Using Thieves’ Cant in D&D


Thieves’ Cant might sound like a simple footnote in the 5e rules, but it’s a great example of how a small piece of lore can unlock deeper roleplay and world-building in your games.

At its core, Thieves’ Cant is a coded language—a mix of jargon, dialect, and secret signs that lets rogues and other shady types speak freely around those who don’t understand it. But to really bring it to life, I like to think of real-world secret languages that did the same thing: hiding meaning in plain sight while creating a shared sense of belonging.

A few real-world examples to inspire your games:

The Hobo Code: Simple symbols drawn on buildings or train cars to mark danger, resources, or safe shelter. Imagine players finding these signs in your world—etched in stone or painted onto doorframes, sharing crucial info without a word spoken.

Irezumi Tattoos: In Edo-period Japan, these were spiritual, but later became a sign of gang affiliation and personal history. In your campaign, tattoos could reveal a rogue’s past heists or guild membership—maybe even unlock secret passageways when pieced together.

Carnival Slang (Carney): A coded language of carnival workers that let them speak freely without outsiders understanding. You could turn this into a layered culture in your world—maybe a traveling carnival with hidden messages, or a group of thieves who adopt a similar secretive slang.

When you weave these ideas into your campaign, Thieves’ Cant can evolve from a throwaway mention into a living language that shapes characters and the world around them. Maybe it’s spoken in riddles, maybe it’s scratched into the back of a tavern door. However you use it, it adds texture and mystery to your world.

I’ve shared more examples and a deeper dive into these concepts in the full video if you want to check it out.

And I’d love to hear how you’ve used Thieves’ Cant in your games! Drop a comment or share your thoughts.

Cheers,
Brian