So I'm playing a Thief, and I'm absolutely in love with the Fast hands ability (And the sub-class in general, so useful!). It's come in useful SO often, and I find myself using it almost every game, and DEFINETLY every encounter. Whether it's throwing down a bit of caltrops or finding some other use for the bonus "use object" action I get. So I'm looking into more of just that, fun items to throw around that could potentially hinder or disrupt enemies, or just be fun to play around with in outside of combat. I'm looking for ideas that are outside of the PHB, because those are easy. Some interesting, creative, or even pulp-fiction type items. Things that maybe a Ninja would use, or Batman, or anyone with a utility belt. Nothing too powerful, so I can easily present the idea to my DM easier. Here are some things we've already come up with
-Eggshell bombs filled with powdered glass that have a Con save DC10 to blind for a round.
-Ninja smoke grenades, which are modified smoke grenades from the DMG, but a little less.... Technological (a little less powerful as well, but it's to make a quick getaway)
-Cannisters that spout flame in a 20' line that do 4d6 damage. Okay, so I don't think he really EXPECTED me to get my hands on these, and I only have 2 on me, but I asked if they were mundane items, required the "use object" action, and have 4 of them in total... Only 2 at a time, as when I found them, I used one to blow another up for... Explosive effect.
What else? Ninja stars are more like a weapon, so no dice there. I don't have Alchemist Fire or Acid flasks, but those are boring options anyway. I'm looking for creative and fun items that could add even more utility to my character, things that do things, not just damage. Any ideas?
Love me some fast hands. Unfortunately, the DMG is going to be the main source of inspiration since there isn't a whole lot printed elsewhere for this ability to abuse.
Healer's Kit combined with the Healer feat allows you to you bring a dying creature back to 1 hp. This is a classic combination for Thief rogues and turns you into a surprisingly effective secondary healer for the party.
Tinderbox for your inner pyro. Ask for a custom oil that ignites for more damage than the one in the DMG (and maybe covers more area for a full action use) and this could be fun.
Ball Bearings a classic. Ask for a more expensive version with a higher DC. Maybe they're kept in a bag lined in animal fat or something.
Climber's Kit is super niche but is nice to have if you want to stop halfway up a wall or something.
Dynamite is damage, but this is a nice one to look at. There are a number of decent explosives in this vein.
Hunting Trap is pretty bad, but a good framework for proposing slightly more advanced traps. Consider asking for traps with higher save DCs, more damage, or other debilitating effects like sleep or paralysis (these debilitation traps would be quite expensive or have low DCs as to not be too powerful)
Immovable Rod Now I know that magic items are off limits for fast hands, but I think the immovable rod would make an awesome exception. Talk to your DM about this with the knowledge that other magic items won't work this way. It isn't a broken interaction and could lead to a lot of fun moments.
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So I'm playing a Thief, and I'm absolutely in love with the Fast hands ability (And the sub-class in general, so useful!). It's come in useful SO often, and I find myself using it almost every game, and DEFINETLY every encounter. Whether it's throwing down a bit of caltrops or finding some other use for the bonus "use object" action I get. So I'm looking into more of just that, fun items to throw around that could potentially hinder or disrupt enemies, or just be fun to play around with in outside of combat. I'm looking for ideas that are outside of the PHB, because those are easy. Some interesting, creative, or even pulp-fiction type items. Things that maybe a Ninja would use, or Batman, or anyone with a utility belt. Nothing too powerful, so I can easily present the idea to my DM easier. Here are some things we've already come up with
-Eggshell bombs filled with powdered glass that have a Con save DC10 to blind for a round.
-Ninja smoke grenades, which are modified smoke grenades from the DMG, but a little less.... Technological (a little less powerful as well, but it's to make a quick getaway)
-Cannisters that spout flame in a 20' line that do 4d6 damage. Okay, so I don't think he really EXPECTED me to get my hands on these, and I only have 2 on me, but I asked if they were mundane items, required the "use object" action, and have 4 of them in total... Only 2 at a time, as when I found them, I used one to blow another up for... Explosive effect.
What else? Ninja stars are more like a weapon, so no dice there. I don't have Alchemist Fire or Acid flasks, but those are boring options anyway. I'm looking for creative and fun items that could add even more utility to my character, things that do things, not just damage. Any ideas?
Love me some fast hands. Unfortunately, the DMG is going to be the main source of inspiration since there isn't a whole lot printed elsewhere for this ability to abuse.
Healer's Kit combined with the Healer feat allows you to you bring a dying creature back to 1 hp. This is a classic combination for Thief rogues and turns you into a surprisingly effective secondary healer for the party.
Tangler Grenade is a nice controlling effect.
Tinderbox for your inner pyro. Ask for a custom oil that ignites for more damage than the one in the DMG (and maybe covers more area for a full action use) and this could be fun.
Ball Bearings a classic. Ask for a more expensive version with a higher DC. Maybe they're kept in a bag lined in animal fat or something.
Climber's Kit is super niche but is nice to have if you want to stop halfway up a wall or something.
Dynamite is damage, but this is a nice one to look at. There are a number of decent explosives in this vein.
Hunting Trap is pretty bad, but a good framework for proposing slightly more advanced traps. Consider asking for traps with higher save DCs, more damage, or other debilitating effects like sleep or paralysis (these debilitation traps would be quite expensive or have low DCs as to not be too powerful)
Immovable Rod Now I know that magic items are off limits for fast hands, but I think the immovable rod would make an awesome exception. Talk to your DM about this with the knowledge that other magic items won't work this way. It isn't a broken interaction and could lead to a lot of fun moments.