Tinker
You have proficiency with Tinker’s Tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hit point). The device functions for 24 hours or until you use this trait again.
You have proficiency with Tinker’s Tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hit point). The device functions for 24 hours or until you use this trait again.
Once per turn, you deal an extra 3d6 damage to one creature you hit with an attack roll if you have advantage on the roll, or if another enemy of the target is within 5 feet of it and you do not have disadvantage on the roll.
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus instead of any proficiency bonus you normally apply.
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Marrow has Expertise in Sleight of Hand and Stealth.
As a Bonus Action, you can give yourself Advantage on your next attack roll on the current turn. You can use this only if you have not moved during this turn and have not already taken a Bonus Action.
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
You gain a Climb Speed equal to your Speed, and your jump distance is increased if you have at least 10 feet of movement immediately before the jump.
You know the secret language of thieves and can hide messages in ordinary conversation, documents, and marks left in the market’s paperwork.
You can take the Utilize action as a Bonus Action, and you can use thieves’ tools to disarm a trap or open a lock as a Bonus Action.
Not gained at level 5; Marrow studies magical contracts and equipment obsessively, foreshadowing future access to this feature.
On each of your turns, you can take the Dash, Disengage, or Hide action as a Bonus Action.
You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Track the ledger through the auction underworks, where hidden receipts and falsified seals point to Marrow’s private vault. The party must decide whether to steal it, copy it, or expose it publicly before Marrow can move the evidence.
Steal the ledger quietly and use it as leverage.
Publicly expose the ledger to the market.
Investigate the three calibration pillars and determine which one Marrow is relying on most heavily. The party can attempt to sabotage the pillars, reinforce them for leverage, or bait Marrow into revealing the sequence they need.
Break a pillar to weaken the engine.
Keep the pillar intact and use it as a bargaining point.
Corner Marrow in the final chamber after the ritual is disrupted. They will try to talk, stall, and bargain for any opening to escape.
Accept Marrow’s trade of information for escape.
Refuse the bargain and end Marrow’s influence permanently.
Destroy the network immediately or keep it intact for leverage.
Sabotage the engine, repurpose it, or let Marrow finish their calibration.
Accept the bargain, arrest them, or expose them publicly without mercy.
Gain advantage on one deception-based setup scene by changing methods rather than acting openly.
Lose one hidden-network advantage; gain a harsher fallback tactic in later scenes.
If surviving, Marrow can no longer rely on the same ritual leverage and must operate as an exile, witness, or broken schemer.
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