A while ago I mentioned D&D's over-reliance of having humanoid villains just being high level spellcasters or some version of lich. So I got the idea to ponder how a non-full-spellcaster humanoid or a small group of them could be a challenging threat that a DM could throw at a party to spook them in ways unfamiliar or rare in TTRPGs. However I wasn't going to put any serious thought in the idea until the next set of books started to give solid information of how D&D might look in it new update an be handed out to people.
Well..
So here is one such idea.
Four rogues, each from a different D&D setting, meet. They scaled the ladders of power at home and have finished their epic quests against their great enemy. They've departed from their friends and allies and slinked into the shadows. And Fate or some roguish deity has given them a way to leave their home settings and meet.
They've agreed to set up shop in a new setting (The DM's setting). They would create a grand old school rogue's guild and control the setting (or at least part of it) from the shadows. How they treat and interact with the setting is up to the DM.
The main idea is that the four would be:
So if the DM chooses to challange the party with the Legendary Evil Thief, they have to deal with a monster with bonus action upcasted magic missile every turn from a wand the Thief stole from a teacher in Strixhaven.
What would their actions?
What weapons would their use?
What armor would they wear?
Which class and subclass features would they have?
Which class and subclass features shouldn't they have to make it easy for DM?
Well..
So here is one such idea.
Four rogues, each from a different D&D setting, meet. They scaled the ladders of power at home and have finished their epic quests against their great enemy. They've departed from their friends and allies and slinked into the shadows. And Fate or some roguish deity has given them a way to leave their home settings and meet.
They've agreed to set up shop in a new setting (The DM's setting). They would create a grand old school rogue's guild and control the setting (or at least part of it) from the shadows. How they treat and interact with the setting is up to the DM.
- The main guildhouse could be an almost unreachable vault for their riches. Stolen treasures and hidden evidence of their crimes back home.
- The setting could be their personal playhouse with the guild as their tool. Anytime something unexplainable or stupid happens that the PCs run into, it is them.
- The guild could be a trap. One of the rogues is secretly CG and is using the guild to pull these unkillable tricksters into a situation where the good PCs can finally take them out.
- The guild could be a trap. One of the rogues is a betrayer and is using the guild to pull these unkillable tricksters into a situation where the good PCs can finally take them out.... in order to steal their stuff off their corpses.
- The guild could be a trap. One of the rogues is secretly a slain villain of another rogue, reborn and out for revenge. "I'm from Theros" Sure. Sure. OK Buddy.
- The guild is a vacation spot. A place to relax, lick wounds after a hard fight, or lay low after a big score.
- All of the above.
The main idea is that the four would be:
- Equivalent to a high level rogue.
- Be of a different 2024 PHB rogue subclass:
- A Thief
- An Assassin
- An Arcane Trickster
- A Soul Knife
- Be "Immortal" in a matter befitting a rogue and their subclass.
- They no longer age
- They have limited ability to defy death
So if the DM chooses to challange the party with the Legendary Evil Thief, they have to deal with a monster with bonus action upcasted magic missile every turn from a wand the Thief stole from a teacher in Strixhaven.
What would their actions?
What weapons would their use?
What armor would they wear?
Which class and subclass features would they have?
Which class and subclass features shouldn't they have to make it easy for DM?
- Legendary Thief
- Dexterity 20
- Actions:
- Rapier
- Bonus Action:
- Cunning Action
- Wand of Fireball
- Wand of Magic Missile
- Legendary Assassin
- Dexterity 20
- Actions:
- Dagger (Poison damage?)
- Bonus Action:
- Cunning Action
- Legendary Arcane Trickster
- Dexterity 20, Intelligence 16
- Actions:
- Mage Hand
- 2 other Cantrips
- Bonus Action:
- Cunning Action
- Legendary Soul Knife
- Dexterity 20
- Actions:
- Psychic Blade
- Psychic Dagger
- Teleport
- Bonus Actions:
- Cunning Action
- Psychic Dagger