Zhentarim Ranks
Rank |
Renown |
Title |
Perk |
---|
1 | 1 | Fang | Permanent item Criminal contacts Safe house access Downtime activity |
2 | 5 | Wolf | Permanent item Downtime activity
|
3 | 15 | Viper | Permanent item Sidekick
|
4 | 15 | Ardragon | Consumable item Permanent item Task force
|
5 | 50 | Dread Lord
| Commander Supernatural gift |
Consumable items. Once per week, a character can select
one consumable item associated with its current rank or lower and can only have one provided consumable in its possession at a time. Consumables provided by a faction can not be sold or traded, but can be used on other players. The item is lost at the end of the upcoming week.
Permanent items. A character has access to the current rank’s items, and of all lower rank items. These items can not be sold, traded, or gifted but might be replaced if destroyed or lost.
Rank 1 – Fang
Required Renown: 1
This is the rank a character receives when first joining a faction. It is available at character creation or any time the character wishes to join. Perks include:
Faction Agent Background. Safe Haven.
Patron Benefits. Assignments and Criminal Contact.
Permanent item. All agents are given a Zhentarim Coin.
Criminal contacts. All agents gain a reliable and trustworthy contact who acts as your liaison to other members of the Zhentarim, and know how to get messages to and from your contact even over great distances. You may call upon a favor from the contact for services such as forgery, smuggling, etc.
Safe house. All agents gain access to a safe house where they can store contraband or lay low, hiding behind innocent, reputable business owners when the law comes knocking.
Downtime activity. The agent can choose to complete a faction job.
Rank 2 – Wolf
Required Renown: 5
At this rank, characters have shown that they’re aligned with the faction’s goals and are able to take on more responsibility. Perks include:
Permanent item. Agents are granted a Banesword, or the ability to use their Zhentarim Coin to cast the Find Familiar spell once per day without any material components. The familiar takes the form of a flying snake and lasts for a number of hours equal to your proficiency bonus.
Downtime activity. Once, an agent may request training in deception, investigation, perception, stealth, or sleight of hand, training with a disguise kit, forgery kit, poisoner's kit, or with thieves' tools, or training in one language. Receiving training in a language or weapon typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to twice the character's Intelligence modifier (an Intelligence penalty doesn't increase the time needed), with a minimum of two workweeks.
Rank 3 – Viper
Required Renown: 15
Characters are reliable faction members, entrusted with many secrets and deserving of additional support during adventures. Perks include:
Permanent item. Agents are granted a Faction Loot Satchel in the shape of a discrete pouch. Additionally, an agent can use their Zhentarim Coin to cast the Mage Hand cantrip with the following changes:
- You can use your bonus action to control the hand.
- You can use the hand to choke a creature you can see within range.
Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage. If the target is Large or smaller, it must make a Strength (Athletics) or Dexterity (Acrobats) check against your attack roll. On a failure, the target is grappled until the start of your next turn.
The spell’s damage increased by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). - You can make the spectral hand invisible, and you can perform the following additional tasks with it. These task can be performed without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves' tools to pick locks and disarm traps at range.
Underling. An agent gains one 6th-level sidekick that can adventure, go on assignments, or perform other tasks such as maintain a house or small inn.
Rank 4 – Ardragon
Required Renown: 30
Characters are trusted voices within the faction’s leadership. They are looked upon as champions of the faction’s beliefs, and as mentors by those of lower rank. Perks include:
Consumable item. Agents can purchase any poison in the Dungeon Master's Guide at a 20% discount, delivered by a flying snake.
Permanent item. An agent receives two personalized Assassin’s Glasses.
Task force. Agents command a personal task force composed of four underlings, who can be tasked with accomplishing minor tasks on behalf of the character.
Rank 5 – Dread Lord
Required Renown: 50
Characters are ensconced within the leadership of the faction and have a great degree of influence, guiding faction decisions. Perks include:
Commander. Agents can commandeer entire branches of the Black Network to further their aims, can solicit magic from the church, or can command army-sized mercenary forces (typically 3 veterans, 27 bandits, a priest, and a mage). These forces do not go adventuring with the agent.
Supernatural gift. Once, the faction can call upon a deity to bestow a Blessing of Weapon Enhancement upon the agent.