Faction Rank 1: Independent Operative
Prerequisite: Renown 3 or higher
- Guild Language: During your initiation in the Veiled hand you have learnt thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
- The Fence: You gain access to the guild's black market. You can sell stolen art, gems, and luxury goods for 50% of its value.
Faction Rank 2: Collector of Leverage
Prerequisite: Renown 10 or higher
- Blackmail: Once per adventure, you can drop a piece of blackmail on a local NPC noble, judge, or guard captain. Mechanically, this gives you Advantage on all Charisma checks against them out of combat, or forces them to waive a minor criminal bounty against your party.
- The Blueprint: Before a heist or dungeon crawl in an urban area, you can ask the DM for a rough layout. The DM simply gives you the location of one secret door, one major trap, or the room where the main treasure is kept ahead of time.
Faction Rank 3: Inner Circle
Prerequisite: Renown 25 or higher
- The Inside Hand: You learn the exact schedule of local wealthy targets. You gain Advantage on Sleight of Hand and Stealth checks while inside noble estates or banks.
- The Grand Distraction (1/Week): You can order a local crew to start a massive street distraction (a staged riot, a fire, a tavern brawl). For the next 1 hour, the passive perception of all city guards in the area drops by 5, and they cannot be alerted by anything less than a loud explosion or an active combat.
Faction Rank 4: Voice of the Underworld
Prerequisite: Renown 50 or higher
- Shadow Liquidator: Your fence bonus increases. You can now liquidate any stolen item—even famous, hot, or magical items—for 100% of its full gold value with no questions asked.
- The Shadow Purge (1/Week): You order a mass, coordinated heist across the city. You don't have to roll for it. Instead, roll 5d10 × 50 gold pieces; this is your cut of the loot delivered directly to your safehouse by lower-ranking agents. Additionally, the city guards are so overwhelmed dealing with the chaos that your party gains unbreakable anonymity for the next 24 hours—no guards will look for you, and your heat level resets to zero.