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)
- Smith’s Tools (20 GP)
- Thieves' Tools (25 GP) - Illicit
- Tinker's Tools (50 GP)
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