level 5 safes that otherwise cannot be picked. (at disadvantage)
Resources:
Can employ Elite Operatives (CR 3 or lower) for dangerous or high-stakes jobs.
Access to legendary fences capable of laundering high-value or cursed items.
Monthly stipend increased to 250 gp, plus a percentage (5-10%) of your territory’s profits.
Access to guild-crafted magical items, such as:
Thieves’ Amulet: Grants advantage on Dexterity (Stealth) checks while in urban environments.
Blade of Shadows: A ceremonial dagger with shadow-based enchantments (e.g., 1d6 necrotic damage).
Rank 5: Shadowlord (Level 20)
Unlocks:
Guild Council Membership: Join the governing body of the guild, shaping its future and policies.
Guildwide Authority: Command respect and obedience from all guild members, regardless of rank.
Ancient Guild Secrets: Gain access to forbidden techniques or hidden relics passed down through the guild’s history.
Teleportation Token: A magical token that allows you to teleport once per week to a guild-controlled safehouse.
Guild Training: Training that removes disadvantage from all levels of safes.
Resources:
Can employ Master Operatives (CR 5 or lower) for missions.
Full access to guild resources, including magic item creation, elite poisons, and covert services.
Priority access to the guild’s hoard of magical artifacts and relics.
A unique, custom item or ability, such as:
Cloak of the Shadowlord: Grants invisibility for 10 minutes once per day and resistance to non-magical attacks while hidden.
Shadowlord’s Seal: Once per long rest, can summon a group of shadowy minions to assist in combat or distraction.