Ear for Deceit. Whenever you make an Insight check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8
Alchemical Savant. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a +4 bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage.
Experimental Elixir. Whenever you finish a long rest, you can magically produce up to 1 experimental elixir(s), each in an empty flask you touch. Roll for each elixir’s effect separately. Each elixir requires its own flask.
The Right Tool for the Job. With thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Multiattack. Urzmaktok can make two weapon attacks.
Thunder Gauntlets. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (2d8 + 5) thunder damage.
Poisoner: Apply Poison: 1 Bonus Action
Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action
Insightful Fighting. As a bonus action, you can make an Insight check against a creature you can see that isn’t incapacitated, contested by the target’s Deception check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it for 1 minute or until you use this feature against a different target.
Eye for Detail. You can use a bonus action to make a Perception check to spot a hidden creature or object or to make an Investigation check to uncover or decipher clues.
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