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Locksmith

Item   Adventurer’s Gear
  • Ball Bearings (1000) (1 GP) - As an action, you can spill the ball bearings from their pouch to a cover a level, 10-foot square area. A creature moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed does not need to make the save.
  • Chisel (1 GP)
  • Hammer (1 GP)
  • Lock and Key, Easy (10 GP) - DC 10 Dex
  • Lock and Key, Medium (15 GP) - DC 15 Dex
  • Lock and Key, Hard (20 GP) - DC 20 Dex
  • Magnifying Glass (100 GP) - The magnifying glass grants advantage on applicable ability checks.
  • Wire (15 Feet) (2 SP)
Tools
  • Smith’s Tools (20 GP)
  • Thieves' Tools (25 GP) - Illicit
  • Tinker's Tools (50 GP)

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