As an action, you can shape-shift to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another playable species, though none of your game statistics change. This trait doesn't change your clothing and equipment. While shape-shifted with this trait, you have Advantage on Charisma checks. You stay in the new form until you take an action to revert to your true form.
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
Conosci il linguaggio segreto dei ladri. Puoi nascondere messaggi in conversazioni normali e capire simboli segreti.
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
As a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.
You've trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Tuta aderente nera (Furtività notturna). Divisa da Guardia cittadina generica (Infiltrazione). Stracci da mendicante (Basso profilo). Farsetto rosso, foulard di seta giallo infilato in un corsetto nero e pantaloni color grigio chiaro (Standard).
Contains a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. USAGE: Add your proficiency bonus to Dexterity checks to disarm traps or open locks. You can also use them to set simple traps (DC equals your check result).
Contains various papers, parchments, pens, inks, seals, sealing wax, gold and silver leaf, and wax sculpting tools. USAGE: Create forged documents. A simple forgery takes 1-10 minutes
When tied to the end of a rope, a grappling hook can be anchored to a ledge, window, rail, or similar catch point.
Metal restraints for Small or Medium creatures. Escape DC 20 Dexterity. Break DC 20 Strength. Comes with one key.
Covers a 5ft square. Creature entering must succeed on DC 15 Dex save or stop moving and take 1 piercing damage. Reduces speed by 10ft.
Useful for looking around corners, signaling with sunlight, and keeping an eye behind you.
Used to mark surfaces.
Has 2 HP, burst DC 17 Strength. Lighter and stronger than hempen rope.
Holds up to 1 cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside.
Covers a 10ft square. Creature moving across must succeed on DC 10 Dex save or fall prone.
Simple string for traps or alarms.
A standard bell, often used with string for alarms.
Sheds bright light in a 5-foot radius and dim light for an additional 5 feet for 1 hour.
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
A one-handed hammer (useful for pitons).
Sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Reduces to dim light in a 5-foot radius when lowered. Burns for 6 hours on 1 flask of oil.
Can be thrown (rng 20ft). On hit, target takes 5 fire damage if they take fire damage within 1 minute. Can also be poured on ground (5ft square) and lit (burns for 2 rounds, 5 dmg).
Consists of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Used to kindle a fire. Lighting a torch takes 1 action.
Holds 4 pints of liquid.