Rogue Items
Assassins and other lowlife professions have some of the strongest thematic allure that can be universally transferred to most settings, given that most settings have crime of some form. Despite that, many of the 5e items don’t cater to the thematic, especially at the higher ends of rarity, so I’ve attempted to amend that in a small way here.
Looters Coin
Wonderous item, common
Whenever you flip this coin, you can control which side it lands on.
Larcenist’s’ Glove
Wonderous item, uncommon (requires attunement by a rogue)
This metal glove has a series of runes and inscriptions upon its inside denoting conjuration magic.
Whilst wearing this glove, as a Magic action, you can teleport a small or small object within 30 feet of you that you can see into your hand. A creature who is holding or wearing the object must make a DC 10 Strength saving throw to resist this effect.
Backchat
Weapon (shortsword), rare (requires attunement by a rogue)
This shortsword gets a +1 bonus to its attack and damage rolls. Attacks made with this shortsword have Advantage against creatures that have damaged you with a melee attack since the end of your last turn.
Pocket Dust Mephit
Wonderous Item, rare
Within this pouch is a trapped Dust Mephit. As a Magic action on your turn you can open the pouch, causing dust to surge outwards rapidly.
Creatures within 10 feet of you when you open the pouch must succeed a DC 15 Constitution saving throw or become Blinded until the end of your next turn. Opening the pouch creates a Dust Mephit in a random unoccupied space within 10 feet of you. The Mephit acts on its own initiative and is hostile to all creatures.
A small gateway to the elemental plane of earth in the bottom of the bag allows it to trap another Dust Mephit at the beginning of each day.
Ring of Arcane Assassination
Wonderous item, very rare (requires attunement by a rogue)
This thin silver ring is adorned with a dull pearl that gleams in the presence of blood.
This ring has 6 charges, regaining 1d4+1 charges daily at dawn. You may expend 1 charge to cast the one of the following spells Detect Magic, Misty Step or Invisibility. Additionally, when you hit a creature with an attack that does not benefit from Sneak Attack you may expend 3 charges and cause it to qualify for the extra damage.
Shattered Cloak
Wonderous item, very rare (requires attunement by a rogue)
This cape is made from myriad scraps of misty leather that seems to absorb light. It’s bearer feels constantly at edge whilst direct sunlight. Whilst wearing this cloak you have the following benefits:
- As a Bonus Action you can take whilst you are in complete Darkness, you may turn Invisible until the start of your next turn, or until you enter an area of Bright Light.
- When you use your Cunning Action feature, you may take two separate options as part of the same Bonus Action. (i.e. Dash and Disengage)
Dirty Deeds
Rapier, legendary (requires attunement by a rogue)
This bone white rapier blessed by Gen hums in delight when it snuffs out the soul of someone from high birth.
You have a +2 bonus to attack and damage rolls made with this rapier and when you roll Initiative, so long as you are not Surprised, you may point the rapier at a creature you can see, making them your mark.
All attacks you make targeting your mark score a Critical Hit on attack rolls of 19 or 20 and deal an additional 2d8 Piercing damage. In addition, the first attack made against them using this rapier has Advantage.
When your mark dies, you may have Dirty Deeds drink part of their fleeting essence. You gain Hit Points equal to a roll of your Sneak Attack dice.
You can mark a creature with this weapon once, regaining the ability to do so after a Long Rest. A creature remains marked until it dies or until you assign a new creature as your mark.
