Prerequisite: Requires a Dexterity score of 13 or higher
You are adept at using adventuring gear effectively in combat.
- You gain proficiency with Tinker's Tools
- Once per long rest you can use your Tinker's Tools to make one of the following items: Acid (vial) , Alchemist's Fire (flask) , Ball Bearings (bag of 1,000), Caltrops (bag of 20), Oil (flask) or Bomb. You can only hold a maximum of 3 created items at any given time.
- When using non-magical consumable items during combat you add your Proficiency to the DC value and damage roll of the item and double it's normal Area of effect radius.
- When using your action to attack, you can use one of your attacks to instead [Tooltip Not Found] to use a non-magical consumable item.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder.
Previous Versions
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3/30/2022 8:10:21 PM
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Coming Soon
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