Zauns streets: You know things that relates to zaun and the thought life on the streets here. You have advantage on every related check to "call back infomation" about zaun.
Proficency with Thieves Tools and Tinkerers tools.
Expertise in slight of hand.
Mechanical Swiss Army Knife: Melee Weapon Attack: +7 to hit, range 5 ft., 1 target. Hit: 7 (1d6 + 4) piercing damage. This weapon also acts as both Thieves Tools and Tinkerers tools.
Electric slingshot: Ranged Weapon Attack: +7 to hit, range 30/60 ft., 1 target. Hit: 6 (1d4 + 4) bludgeoning damage. Tha ammo is electrified and deals an extra of 5(1d8 + 1) lightning damage
Acid grenade: Ranged Attack: range 40 ft. 10ft. radius. You throw a grenade that explode and spread acid on the targets. If the targets succed a dex save of 16 they take 2d6 acid damage.
Explosive escape: (2 times per long rest) You tap your boots togheter and launch yourself into the air to glide down to a spot 60ft. away (this takes all your movement that round). Everyone in a 5ft.radius of you have to make a dex save of 14 or be knocked back 5 ft. away from your original spot and knocked prone.
Fast hands: As a bonus action you can use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Quick Movement: You can dash, disengage, or Hide as a bonus action.
Flash: If someone is making an ranged attack of any kind you can throw a kind of flashbang that gives disadvantage on ranged attacks and effects everyone until the end of your next turn.
Description
Though the majority of troublemaking gangs form in the lower reaches of Zaun, their members come from every level of the city, and Piltover too.
Comments