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How do you use the Thief subclass features?
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<blockquote data-quote="Fanaelialae" data-source="post: 6574802" data-attributes="member: 53980"><p>Personally, I justify it by saying that magical potions require a moment to breathe before becoming active, and therefore fast hands doesn't apply (can't drink something quickly if you have to wait a second after uncorking it). That way a Thief can still down an anti-toxin with Fast Hands, if desired. </p><p></p><p>If you look closely enough though, there are plenty of other oddities created by Fast Hands. Why can you quickly dump 1,000 ball bearings nearby (without dropping any under your own feet), but can't toss a vial of holy water at something 5 ft away (since it requires an Attack action)? In the end you're always free to ignore the RAW and handle it as you'd prefer.</p><p></p><p>Although I could see one potential issue with the healing potion stockpiling Thief. Drawing an item is part of Interact with an Object, so even without a bandolier a Thief could drink a healing potion every other round if you allow them to do so with Fast Hands. That assumes, of course, that they even have enough potions to make that a possibility (by no means guaranteed). There are some potent potions in the game though, and being able to consume them as a bonus action is a very nice ability to have.</p><p></p><p>Thief seems to be the rogue archetype of choice at my table. Of the two 5e campaigns we're currently running, both parties contain a Thief. Curiously, that's the only duplicate class we have between the two parties. Although someone did play an assassin during the playtest.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6574802, member: 53980"] Personally, I justify it by saying that magical potions require a moment to breathe before becoming active, and therefore fast hands doesn't apply (can't drink something quickly if you have to wait a second after uncorking it). That way a Thief can still down an anti-toxin with Fast Hands, if desired. If you look closely enough though, there are plenty of other oddities created by Fast Hands. Why can you quickly dump 1,000 ball bearings nearby (without dropping any under your own feet), but can't toss a vial of holy water at something 5 ft away (since it requires an Attack action)? In the end you're always free to ignore the RAW and handle it as you'd prefer. Although I could see one potential issue with the healing potion stockpiling Thief. Drawing an item is part of Interact with an Object, so even without a bandolier a Thief could drink a healing potion every other round if you allow them to do so with Fast Hands. That assumes, of course, that they even have enough potions to make that a possibility (by no means guaranteed). There are some potent potions in the game though, and being able to consume them as a bonus action is a very nice ability to have. Thief seems to be the rogue archetype of choice at my table. Of the two 5e campaigns we're currently running, both parties contain a Thief. Curiously, that's the only duplicate class we have between the two parties. Although someone did play an assassin during the playtest. [/QUOTE]
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