HB | Tools Mechanics

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Making Tools Useful

PHB 2014

Tools

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.

Artisan's Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.

Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in Part 3: The Rules of Magic, Casting a Spell. Each type of musical instrument requires a separate proficiency.

Navigator's Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Poisoner's Kit. A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Thieves' Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

2014 PHB Rules
Item Cost Weight
Artisan's tools
Alchemist's supplies 50 gp 8 lb.
Brewer's supplies 20 gp 9 lb.
Calligrapher's supplies 10 gp 5 lb.
Carpenter's tools 8 gp 6 lb.
Cartographer's tools 15 gp. 6 lb.
Cobbler's tools 5 gp 5 lb.
Cook's utensils 1 gp 8 lb.
Glassblower's tools 30 gp 5 lb.
Jeweler's tools 25 gp 2 lb.
Leatherworker's tools 5 gp 5 lb.
Mason's tools 10 gp 8 lb.
Painter's supplies 10 gp 5 lb.
Potter's tools 10 gp 3 lb.
Smith's tools 20 gp 8 lb.
Tinker's tools 50 gp 10 lb.
Weaver's tools 1 gp 5 lb.
Woodcarver's tools 1 gp 5 lb.
Disguise Kit 25 gp 3 lb.
Forgery kit 15 gp 5 lb.
Gaming sets
Dice set 1 sp
Dragonchess set 1 gp 1/2 lb.
Playing card set 5 sp
Three-Dragon Ante set 1 gp
Herbalism kit 5 gp 3 lb.
Musical instruments
Bagpipes 30 gp 6 lb.
Drum 6 gp 3 lb.
Dulcimer 25 gp 10 lb.
Flute 2 gp 1 lb.
Lute 35 gp 2 lb.
Lyre 30 gp 2 lb.
Horn 3 gp 2 lb.
Pan flute 12 gp 2 lb.
Shawm 2 gp 1 lb.
Viol 30 gp 1 lb.
Navigator's tools 25 gp 2 lb.
Poisoner's kit 50 gp 2 lb.
Thieves' tools 25 gp 1 lb.
Vehicles (land or water) See the "Mounts and Vehicles" section.
  • See the "Mounts and Vehicles" section.
2014 PHB Rules

Homebrew Rules

Alchemist's Supplies v 1.1


Alchemical items include magical medicines, potions, poisons and concoctions made from not only plants, but caustic chemicals, acids and what some might consider dangerous or illegal substances.

Alchemist's Supplies

Alchemist's supplies contains a variety of instruments such as vials, burners, flasks and other components needed to pursue alchemy.

Your tools weigh 8 lbs and costs 50 gp.

Proficiency with these supplies allows you to add your proficiency bonus to any Intelligence checks you make for your alchemical concoctions.

Crafting Alchemical Items

To craft an alchemical item, you must have proficiency in the use of alchemist's supplies and you must know the recipe for the item you wish to craft. After choosing the item to craft, you then must gather the required ingredients and then begin crafting the item.

Alchemical items come in three qualities: Minor, Moderate, and Masterwork. Generally, the higher the quality, the more potent the item. Alchemical items do not lose their potency unless they are purposely mixed with other ingredients like water. Many alchemical items and recipes may be purchased from local alchemists, but as these items may take a while to produce, they could be very expensive when purchasing.

Alchemy Recipes

If you know the recipe for a particular item, you know which ingredients are required to craft an alchemical item, where those ingredients are likely to be found, and how to prepare them. You even know enough to substitute ingredients based on what’s available in the local area.

Every alchemy recipe specifies the DCs required to craft Minor, Moderate, and Masterwork quality versions of that item. It also specifies any unique ingredients you must have access too. Those ingredients must be acquired through special means, either through purchase or during the course of an adventure.

Crafting the Item

Once you have gathered the appropriate materials, it generally takes several hours to craft the item and you need a safe place to conduct these experiments. After the set amount of time has passed to create the item, you roll an Intelligence (Alchemist's Supplies) check and consult the DCs of the item you created. The higher the result of the check, typically the more potent the item you created.

Timing

Sometimes you can leave the item alone after the initial set up, other items might need constant tending to and could take a hit to their potency or be useless. If an item requires Constant attention, than you must be available to check in or work on your alchemical item multiple times every hour. If an item doesn't, then all that is required is the initial setup and you can come back after a set number of hours.

Learning New Recipes

If you are proficient with the alchemical supplies, there are a number of ways you can learn new recipes. Alchemists can easily teach each other recipes in just a few minutes. If you discover an alchemist’s notes, you can also learn any recipes they had recorded.

In addition, if you acquire an alchemical item, you can use your alchemist's supplies to analyze the item. It takes one hour of quiet, careful work to analyze an alchemical item and the item is destroyed in the process. At the end of the work period, roll an Intelligence (Alchemist's Supplies) check. If you meet or exceed the DC required to craft the item at Masterwork quality, you learn the recipe. Otherwise, you have learned nothing and the item is destroyed.

Example Crafted Items
Item Crafting Time Cost to Craft
Acid 8 Hours 15 gp
Alchemist's Fire 8 Hours 25 gp
Assassin's Blood 24 hours 75 gp
Detect Magic Smelling Salts 4 hours 10 gp
Potion of Healing 8 Hours 25 gp
Smoke Powder 4 Hours 10 gp
Smokestick 8 hours 25 gp
Thunderstone 4 hours 30 gp
Truth Serum 3 Days 100 gp

Alchemical Recipes

A new alchemist, or someone who has just recently purchased the supplies typically knows three recipes. After that, they must find more recipes or experiment.

Acid

A generic bottle of acid ideal for tricky situations when you just need to dissolve things like wood, stone or metal. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, roll damage equal to the quality of the acid.


  • Material Cost: 15 gp per attempt
  • Crafting Time: 8 hours
  • Attention: Sparse
  • Craft DC: 8 (Minor) / 10 (Moderate) / 13 (Masterwork)
  • Minor: deals 1d4 acid damage; dissolves up to 5 sqft of wood or 2 sqft of stone
  • Moderate: deals 2d4 acid damage; dissolves up to 7 sqft of wood, 3 sqft of stone or small chunks of metal
  • Masterwork: deals 2d6 acid damage; dissolves up to 10 sqft of wood, 5 sqft of stone or 1 sqft of metal
Alchemist's Supplies

Alchemist's Fire

Fire is always the answer, at least to some alchemists that holds true. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes fire damage and continues to take fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames or the flames will extinguish themselves in 1 minute.


  • Material Cost: 25 gp per attempt
  • Crafting Time: 8 hours
  • Attention: Constant
  • Craft DC: 10 / 12 / 15
  • Minor: deals 1 fire damage
  • Moderate: deals 1d2 fire damage
  • Masterwork: deals 1d4 fire damage

Assassin's Blood

This viscous green goo-like mixture is death itself. If a creature ingests the poison, they can become poisoned for up to a day unless they are subjected to a lesser restoration spell.


  • Cost: 75 gp per attempt
  • Crafting Time: 24 hours
  • Attention: Constant
  • Craft DC: 13 / 15 / 18
  • Minor: A creature must make a DC 10 Constitution saving throw. On a failed save, it takes 3 (1d6) poison damage and is poisoned for 6 hours. On a success, the creature takes half damage.
  • Moderate: A creature must make a DC 12 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 12 hours. On a success, the creature takes half damage.
  • Masterwork: A creature must make a DC 15 Constitution saving throw. On a failed save, it takes 12 (2d12) poison damage and is poisoned for 24 hours. On a success, they creature takes half damage.

Detect Magic Smelling Salts

Mixing together ammonia, perfumes and certain rare oils. As an action, you can inhale this vile mixture and be able to discern the location of any magical item as if you are under the effects of a Detect Magic spell, though you do not see an aura of magic, as you can only smell it.


  • Material Cost: 10 gp per attempt
  • Crafting Time: 4 hours
  • Attention: Constant
  • Craft DC: 8 / 10 / 13
  • Minor: lasts for 1 minute
  • Moderate: lasts for 5 minutes
  • Masterwork: lasts for 10 minutes

Keoghtom's Ointment

This sticky mixture smells faintly of aloe and is created from rare medicinal plants, it requires great quantities that must be cooked down into a sticky paste. This glass jar, 3 inches in diameter, contains five doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it gains a bonus based on the potency of the ointment.


  • Material Cost: 300 gp per attempt
  • Crafting Time: 8 hours
  • Attention: Sparse
  • Craft DC: 10 / 13 / 15
  • Minor: restores 1d8+1 hit points
  • Moderate: restores 2d8+2 hit points and ceases to be poisoned
  • Masterwork: restores 2d8+2 hit points, ceases to be poisoned, and is cured of any disease

Oil of Sharpness

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a bonus to attack and damage rolls based off of its potency. The longterm effects of silver dust on the lungs of alchemists is not very well studied, though several alchemists have died choking on their own blood when not properly ventilating their working area.


  • Material Cost: 1,600 gp per attempt
  • Crafting Time: 24 hours
  • Attention: Sparse
  • Craft DC: 15 / 18 / 20
  • Minor: +1 bonus
  • Moderate: +2 bonus
  • Masterwork: +3 bonus

Potion of Growth

This potion is well loved by warriors and is a concoction combining the blood of giants with strange chemical accelerants found in certain magical plants that have proven to be incredibly unsafe when explosed for an extended period of time with reports of excessive hair and nail growth and other effects. When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for a period of time based on the potency of the item. The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.


  • Material Cost: 135 gp per attempt
  • Crafting Time: 8 hours
  • Attention: Sparse
  • Craft DC: 10 / 13/ 15
  • Minor: lasts for 1d4 rounds (no concentration required)
  • Moderate: lasts for 1d4 minutes (no concentration required)
  • Masterwork: lasts for 1d4 hours (no concentration required)
Alchemist's Supplies

Potion of Healing

A potion of healing is the main bread and butter for any alchemist. It cost 25 gold in raw costs and once learned, is easy to reproduce consistently. A mixture of water, common herbs and certain chemicals that are the off-product of most herbalist and metal forging productions. All reports are that it's perfectly safe to drink.


  • Material Cost: 25 gp per attempt
  • Crafting Time: 4 hours
  • Attention: Sparse
  • Craft DC: 8 / 10 / 13
  • Minor: restores 1d4 Hit Points
  • Moderate: restores 2d4 Hit Points
  • Masterwork: restores 2d4+2 Hit Points

Potion of Healing, Greater

A potion of healing is the main bread and butter for any alchemist. A greater version costs 75 gold in raw costs and once learned, is easy to reproduce consistently. A mixture of water, common herbs and certain chemicals that are the off-product of most herbalist and metal forging productions. All reports are that it's perfectly safe to drink.


  • Material Cost: 75 gp per attempt
  • Crafting Time: 16 hours
  • Attention: Sparse
  • Craft DC: 10 / 13 / 15
  • Minor: restores 2d4 Hit Points
  • Moderate: restores 4d4 Hit Points
  • Masterwork: restores 4d4+4 Hit Points

Potion of Healing, Superior

A potion of healing is the main bread and butter for any alchemist. A superior version costs 225 gold in raw costs and once learned, is easy to reproduce consistently. A mixture of water, common herbs and certain chemicals that are the off-product of most herbalist and metal forging productions. All reports are that it's perfectly safe to drink.


  • Material Cost: 225 gp per attempt
  • Crafting Time: 24 hours
  • Attention: Sparse
  • Craft DC: 13 / 15 / 18
  • Minor: restores 4d4 Hit Points
  • Moderate: restores 8d4 Hit Points
  • Masterwork: restores 8d4+8 Hit Points

Potion of Healing, Supreme

A potion of healing is the main bread and butter for any alchemist. A supreme version costs 675 gold in raw costs and once learned, is easy to reproduce consistently. A mixture of water, common herbs and certain chemicals that are the off-product of most herbalist and metal forging productions. All reports are that it's perfectly safe to drink.


  • Material Cost: 675 gp per attempt
  • Crafting Time: 48 hours
  • Attention: Sparse
  • Craft DC: 15 / 18 / 20
  • Minor: restores 10d4 Hit Points
  • Moderate: restores 10d4+10 Hit Points
  • Masterwork: restores 10d4+20 Hit Points

Potion of Invisibility

This strange potion appears to have nothing in it but when shaken, the sound of water can be heard from within. This curious mixture is experiment at best and relies on the ethereal elements left behind by ghosts. When you drink it, you become invisible for a period of time based on the quality of the potion. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.


  • Material Cost: 90 gp per attempt
  • Crafting Time: 24 hours
  • Attention: Sparse
  • Craft DC: 13 / 15 / 18
  • Minor: effects last until the start of your next turn
  • Moderate: effects last for 1 minute
  • Masterwork: effects last for 1 hour
Alchemist's Supplies

Smoke Powder

The ability to craft explosive powder for firearms and explosives like grenades. It's a coarse, black powder that must be kept dry once crafted. Created from the off-product of mining facilities, it must be milled down with sodium and charcoal into a highly volatile powder. Its best to not work with this around candles, lanterns, or campfires.


  • Material Cost: 10 gp per attempt
  • Crafting Time: 4 hours
  • Attention: Constant
  • Craft DC: 10 / 12 / 15
  • Minor: produce 3 shots
  • Moderate: produce 8 shots
  • Masterwork: produce 15 shots
  • Grenade: To create a grenade, you need an additional 8 gold for a metal or ceramic orb, and then you need enough Smoke Powder for 30 shots. As an action you can throw it up to 60 feet and each creature within 10 feet of the detonation must make a DC 12 Dexterity saving throw, taking 2d6 fire and 1d6 piercing damage on a failed save, or half as much damage on a successful one.
  • Keg: To create a keg of smokepowder, you need 100 shots and an additional 14 gold for the keg to store it in. You can either throw it or roll it up to a range of 15ft and then roll initiative for the keg. On its initiative it explodes, and each creature within 20 feet of it must succeed on a DC 15 Strength saving throw or take 3d6 fire and 2d6 bludgeoning damage and they fall prone. If they succeed, they take half damage.

Smokestick

A black rod of alchemical clay that can be lit as an action and releases a haze of obscuring smoke. All creatures inside of the smoke are lightly obscured. A strong wind can end the effect early.


  • Material Cost: 25 gp per attempt
  • Crafting Time: 8 hours
  • Attention: Constant
  • Craft DC: 10 / 12 / 15
  • Minor: The smoke creates a 5 foot radius cloud that lasts until the start of your next turn.
  • Moderate: The smoke creates a 10 foot radius cloud that lasts for 1d4 rounds.
  • Masterwork: The smoke creates a 20 foot radius cloud that lasts for 2d4 rounds.

Thunderstone

This clay sphere is packed with powerful reagents that create a deafening boom and enough volatile energy that can knock creatures back. As an action, this sphere can be thrown up to 20 feet away.


  • Material Cost: 30 gp per attempt
  • Crafting Time: 4 hours
  • Attention: Sparse
  • Craft DC: 10 / 12 / 15
  • Minor: All creatures within 5 feet of the sphere must succeed on a DC 10 Constitution saving throw. On a failure, the creature is defeaned for 1 minute and they are knocked back 5 feet. They can repeat the saving throw at the end of their turn to end the effect early. On a successful save, a creature is unaffected.
  • Moderate: All creatures within 10 feet of the sphere must succeed on a DC 12 Constitution saving throw. On a failure, the creature takes 1d4 thunder damage, is deafened for 2 minutes and they are knocked back 10 feet. They can repeat the saving throw at the end of their turn to end the effect early. On a successful save, a creature takes half damage and suffers no other effects.
  • Masterwork: All creatures within 15 feet of the sphere must succeed on a DC 15 Constitution saving throw. On a failure, the creature takes 2d4 thunder damage, is deafened for 10 minutes and they are knocked back 15 feet. They can repeat the saving throw at the end of their turn to end the effect early. On a successful save, a creature takes half damage and sufefrs no other effects.

Truth Serum

One of the hardest things for a practicing alchemist to get right, and to get it strong enough to work. Its also only for alchemists that have coin to spare, as the cost of such a thing is high. Mixed with the crushed seeds of a flower that grows in certain tropics, it goes through months of processing until it's outer coating dissolves and the delicate oils are able to be harvested. When ingested, one is unable to speak a lie as if they are under the spell Zone of Truth. This takes 3 days to produce one vial, and you have to make the check at the end of every day. The lowest quality you roll for any of the days will determine the quality of the Truth Serum.


  • Material Cost: 75 gp per attempt
  • Crafting Time: 72 hours (3 days)
  • Attention: Constant
  • Craft DC: 15 / 18 / 20
  • Minor: Upon a creature ingesting the serum, they must succeed on a DC 11 Constitution saving throw or take a -2 to all Charisma, Wisdom & Intelligence ability checks for 1 hour.
  • Moderate: Upon a creature ingesting the serum, they must succeed on a DC 13 Constitution saving throw or a creature becomes poisoned for 1 hour.
  • Masterwork: Upon a creature ingesting the serum, they must succeed on a DC 15 Constitution saving throw or a creature becomes poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.
Alchemist's Supplies

Variant Rules

Combining Less Potent Items

If your players would like to have masterwork items by combining lower quality ingredients, they can spend a short rest combining their lower quality items to form items of higher quality. It takes 2 minor items to create 1 moderate item, and 2 moderate items to create 1 masterwork item.

To dilute items into lower potency requires 2 masterwork items which dilute to 3 moderate items, or 2 moderate items which dilute to 3 minor items.

Specific Components

Instead of requiring a gold cost, you can instead require a component cost based on what item is being created. A few examples are given below:

Item Components Required to Make One
Acid 1 lb of ooze
Alchemist's Fire Firenewt Remains
Potion of Healing Myconid Mushrooms
Smoke Powder Fire Elemental Remains
Thunderstone Dangerous Minerals in the Underdark
Truth Serum Carrion Crawler Venom

Singular Quality

To decrease confusion around the various qualities of potions at the table, you can decide that a potion only has a singular quality to it. Assume that every item can only be crafted at the masterwork quality and anything below it isn't potent enough to be of use. To determine effect and DC of each item, refer to the masterwork quality only.

Guidelines for Recipes

Prices are roughly based off of half the cost of consumables as found in the Sane Magical Prices and in the Dungeon Master's Guide.

Craft DCs and time typically follow these guideline:

Rarity Minor DC Moderate DC Masterwork DC Time
Common 8 10 13 4 hours
Uncommon 10 13 15 8 hours
Rare 13 15 18 16 hours
Very Rare 15 18 20 24+ hours

The effects as listed in the Dungeon Master's Guide are assumed to be the Masterwork versions of those item, lower qualities provide less benefits either through functioning for a shorter amount of time or providing a lower bonus.

Liquids and potions typically require little to no attention unless working with dangerous poisons. Solids and powders require constant attention while crafting.

Eratta

Version 1.1

  • New Recipes - Every type of Potion of Healing, Potion of Invisibility, Potion of Growth, Keoghtom's Ointment, Oil of Sharpness
  • Updated wording and provided clarifications
  • New Added Variant Rules
  • New Guidlines for Recipes
  • For a printer friendly PDF of this tool, or any other tool, consider supporting Dump Stat at the $1 tier on our patreon!

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The Alchemist

Alchemist's Supplies

Brewer's Supplies v1.1


Beer has been around for almost as long as bread has, and one could argue that it has a greater effect on society, at least in the evening. This favorite drink is created by steeping cereal grains in water and letting that ferment into a sweet flavored beverage with yeast.

The yeast, grains, and adjuncts help define the drink and its complicated flavoring, and it also allows you to add in alchemical and magical ingredients to help give your drinks a better punch.

While it typically takes Beer, Ale, Lagers and so many other drinks weeks or even months to fully develop; with these small batch drinks you'll be up and drinking in a few days!

Brewer's Supplies

Brewer's Supplies include a mash tun, copper kettle, piping, a siphon, a series of mesh filters, a small fermenting vat, and basic malt, hops and spices.

Proficiency with Brewer's Supplies allows you to add your Proficiency Bonus to any check you make for brewing.

These supplies cost 30 gp and weigh 50 lbs.

How to Brew

When brewing an item, you must know its recipe, have access to the requisite materials, and spend the amount of days needed for it to process and ferment. Anytime a check is called for in brewing this beverage, you must make a Wisdom check, and if you are proficient in Brewer's Supplies, you may add your Proficiency Bonus to the check.

Recipe Brews

Every brewed beverage requires a recipe to make. This recipe lists out any special ingredients you need, the number of days required to ferment, and the difficulty of the beverage. Some special ingredients may require you to purchase them in town, or to go on quests to find them.

You can learn new recipes by visiting other brewers, travelers or in faraway monasteries that guard their specialty recipes. You can also make a Brewer's Supplies check if you encounter a brewed beverage and you want to determine how you could craft it yourself.

You can only have one recipe brewing at a time in your fermenting vat. To brew more, you must purchase another Brewer's Supplies. Each brew is enough to create one use, or one bottle, of that recipe. If you wish to create in bulk, that would be up to the DM's discretion and require proper equipment like a brewery.

The Process

To create a brewed beverage, you must first gather the required ingredients for a recipe that you know. After that you then create your mash and then ferment the mixture for a number of days, based on the recipe.

You must succeed on two Wisdom (Brewer's Supplies) checks in order to properly brew a beverage of your choice.

Boiling the Mash

Once you gather your ingredients, you can begin creating and boiling the mash over the course of a short or long rest. Once your grains and spices are properly prepared, you must then make a Wisdom (Brewer's Supplies) check, the DC is determined by the recipe, in order to properly prepare the mash. On a fail, you can still brew your beverage but it will not have any Effects.

Fermenting the Brew

After preparing the mash, you then must filter it out and then add it to your special fermenting vat, a slightly larger sized sealed flagon that you can strap to the outside of a travel pack. After a certain number of days, determined by the recipe, your brew will finish fermenting.

Once your brew is fermented, you must make a Wisdom (Brewer's Supplies) check based off of the DC of the recipe you are attempting, on a fail the fermented brew does not have any Effects.

Imbibing

While your brewed goods do have alcohol, you don't need to worry about intoxication unless the DM decides that the character has had too much to drink. A character can only benefit from a single Brewed Beverage once per short rest, upon drinking additional brews, they gain no additional benefits from the second beverage and lose any benefits of the original beverage.

If your brew isn't consumed immediately, you can bottle your brew for a later use. Each bottled brew weighs half a pound and can last for several months before its no longer fit to be drunk.

If you wish to buy these, you may be able to find them sold at specialty breweries, their costs can range from two to ten times their Ingredient costs.

Example Recipes
Item Fermenting Time DC Special Ingredients Ingredient Cost
Berserker's Rage 5 Days 15 Cave Fisher blood 70 gp
Boulder Beer 5 Days 15 Barley, Wheat 15 gp
Dragon's Porter 7 Days 20 Jalapeno Peppers 25 gp
Dwarven Courage 3 Days 13 n/a 10 gp
Flumph Pale Ale 5 Days 13 Flumph Spray 15 gp
Giant's Brew 3 Days 13 Auroch's Blood 15 gp
Icecap Ale 5 Days 15 Sour Fruits 15 gp
Morning Stout 7 Days 20 Coffee, Chocolate 25 gp
Sugared Ale 5 Days 15 Raw Sugar 15 gp
Brewer's Supplies

Brewed Recipes

Berserker's Rage

This hard spirit requires the blood of a cave fisher, its alcoholic blood creating an infect like no other. Berserkers have been known to guzzle this spirit before battle, their ferocity growing greater and the strikes slamming into their foes. When ingested, once per turn you have advantage on a melee attack that uses your Strength for the next 10 minutes.


  • Fermenting Time: 5 Days
  • Brew DC: 15
  • Special Ingredients: Cave Fisher blood
  • Ingredient Cost: 70 gp
  • Effect Duration: 10 minutes
  • Effect: Advantage on a melee attack that uses Strength once per turn

Boulder Beer

This dark and extra foamy beer has more alcohol in it than a dwarven bar. When ingested, you have 10 minutes where blades, arrows and other weapons seem to barely slow you down, though for some reason you are now fighting twice as many people as before. During these 10 minutes you gain resistance to bludgeoning, piercing and slashing damage, but you have the Poisoned condition. If the Poisoned condition is removed early, it also removes your resistances.


  • Fermenting Time: 5 Days
  • Brew DC: 15
  • Special Ingredients: Barley, Wheat
  • Ingredient Cost: 15 gp
  • Effect Duration: 10 Minutes
  • Effect: Resistance to bludgeoning, piercing and slashing weapons, gain the Poisoned condition until the effect ends

Dragon's Porter

This fiery porter creates a delightful burning sensation in your mouth and your throat. While ingested, you have the ability to breath magical fire on your enemies. As a bonus action on your turn, you can belch out fire in a 5 foot cone. All creatures in the area must make a Dexterity Saving Throw or take 2d6 fire damage. You can belch out fire a number of times equal to the Brewer's Wisdom Modifier.

The DC for this check equals 8 + Brewer's Wisdom Modifier + Brewer's Proficiency Bonus.


  • Fermenting Time: 7 Days
  • Brew DC: 20
  • Special Ingredients: Jalapeno Peppers
  • Ingredient Cost: 25 gp
  • Effect Duration: 1 Minute
  • Effect: Belch fire in a 5 foot cone a number of times equal to the Brewer's Wisdom Modifier, dealing 2d6 fire damage on a failed Dexterity saving throw

Dwarven Courage

This simple beer has a hoppy finish that gives you the inner strength needed to face your fears. When ingested, you have advantage on all saving throws against the Frightened condition for the next hour.


  • Fermenting Time: 3 Days
  • Brew DC: 13
  • Special Ingredients: N/A
  • Ingredient Cost: 10 gp
  • Effect Duration: 1 hour
  • Effect: Advantage on saving throws against the Frightened condition

Flumph Pale Ale

A new style of drink that is coming out of the subterrenean lands, this has become popular among party-goers and younger members of society due to it's... foul nature. It is named after the flumph due to the reaction many have who imbibe it. After imbibing the drink, you can then immediately belch out a spray of stench and each creature in a 10-foot cone must succeed on a Dexterity saving throw or be coated in a foul-smelling liquid. All creatures within 5 feet of a coated creature, must make on Constitution saving throw or are poisoned until the start of their next turn. A creature who is coated in the liquid has disadvantage on their saving throw. A creature who succeeds on their Constitution saving throw is immune to the stench. A coated creature is covered in stench for 1d4 hours, but can remove the stench with alcohol, water or vinegar.

The DC for this saving throw is 8 + Brewer's Wisdom Modifier + Brewer's Proficiency Bonus.


  • Fermenting Time: 5 Days
  • Brew DC: 13
  • Special Ingredients: Flumph Spray
  • Ingredient Cost: 15 gp
  • Effect Duration: 1d4 hours
  • Effect: Belch out a stinking spray in a 10-foot cone, all creatures must succeed on a Dexterity saving throw. On a failure, they are coated in stench for 1d4 hours and all creatures within 5 feet of them must make a Constitution saving throw at the start of their turn or be poisoned until the start of their next turn.
Brewer's Supplies

Giant's Brew

This recipe was stolen from the giants, who closely guard their brewing secrets from everyone. Most self-respecting dwarves will claim the giants only produce foul brews, but they all secretly wish to learn the giant's process. When imbibed, you count as a huge creature when determining your carrying capacity and the weight you can push, drag, or lift, this effect lasts for the next hour.


  • Fermenting Time: 3 Days
  • Brew DC: 13
  • Special Ingredients: Auroch Blood
  • Ingredient Cost: 15 gp
  • Effect Duration: 1 hour
  • Effect: You count as a huge creature for carrying capacity and weight that can be pushed, dragged or lifted

Icecap Ale

This ale is crafted by adding sour fruits and then partially freezing it during the fermentation process and removing the ice. This freezing and removal of ice happens a dozen times to increase the potency of this brew. When ingested, this ale causes your muscles to tense up tight and you gain advantage on all Constitution and Strength saving throws for 10 minutes; you also gain a number of temporary hit points equal to half the Brewer's level (rounded up). After the 10 minutes are up, your body is exhausted and you gain one level of Exhaustion until you take a short rest or a spell like Greater Restoration is cast on you.

Your temporary hit points do not end after the 10 minutes.


  • Fermenting Time: 5 Days
  • Brew DC: 15
  • Special Ingredients: Sour Fruits, Ice
  • Ingredient Cost: 15 gp
  • Effect Duration: 10 Minutes
  • Effect: Advantage on all Constitution and Strength saving throws, and gain a number of temporary hit points equal to half the brewer's level.

Morning Stout

Some people start the morning out with a cup of coffee, but you don't see why you can't add that into your favorite evening drink. This dark, and almost decadent drink, makes your senses feel alive and you can swear your hands are barely even trembling. When ingested, this stout increases your movement by 5 feet and you have advantage on all Dexterity saving throws for 1 hour.


  • Fermenting Time: 7 Days
  • Brew DC: 20
  • Special Ingredients: Coffee, Chocolate
  • Ingredient Cost: 25 gp
  • Effect Duration: 1 Hour
  • Effect: Advantage on all Dexterity saving throws and your base movement speed is increased by 5 feet

Sugared Ale

Who says that sweet drinks are only for women? This extra sweetened ale will lighten your tongue and help you in the toughest of situations. When ingested, for the next hour you have advantage on all Charisma checks and you have advantage on saving throws against being Charmed.


  • Fermenting Time: 5 Days
  • Brew DC: 15
  • Special Ingredients: Raw Sugar
  • Ingredient Cost: 15 gp
  • Effect Duration: 1 Hour
  • Effect: Advantage on all Charisma check and saving throws against the Charmed condition

Brewing Rum and Liquors

Rum has a simple distillation process and requires sugar, molasses, yeast and an airtight container. The provided brews can easily be used to create rums, liquors, and even speciality wines by reflavoring the process and finding suitable ingredients, per the DM's discretion.

Eratta

Version 1.1

  • New words and clarifications
  • Boulder Beer provides resistance to all bludgeoning, piercing, and slashing damage, not just weapons
  • Dragon's Porter had 5-ft cone and 10-ft cone, changed to 5-ft cone
  • Added in Brewing Rum and Liquors
  • New Brews: Berserker's Rage, Flumph Pale Ale, Giant's Brew
Brewer's Supplies

Calligrapher's Supplies

A calligrapher is an artist when they put quill to paper. Crafting exquisite artwork along the margins of the paper, creating stylistic letters and words to highlight sections in a poem or simply hiding a message. A calligrapher is normally employed to create books, manuals and pamphlets, but some of the best can do more with a quill than others with a sword.

Calligrapher Supplies

Calligrapher's s upplies include ink, a dozen sheets of parchment, a nd three quills.

The tools weigh 5 lbs and cost 10 gp.

Calligraphy

The art of calligraphy can come across in several different forms. You may try to create stunning artwork for a local establishment's sign, you may be creating pamphlets for a local church or hiding codes through cleverly drawn letters.

Creating Artwork

Many calligraphers have put their skills to use in creating artwork of animals, people, locations and anything else that comes to their imagination. This artwork can be a mundane way of showing portraits to others, locations to wizards or just to make a bit of extra coin while in a town. Most times you are drawing artwork, it doesn't require a check, per the DM's discretion.

When you create artwork you must spend an appropriate amount of time working on it. This is largely up to the DM's discretion, but most simple artwork will only take about an hour while more complex pieces may take 8 hours or even longer. Size can also play a part in how long something takes.

Crafting a Hidden Message

When you create a hidden message, you can create a quick and simple code or choose to make it far more complicated. Depending on how involved your code is, it will take you longer to add it in to a document or artwork.

Simple Codes

Simple codes involve an easy code that can be hidden in artwork or in a cipher. It could be the first letter of every sentence, a simple cipher that looks like random letters, or hidden among some simple artwork in the margins. Each code requires 10 minutes to an hour of work and allows you to transmit short messages.

Complicated Codes

Complicated codes involve expert skills and vast amounts of time. When you wish to create a several page document, create intricate artwork hiding the code, or making a complex cipher you must typically spend 8 hours of uninterrupted work and, per DM's discretion, require several days to complete. This allows you to transmit complex and long messages through your letters.

Extra Time

While you are skilled with your tools, you can always get it just a bit more perfect if you spent a bit more time on it. Whenever you create a code, you can decide to spend double the amount of time making sure every detail is just right. When you do so, any investigation attempts have disadvantage on spotting your code.

Interaction

Creating a code or cipher will put the item in a variety of different situations where it might be cracked. A suspicious creature can make an Intelligence (Investigation) check against your Calligrapher's Supplies DC, on a success they notice the code but may not be able to decipher it.

The DC is 8 plus your Intelligence modifier plus your Proficiency bonus.

The Message

The recipient of your messages or documents must know that you have sent them a hidden message, and they may require a key to break your cipher. This could be a pre-arranged code or a type of Thieves Cant and is up to your character and the DM's discretion.

Locations and Teleporation

If you have seen a location, you can attempt to draw it out for someone else to study to help them become more familiar with the location for use of a Teleportation spell or similar magic. While you can not make the caster intimately familiar, you can provide a clearer picture of the destination than just simply describing it. This type of intense work requires at least 8 hours of work of drawing the location from several different angles and ensuring it is as accurate as possible. Once you are finished, make an Intelligence (Calligrapher's Supplies) check and consult the chart below.

Teleporation Familiarity
DC Familiarity
5 False Destination
10 Description/Seen Once
15 Seen Casually
20 Very Familiar

The DM may choose to make this check for you in secret or adjust the DC per their discretion.

Marketing Material

If you lend your talents to a local business, you can create a variety of marketing material for them. This includes things like pamphlets, signs, menus, or anything else used to draw the eye of passerbys. Per the DM's discretion, you can make a Charisma (Calligrapher's Supplies) after creating materials to see how well your material is being received and how it is affecting business.

The DC is influenced by the population's disposition to the business, the cost and necessity of the product, and the location of the building; final DC is determined by the DM.

Calligrapher's Supplies

Chandlery Supplies

Candles have long been used as a way to hold back the darkness, to provide a meager light against unlit nights. First created from animal fat, they could also be made from beeswax, spermaceti from sperm whales, and various types of oils. Chandlers, candle makers, create candles by casting molds or dipping candle wicks into liquid wax repeatedly until they create a candle of suitable length and thickness.

Chandlery Supplies

Chandlery supplies include animal fat, beeswax, wicks, a large pot, a small knife, incense, spices, and oils.

Chandlery supplies weigh 5 lbs and cost 10 gp.

Candle Making

The simplest way of making a candle is heating tallow until it melts, and then dipping a wick into the tallow, and then pulling it out to solidify. Once it has cooled off, the tallow hardens, and then the wick is ready to be dipped again. During a short rest, a chandler can make up to a number of mundane candles equal to their proficiency bonus times ten. This does not require a check and costs 5 cp for every 10 mundane candles created.

Specialty Candles

Sometimes a chandler needs to create special candles, this could be for special purposes, like during a spiritual ritual or for creating unique sensations. These specialty candles take longer to craft, requiring high-quality wax and wicks, and expensive ingredients to create specific effects.

When you attempt to create a specialty candle, you must choose what candle you are going to create and gather the required supplies. Most supplies are mundane enough that you can find in a large city, with smaller villages unable to supply the needed items per the DM's discretion. Once you have your supplies, you must then spend 8 hours of meticulous work carefully crafting a single candle. This requires threading the wick in a certain way, ensuring no bubbles or imperfections are trapped within the wax, and carefully carving intricate runes and symbols into its surface. After you spend 8 hours of work, you must then attempt a Wisdom (Chandlery Supplies) check against the DC of the candle you are attempting to create.

Crafting Check

Wisdom is your chandlery ability for your candles since these candles often require using natural ingredients and are often used to call on divine aid. You use your Wisdom whenever you must craft a candle or are attempting to design new candles. In addition, you use your Wisdom modifier when setting the saving throw DC for a candle you crafted and when making an attack roll with one.

Candle Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Candle Attack / Check = your proficiency bonus +

your Wisdom modifier
Known Candles

A chandler often knows a number of candle recipes equal to their proficiency bonus, though they may be able to find ancient ritual books, holy texts, and more that can provide new candle recipes for them to study.

Time To Craft

It takes at least 8 hours to create a candle, but that is only its first layer. You can apply additional layers to a candle, extending the duration of an effect or increasing its potency. This requires an additional 8 hours for each layer, and you must succeed on the Craft DC of the candle or else that layer fails to adhere, and the time, and cost of materials, is wasted.

After creating a candle, failure to apply additional layers doesn't normally destroy previously created layers. Every candle has a maximum number of layers that can be applied to it, exceeding that number means that the layer fails to adhere and the time, and cost, is wasted. Once a candle has been used, and lit, it can not have additional layers added.

Materials

Each candle requires different incense, oils, fragrances, magical spell components, and even parts of creatures to create it and imbue it with magic. A candle lists out the major materials required to create a candle, allowing you to reduce some of the cost of the candle if you have the material. This price decrease is based on the DM's discretion but ranges from 10% to 50%.

In some circumstances, candles may require certain spell slots to be expended while creating the candle. In this case, you must expend that number of spell slots each time you apply a layer to the candle, failure to do so automatically fails this application of the layer and the materials are wasted.

Activating a Candle

Anyone can activate a candle unless it specifies otherwise, and it takes an action to light the candle. Some candles might require a command word, or else they fail to light, or require a prayer to be uttered to a divine entity, in these cases, the DM may decide only certain individuals can activate the candle as it requires a certain amount of faith or is only able to be used by individuals blessed by the divine.

When a candle is activated, its effects begin immediately and may require to be held in a hand for them to grant their benefit, or can be placed upon the ground and they create an area of effect helping or hindering all creatures within the space. A candle is incapable of discerning friend from foe, and so it affects all creatures unless stated otherwise.

Reuse

A candle that hasn't finished its full duration can be extinguished as an action and used again later on. If it is in the middle of a layer of effects, that layer is expended and breaks off the candle.

Light

All candles, unless specified otherwise, sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If a specialty candle is lit, it stays lit until its effects end and then immediately extinguishes itself.

Chandlery Supplies

Example Specialty Candles

Bursting Candle

Wondrous item, uncommon


  • Craft DC 15
  • Material Price 20 gp per layer
  • Materials Charcoal, Saltpeter, Sulfur
  • Maximum Layers 5 layers
  • Spell Slot two 1st-level slots

When this candle is lit, it can be tossed up to 20 feet as part of the action to light it. It must roll initiative (-5) and on its turn, it explodes out in a 10-foot radius of burning wax. Each creature within 10 feet of the bursting candle must make a Dexterity saving throw. On a failed save, a creature takes 10 (3d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

The candle continues to explode every turn for each layer it has. It can only be extinguished by one gallon of water, destroying the candle in the process, or by the same creature that originally lit it spending an action to extinguish it.

Candle of the Deep

Wondrous item, common


  • Craft DC 12
  • Material Price 1 gp per layer
  • Materials Octopus fat & Spermacti
  • Maximum Layers 10 layers

The flame of this candle is not extinguished when immersed in water. It remains lit for 10 minutes for each layer applied. Otherwise, it functions as a normal candle.

Everburning Candle

Wondrous item, uncommon


  • Craft DC 13
  • Material Price 10 gp per layer
  • Materials Old spellcaster clothes
  • Maximum Layers 4 layers
  • Spell Slot one 1st-level slot

The flame of this candle is merely a piece of illusion magic and produces no heat. It sheds bright light in a 5-foot radius and dim light for an additional 5 feet. It can not be extinguished, though its light can be hidden by covering it in cloth. For each additional layer applied, its radius of bright and dim light extends by 5 feet to a maximum of a 20-foot radius of bright light and dim light for an additional 20 feet.

Smoking Candle

Wondrous item, uncommon


  • Craft DC 13
  • Material Price 20 gp per layer
  • Materials Boiled fats & sugar
  • Maximum Layers 10 layers

When this candle is lit, thick smoke pours out, filling a 10-foot radius sphere centered on the candle. The area is heavily obscured and lasts for 1 minute for each layer applied, or until a wind of minor or greater speed (at least 4 miles per hour) disperses it. It does not emit any light.

Tapering Spirits Candle

Wondrous item, uncommon


  • Activation requires a cleric to light and hold it
  • Craft DC 15
  • Material Price 15 gp per layer
  • Materials Rendered fat from a creature you wish to question
  • Maximum Layers 5 layers

This grisly candle was created by clerics of death and torture and is used to compel answers from death itself. The candle must be created from the fat of a dead creature who you wish to question with a speak with dead spell or similar magic. When lit, it must be placed on the head of the creature, and then a speak with dead spell, or similar magic, must be cast on the victim within 10 minutes, or else the candle burns itself out and is destroyed.

This candle gives additional questions equal to the number of layers applied. In addition, you can compel an answer by burning a layer of the candle, reducing the number of additional questions, and forcing the spirit to make a Wisdom saving throw. On a fail save, the body is compelled to answer the question but can make the answer as cryptic as it wishes while answering to the best of its ability. On a success, the question is wasted.

Undead's Guise

Wondrous item, rare


  • Activation requires a cleric to light and hold it
  • Craft DC 18
  • Material Price 30 gp per layer
  • Materials Holy ashes, incense, and silver dust
  • Maximum Layers 5 layers
  • Spell slot two 2nd-level slots

When this candle is lit, a silvery mist pours out, filling a 10-foot radius sphere centered on the candle. Any living creature within the mist is invisible and undetected to all undead creatures with an Intelligence score of 5 or less. If an undead creature has an Intelligence greater than 5, they can attempt a Wisdom saving throw against this magic once they are within 60 feet of the candle, ignoring the effects of the candle on a success. This effect ends for all targets protected by the candle if any creature within the mist attacks or casts a spell.

If an undead creature is within the mist, they use their reaction to immediately move up to their speed and leave the mist unless they have an Intelligence greater than 5 and succeed on their saving throw.

This candle burns for 1 minute for each layer applied.

Chandlery Supplies

Carpenter's Tools

Your tools are used to craft wooden structures. This structures can be anything made of wood like cabins, shacks, wooden dressers and wooden tables.

Carpenter's Tools

Carpenter's tools consist of a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.


Carpenter's Tools weigh 6 lbs and cost 8 gp.

Building Materials

Unlike other tools, you need access to large quantities of wood, and depending on the type you use, it may be more expensive and have different effects. Location is also important, if you find yourself wanting to create a log cabin in the middle of the desert, you may have to ship materials in to work with. This may increase your costs per the DMs discretion.

Wooden Structures

If you can dream it, you can probably build it with the help of your Carpenter's Tools... though it may require a large purse of gold and a lot of time.

If you aren't proficient in Carpenter's Tools, you can still hire others to build the structure, you just can't help.

Land

To begin building your structure, you need a plot of land. If the land lies within a kingdom or similar domain you may need a:


  • Royal Charter - a legal document granting permission to oversee the estate in the name of the crown
  • Land Grant - a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown
  • Deed - a legal document that serves as proof of ownership.


Land can also be acquired by inheritance or other means, and if it is out in a haunted forest where no one goes, you may just be able to build without needing paperwork.

Building

Once you have the necessary paperwork, you can begin construction of your structure. Each day you spend working on your structure, you must expend 25 gp to cover the costs of materials. If you are unable to cover the costs, you are unable to purchase the needed materials and your day of work is wasted.

Workers

As an adventurer, you aren't always willing to stay in one spot for a year to build a small cabin. By hiring skilled workers, they can keep the progress moving forward on your structure, though their services cost 2 gp per day. With multiple skilled workers on site, they can expedite the building process, but structures have a maximum number of workers that can work on it at a time.

By hiring skilled workers, you must spend 25 gp per day per worker, plus the worker's wage of 2 gp per day. If you are unable to pay this, than no work is done on your structure.

Proficiency

Only characters and hirelings that are proficient with Carpenter's Tools can build structures and objects made of wood.

Materials

The assumption is that you are building your structures out of simple wood native to the area. By importing or building with expensive materials, like ironwood, lignum vitae, or even palm, the cost can increase drastically.

See the chart Exotic Materials below for estimated cost information. The increased cost is subject to DMs discretion.

Wooden Objects

Building a wooden object requires more time than a structure compared to the total cost of materials. When building an object, you must expend 5 gp to cover the costs of your materials per day. If you are unable to cover the costs, you are unable to purchase the needed materials and your day of work is wasted.

Exotic Materials
Material Cost Increase AC Damage Threshold Hit Points
per inch
Ironwood x10 18 20 50
Palm x5 15 10 35
Wood - 12 5 25
Special Properties

Ironwood
A structure built with ironwood is incredibly hard and cancels out the double damage from seige weapons.
Palm
A structure built with palm is far lighter and flexible than regular wood and can bounce off projectiles that deal bludgeoning damage from siege engines. When a bludgeoning projectile hits the structure roll a d20, on an 18 or higher, the projectile bounces off harmlessly.

Damage and Repairs

Each structure is abstracted out to be built up by 10' x 10' x 6" panels of wood. Upon your structure being attacked, the attacker determines which panel they would like to target and must roll against the AC of the structure. On a successful hit, they then roll damage. If their damage meets or exceed the damage threshold for your chosen material, then the damage goes through, otherwise they only deal superficial damage and no affect on your structure.

If you wish to repair your structure, you must spend an hour with the structure and your Carpenter's Tools and succeed on a DC 15 Carpenter's Tools (Strength) check and repair 1d6 + your Strength modifier in hit points to that panel of wall. For each hit point that you restore, it costs you 1 gp in materials. This cost increases per the Exotic Materials chart for different materials.

Structures
Structure Total Cost
in GP
Days to Build
(Single Worker Only)
Days to Build
(Max Workers Only)
Maximum
Number of Workers
Minimum
Acres Required
Farmhouse, Small 1,000 40 14 3 1
Farmhouse, Large 4,000 160 40 4 10
Outpost / Fort 15,000 600 100 6 0.3
Tower, Fortified 15,000 600 100 6 0.3
Trading Post 5,000 200 60 4 0.1
Defensive Wall 25 1 1 1 -
Wooden Palisade 5 .2 .2 1 -
Objects
Object Total Cost
in GP
Number of
Days to Build
Armoire 25 5
Dresser 20 4
Nightstand 10 2
Table 15 3

Types of Structures

You can build a variety of wooden structures and objects with your Carpenter's Tools, each structure requires a different amount of time and total cost. The cost of each structure can be paid for over time, and you can always go back and work on your structure at a later date. See the chart Structures and Objects on the next page for more information.

Defensive Wall

The defensive wall is a structure built in a quick time frame to help protect from invaders. Each defensive wall built consists of two: 10-foot by 10-foot by 6-inches thick walls, with AC 12 and 25 HP per inch of thickness.

Alternatively, you can decrease the thickness of a panel to 3" and have a wall that is 10-foot by 20-foot.

Only a character proficient in Carpenter's Tools, and has their tools available, can build a defensive wall, though others can help with an effect determined by the DM.

Wooden Palisade

This cheap palisade can be quickly erected and is used to slow down and funnel attacking armies. Each palisade built consists of a 10-foot by 10-foot by 2-inches thick wall, with AC 10 and 15 HP per inch of thickness.

Only a character proficient in Carpenter's Tools, and has their tools available, can build a defensive wall, though others can help with an effect determined by the DM.

Objects

When building objects, the examples in the Object graph are just the base examples without anything fancy added on. At the DM's discretion, they may determine it costs more gold to input pearl veneers or that it will take more days for you to put in intricate wood carveings into the legs of a chair.

Spells

Certain spells can be used to help speed up, and even reduce, the cost of building your structures.

Fabricate

Having proficiency with Carpenter's Tools can allow you to use the Fabricate spell to help produce your Structure or object. When casted, you must have the materials present and you can shape them into part of your structure, though only in 5' cubes. For every casting of the Fabricate spell, you decrease the number of days needed to build the structure, for an individual worker, by half a day but the cost of the materials must still be paid (12.5 gp per casting on Wood).

Demolition

Your knowledge of carpentry allows you to spot weak points in wooden walls. On a successful DC 15 Carpenter's Tools (Intelligence) check, you deal double damage to a structure with your weapon attacks.

Overtime

You can build structures faster by having workers work around the clock. To do this, you must expend 75 gp per day plus 6 gold for wages and this means that for each worker and day you do this for, they do double the amount of work per day.

I.e. If you wish to build a Defensive Wall with Overtime, you would pay 75 gp + 6 gold for wages and you could create two Defensive Walls in 1 day.

Carpenter's Tools

Variant: Setbacks

When building a structure, sometimes problems can come up that aren't foreseen. At the DMs discretion, you can roll on the Setback chart below.

These setbacks are just natural parts of working on a structure, and normally are absorbed by the costs of materials. This is a great way for the DM to create set ups for quests, maybe the creatures stealing materials are skeletons that have been ordered to rebuild part of their underground tomb by a necromancer. Or there is supernatural weather at work stopping any shipments of materials from coming through, and its up to the party to figure out why 5-feet of snow dropped in the middle of summer.

Setback
d6 Effect
Bad Workers Unfortunately the workers hired understand nothing about carpentry and have halted progress on your Structure for 1d4 days. For each day they halted progress, lose that many days and half the gold due to destroyed or stolen materials.
Stolen Materials Materials were stolen from the Structure. 1d3 days worth of materials was stolen from the Structure.
Poor Quality The latest materials ordered are falling apart and are useless for building. For new materials, you must wait 1d4 days.
Bad Weather The weather has halted work on your Structure for 1d6 days. There is a 15% chance that the weather was so bad that it destroyed part of the Structure, you lost 1d3 days worth of materials.
Vandalism Someone has broken up some of your materials and you must spend a day on repairs.
Delayed Shipments The shipment of materials has been delayed for 1d6 days.
Out of Stock The materials are out of stock and you must 1d6 days for more to arrive... or spend double on materials for 1d6 days
Carpenter's Tools

Cartographer's Tools

Cartography is the science and art of creating maps. These maps are useful to help ensure you never get lost out in the woods, document hidden treasures or keep track of all the places you've seen. Maps are highly valued among traveling merchants, nobles and even other adventurers.

Cartographer's Tools

Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. Proficiency with this kit allows you to add your proficiency bonus to any checks you make for creating or studying maps.

The tools weigh 6 lbs and cost 15 gp.

Crafting a Map

To craft a map, you must have proficiency in the use of Cartographer's Tools and you must know the region for the map you wish to draw. You can be actively traveling through the region and drawing your map.

At the end of the day, the Cartographer must spend 1 hour to finalize their map requiring no check.

Types of Maps

Over the course of an adventure, there may be chances to draw maps of all sizes. Below are the different standards for map sizes along with how quickly one can walk across their depicted regions on foot.

Map Sizes
Map Scale Slow Pace Normal Pace Fast Pace
Dungeon
(1 sq. = 10ft.)
20 sq./min. 30 sq./min. 40 sq./min.
City
(1 sq. = 100ft.)
2 sq./min. 3 sq./min. 4 sq./min.
Province
(1 hex = 1 mi.)
2 hexes/hr.,
18 hexes/day
3 hexes/hr.,
24 hexes/day
4 hexes/hr.,
30 hexes/day
Kingdom
(1 hex = 6 mi.)
1 hex/3 hr.,
3 hexes/day
1 hex/2 hr.,
4 hexes/day
1 hex/1.5 hr.,
5 hexes/day
Continent
(1 hex
= 60 mi.)
1 hex/
3.33 days
1 hex/
2.5 days
1 hex/2 days

Exploration

Being able to travel the world is key to being a good map maker, and it helps provide a sense of understanding when it comes to geographic terrains. By understanding how geography works, this will allow a map maker to help guide their companions through the wilderness, the mountains and other environments.

This is assuming you are using the rules laid out in the Dungeon Master's Guide for D&D 5th Edition, though this can be easily adopted to any travel system.

Travel Speed

While traveling across the lands, and you are working on your maps and have your Cartographer's Tools on you, you can help the Navigator by keeping them appraised of the terrain and providing suggestions on where to move across the geography. By succeeding on a Wisdom (Cartographer's Tools) check at the beginning of every day, you can increase the pace you are traveling from Slow to Normal, or from Normal to Fast without losing the benefits from traveling at the original pace.

The DC is determined by 10 + half the number of people traveling (including yourself).

Pacing
Slow Pace Normal Pace Fast Pace
+5 on
Navigation checks
- -5 on
Navigation checks

Typically, Navigation checks are based off of a Wisdom (Survival) check, but it also includes using Navigator's Tools while out at sea or another check, per the DM's discretion.

Becoming Lost

If you and your companions become lost, you can make a free check at the end of the day to determine where you are on your maps, you must be working on your maps and have your Cartographer's Tools on you.

You must succeed on a Wisdom (Cartographer's Tools) check versus the DC of the Terrain. Upon successfully making the check, you are no longer lost and the party can reorient themselves. You can repeat this check at the end of every day you are lost.

If you are proficient in Survival checks, you can double your proficiency bonus for this check.

Example Terrain DC
Terrain DC
Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight 15
Arctic, desert, hills, or open sea with clear skies and
no land in sight
10
Grassland, meadow, farmland 5

Assisting

While you are working on your maps, and have your Navigator's Tools on you, you can help the Navigator while traveling. The Navigator, even if it is you, has advantage on their Navigation checks against the DC of the Terrain.

Planar Travel

Per DM's discretion, the terrain in the planes may be too chaotic or unaligned with how the Material Plane's terrain functions and you can not use your Cartographer's abilities on those planes of existence. You can still draw your maps at the end of each day, and after a certain amount of time exploring the planes you can get your abilities back.

Cartographer's Tools

Climber's Kit

From climbing dangerous cliffs to scaling ice covered mountains to even scaling a castle wall, the Climber's Kit can allow you to get into places you just shouldn't be in.

Climber's Kit

A climber's kit includes 10 special pitons, boot tips, gloves, 50 feet of hempen rope, and a harness.


Climber's Kit weighs 22 lbs and costs 25 gp.

Using Your Kit

You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

You can create a number of anchors equal to the number of pitons that you have available, allowing others to utilize your anchors or for you to use them at a later date.

Climbing

There are a wide variety of situations when it comes to climbing and just as many dangers. Falling is one of the most common dangers of climbing, though sudden rock slides, mud slides, frayed rope, storms, and magic can also be a danger for anyone.

Movement

Most times while climbing a surface, this activity requires no check except each foot of movement costs you 1 extra foot, and difficult terrain costing an additional 1 foot of movement.

Dangerous Terrain

When attempting to climb dangerous terrain, you are required to make a Strength (Athletics) check appropriate to the terrain you are climbing, see the chart below. This check is only made if you have no rope to climb up and is to be repeated for every 100 feet you climb, though having certain gear, like the boot tips from the Climber's Kit, can provide advantage on the check per the DM's discretion.

Magical Terrain

Sometimes you might find yourself in a situation that requires you to climb up magical surfaces or deal with magical situations outside of your control. In these situations, the DM might decide that you must make a Strength (Athletics) check more often, that your Climber's Kit gear isn't effective or that you can not use pitons to anchor yourself. A few examples of magical terrain is provided later on.

Utilizing Rope

When climbing, being able to use rope will typically remove any Strength (Athletics) checks, though climbing the rope still costs 1 extra foot of movement for each foot you climb. This rope must be properly anchored or tied off to a sturdy object such as the crenellations along a wall or to a suitably large outcropping or tree.

Falling

On a failed Strength (Athletics) check, if the climber failed the DC by 5 or more, they fall. If they failed the check by less than 5, they simply make no progress on their climb.

If a creature is using the pitons found in a Climber's Kit and have anchored themselves, they are caught before they fall to the ground beneath them.

Variant: Poor Anchors

Under this variant rule, whenever a creature falls and they have attached anchors to the wall they must roll a d20 to determine how effective the piton is. On a result of a 1, the anchor they placed into the wall fails and they continue falling, either to the next anchor or to the ground. If there is another anchor that would catch them after the first, they must repeat the roll but the chances of this second anchor to fail are increased by +1 so that a result of a 1 or 2 on the d20 results in that anchor failing as well.

This chance is cumulative across each anchor with each previous anchor failing resulting in the next one having a +1 chance of failure on a d20 roll, up to a maximum of 19 on the d20 roll. This fall can only end by the falling creature hitting the ground, an anchor catching them or by using a spell, like feather fall, to save them.

Example Terrain

Terrain Climb
DC
Advantage with
Climber's Kit?
Mundane - -
Rocky Cliffs N/A Yes
Smooth Cliffs 10 Yes
Castle Walls 5 Yes
Waterfall 15 No
Violent Storm +5/10/15 Maybe
Magical - -
Magical Walls 10 Yes
Gargantuan Construct 15 No
Wizard's Tower 20 No

Mundane Terrain Examples

Rocky Cliffs

These rocky cliffs provide ample footholds and handholds to climb up, allowing anyone to easily move up its surface.

Smooth Cliffs

These cliffs are almost completely smooth, offering little in the way of natural handholds or footholds. This requires a climber with some skill in climbing and they must succeed on a DC 10 Strength (Athletics) check to move 100 feet up its surface.

Climber's Kit
Castle Walls

These walls offer jutting bricks and rough mortar as small handholds to assist in your climb. A climber must succeed on a DC 5 Strength (Athletics) check to move 100 feet up its surface.

Waterfalls

Forced to climb up a waterfall, the crashing water is constantly trying to knock you off and dash you on the rocks below. A climber must succeed on a DC 15 Strength (Athletics) check to force themselves up against the thundering water and its slippery handholds. If a climber does not have any gear to assist in the climb, like boot tips, they have disadvantage on any checks to climb up its slippery surface. If you have the appropriate equipment, you do not suffer disadvantage on the climb.

Violent Storm

As you are climbing up a surface, a storm has erupted around you. With winds threatening to rip you off the surface, you must fight hard to climb up the slippery walls and not fall to your death. The DC for climbing is the base DC of the wall you are climbing plus an increase to the DC by 5, 10 or 15 depending on how bad the storm is.

A light rain only makes the surface slippery increasing the base DC by 5. A storm with winds up to 10 MPH increases the base DC by 10, while a raging storm with winds reaching up to 20 MPH increases the DC by 15. If the climber is trying to attempt a climb during a hurricane or similar weather event, the DC might increase even more or become impossible depending on the situation.

Boot tips and similar climbing gear is required in order to not have disadvantage on climbing up the surface. If you have the appropriate equipment, you do not suffer disadvantage.

Magical Terrain Examples

Magical Walls

These walls have been enchanted to throw climbers off and the stones are constantly moving and shifting, or they just are illusions used to confuse climbers. While climbing these walls, the climber must succeed on a DC 10 Strength (Athletics) check in order to make progress.

If there are illusions covering parts of the wall, the climber may first have to succeed on an Investigation check against the DC of the illusion in order to perform their Athletics check and to make progress.

Gargantuan Construct

You are attempting to climb the massive legs of a giant construct that towers high above you. Every round you are climbing, you must succeed on a DC 15 Strength (Athletics) check in order to cling to the legs of this construct as it walks forward, jostling and tossing you about.

If the construct isn't moving, the difficulty of climbing this construct is only DC 5. Due to the impenetrable metal plating, your climbing gear can not work on this surface.

Wizard's Tower

This tower has a magical field of energy causing it's surface to be incredibly smooth with no handholds or footholds to properly hold on to. A climber must succeed on a DC 20 Strength (Athletics) check to grip on to this slick surface and to pull themselves up.

Because of the magical field, your Climber's Kit can not be used on this surface.

Magic Items for Climbers

Climber's Kit can come in a variety of materials or allow more options in their use.

Adamantine Climber's Kit

This Climber's Kit is made from adamantine and is incredibly sturdy. When you place anchors into a stone wall, it takes only a bonus action as the anchors easily sink into solid stone.

If you are using the Variant rule when falling, you can reroll the d20 on a failed anchor check.

Climbing Gloves

These gloves have small metal hooks over the palm and fingers, allowing you to easily grip into the walls and make use of any small handholds available. While climbing a surface, you gain a +2 bonus to your climbing checks or checks to stay on a surface while being pushed off.

Mithral Climber's Kit

These tools are made of mithral and extremely lightweight, though they are still fully functional, this kit only weighs 15 lbs and is very resilient to damage.

Neverending Rope

This rope looks to be made of hempen and is 50 feet long until you use a command word as an action and it begins stretching out to 1,000 feet long. If a portion of this rope is cut, the rope's other form shrinks proportionally by however much was cut off from it, permanently shortening the rope in both forms.

Climber's Kit

Cobbler's Tools

The life of a cobbler is far from the dangers of being an adventurer, but maybe that is the reason you felt the call to journey out in the world. Or maybe you ruined your favorite pair of boots far from civilization and realized you needed to learn the art of cobbling. Regardless of how you learned the tools of the trade, you have learned how to craft beautiful shoes fit for a king, rugged boots fit for conquering mountains, shoes to lift you out of heavy snow, shoes to propel you forward under water and so many other designs!

Cobbler's Tools

Cobbler's tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.

Cobbler's tools weighs 5 lbs and costs 5 gp.

Shoemaking

As a cobbler and an adventurer, you understand the importance of a good, sturdy shoe when it comes to your travels. Poor leather, shoddy craftsmanship or even the wrong design could have a negative impact on your day-to-day adventuring life.

To craft a pair of shoes, you must spend at least 4 hours a day working on your shoes. This can be done around a camp fire, in a comfortable inn or even a workshop. Once you have completed a number of days required, you must then roll a Cobblers (Dexterity) check against the DC of the shoes you are working on.

On a success, you complete the shoes. On a failed check, you realize there is a fault in the shoes and they must be repaired. See Repairs for more information.

Types of Shoes

There are a variety of styles of shoes that you can create. Some might be crafted for dancing, hiking, or even swimming. When you begin making your shoes, you must decide on the style before you can begin crafting. You can not change the style of shoe during your cobbling, instead you must start over from the beginning.

Lasts and Feet

When creating shoes, you need the measurements of the feet you are working with. So long as the creature you are making the shoes for are with you during your crafting times, and are available to have their feet measured, you can make progress on their shoes. If they are not available, you can not make progress unless you first carve a wooden Last per foot that is shaped off their feet.

If you wish to first create a Last before you begin cobbling, you must add an additional day to the cobbling of shoes, add 1 gp to the total cost and spend a work day creating a wooden representation of the creature's feet. This has the benefits of not requiring the target creature to be with you while you are working and you can use the Lasts for future projects. You must make a successful Cobblers (Dexterity) check for the Lasts when you first create them.

Repairs

If your shoes, or another pair of shoes, are damaged during your adventuring days, you must spend a quarter of the days (rounded down) required to build the shoes working on them. During this time, the shoes are unable to be worn and grant no benefits. Once the repairs are completed and the time has elapsed, you must succeed on a Cobblers (Dexterity) check against the DC of the shoes you are repairing, you have advantage on this check if the shoes you are fixing were originally made by you.

On a success, they are repaired and can be used like usual. On a failed roll, you must restart the process on repairing them.

Shoe Materials

Certain shoes are going to be better suited for certain tasks over other shoes, and some are crafted of better materials. Depending on the shoe design, and the purpose of them, the cost of the materials may make shoes exorbitantly expensive. The cost for materials will be listed with the desired shoes to be cobbled.

Shoe Designs

The designs of shoes may lend themselves to dancing, climbing or swimming. When you begin cobbling your shoes, you must first determine what type you are working on. Once you decide on the Shoe Design, you can begin crafting the shoes. After you have completed your shoes, they may provide a benefit based on their design. Only the creature that the shoes were cobbled for can utilize this benefit, if anyone else tries to wear the shoes, they may be able to but they do not receive any benefits from the shoes.

Example Shoe Designs
Design Day(s) Gold Cost DC Special
Attribute?
Lasts 1 1 8 Yes
Common Shoes 7 0.1 10 No
Costume Shoes 12 1 11 No
Fine Shoes 14 3 12 No
Traveler's Boots 10 0.2 11 No
Climber's Boots 21 5 13 Yes
Dancing Shoes 21 8 13 Yes

Hidden Designs

Some shoes are meant for more than just decorations. If you wish to add a hidden compartment in the boot of a heel or a blade that can be ejected out, you will have to make a special set of shoes. These shoes are more expensive, but allow you to hide valuables, kick/stab enemies who think you are disarmed or keep a spare set of Thieves' Tools... just in case. See the Special Properties section for more information.

Cobbler's Tools

Shoe Designs

Lasts

This wooden facsimile of a foot is required to work on shoes when the target creature is not present.


  • Material Cost: 1 gp
  • Materials: Wood
  • Days to Cobble: 1 Day
  • Cobbler's DC: 8
  • Special: Lasts are used in the creation of shoes and boots.

Common Shoes

A common set of shoes that any cobbler could've made. These provide very little protection on long journeys.


  • Material Cost: 1 sp
  • Materials: Leather
  • Days to Cobble: 7 Days
  • Cobbler's DC: 10
  • Special: None

Costume Shoes

A common set of shoes that match a style of costume that most performers like to wear.


  • Material Cost: 1 gp
  • Materials: Leather, Dye
  • Days to Cobble: 12
  • Cobbler's DC: 11
  • Special: None

Fine Shoes

A common set of shoes worn by the upper classes as part of their everyday wear.


  • Material Cost: 3 gp
  • Materials: Quality Leather
  • Days to Cobble: 14
  • Cobbler's DC: 12
  • Special: None

Traveler's Boots

A common set of boots worn by adventurers and traveling merchants. They provide minimal protection on long journeys against the elements.


  • Material Cost: 2 sp
  • Materials: Sturdy Leather
  • Days to Cobble: 10
  • Cobbler's DC: 11
  • Special: None

Climber's Boots

A sturdy set of boots with iron spikes set along the toe of the boots, perfect for those climbing mountainous terrain.


  • Material Cost: 5 gp
  • Materials: Sturdy Leather, Iron
  • Days to Cobble: 21
  • Cobbler's DC: 13
  • Special: When worn and using for climbing, you gain a +2 bonus to any checks made for climbing.

Dancing Shoes

Shoes designed for dancers, and sure to impress a dancing partner. These shoes provide the perfect grip and balance for those light on their feet.


  • Material Cost: 8 gp
  • Materials: Sturdy Leather, Supple Leather, Dyes
  • Days to Cobble: 10
  • Cobbler's DC: 11
  • Special: When worn and used for dancing, you a +2 bonus to any checks made for dancing.

Smuggler's Boots

These shoes are designed with the smuggler in mind. In both heels is an empty space big enough for an object up to 3 inches long and 1 inch wide and deep.


  • Material Cost: 10 gp
  • Materials: Sturdy Leather, Wood
  • Days to Cobble: 21
  • Cobbler's DC: 14
  • Special: Each heel has a hidden compartment, perfect for hiding small gems. To determine the DC of the Investigation (Intelligence) check needed to spot it, make a Cobbler's (Intelligence) check once you finish cobbling these shoes.

Assassin's Boots

These shoes are designed with the assassin in mind. In the toe of each boot is a small dagger that can be ejected out when the wearer pushes on a section of the heel.


  • Material Cost: 14 gp
  • Materials: Sturdy Leather, Wood, 2 Daggers
  • Days to Cobble: 21
  • Cobbler's DC: 15
  • Special: Each toe has a dagger hidden in the shoe, the daggers can either be pried out (breaking the shoe) or used as part of a kick, assume that the target has no proficiency bonus with a daggered boot, up to DM's discretion. To determine the DC of the Investigation (Intelligence) check needed to spot the hidden daggers, make a Cobbler's (Intelligence) check once you finish cobbling these shoes.
Cobbler's Tools

Flippers

These shoes are designed to be worn under water while swimming and have a wide toe that allows you to swim faster when wearing them, though they are hard to walk in.


  • Material Cost: 8 gp
  • Materials: Sturdy Leather, Strong Leather
  • Days to Cobble: 14
  • Cobbler's DC: 13
  • Special: While wearing these shoes and swimming, you have a 20 ft swimming speed. If you are on land and wearing these shoes, you have a walking speed of 5 ft.

Sprinter's Shoes

These shoes are designed to grip into the earth and propel the wearer forward. They have iron nails set into the sole that grip and dig into the ground.


  • Material Cost: 12 gp
  • Materials: Sturdy Leather, Iron Nails
  • Days to Cobble: 14
  • Cobbler's DC: 13
  • Special: While wearing these shoes and taking the Dash action, you can move an additional 10 feet. If you are wearing these and traveling, any creature following you has advantage on their checks to track you.

Redcap's Iron Boots

These shoes are built of heavy iron and clank loudly while walking with them, they are a favorite of Redcaps.


  • Material Cost: 15 gp
  • Materials: Sturdy Leather, Iron
  • Days to Cobble: 21
  • Cobbler's DC: 15
  • Special: While wearing these shoes, as an action you can kick a creature you can see and is within 5 feet of you. The target must succeed on a Dexterity saving throw or take (1d10 + the wearer's strength modifier) bludgeoning damage and be knocked prone.

    The DC for this saving throw is 8 + the wearer's Proficiency Bonus + the wearer's Strength Modifier.

Wheeled Shoes

These shoes have wheels attached to the bottom of them, and allow the wearer to move at great speeds, though only on smooth paths. They are a growing sport among the upper classes and special rinks are being constructed for them.


  • Material Cost: 10 gp
  • Materials: Sturdy Leather, Wood, Iron
  • Days to Cobble: 16
  • Cobbler's DC: 13
  • Special: While wearing these shoes and moving across smooth paths, your movement speed is increased to 50 feet. If you hit any obstacles or bumps, you must succeed on a DC 12 Acrobatics (Dexterity) check to stay on your feet. On a fail, you fall prone. You have disadvantage on this check if you were moving downslope.
Cobbler's Tools

Cook's Utensils v1.1.1

Cook's utensils are used to prepare food for royals, adventurers, and anyone else that enjoys food for more than just sustenance. These delicious dishes are the calling cards of chef's and, through the love of their Signature Dishes, are imbued with a hint of magic.

Cook's Utensils

Cook's Utensils include a metal pot, knives, forks, a stirring spoon, and a ladle. Proficiency with this kit allows you to add your proficiency bonus to any Wisdom checks you make for your Signature Dishes.

Some Signature Dishes require you to use Intelligence instead of Wisdom when it comes to precise recipes.

Cooking Signature Dishes

Signature Dishes are recipes you are known for and are so good, that the magic from the world has infused them with special properties.

To cook a Signature Dish, you must have proficiency in the use of the Cook's Utensils and you must know the recipe for the item you wish to cook. After choosing the Signature Dish to cook, you must gather the required ingredients and then you can cook the dish.

If you do not have proficiency, you can still cook the items, but you do not gain any of the effects of a Signature Dish except for good quality food.

To craft a Signature Dish, you must roll a Wisdom (Cook's Utensils) check, though certain recipes may call for you to use your Intelligence instead.

Signature Dish Recipes

If you know the recipe for a particular item, you know which ingredients are required to cook a Signature Dish, where those ingredients are likely to be found, and how to prepare them. You even know enough to substitute ingredients based on what’s available in your pantry.

Every Signature Dish recipe specifies the DCs required to craft Select (ṩ), Choice (¢), and Prime (Ü) quality versions of that item. It also specifies any unique ingredients you must have access too, those ingredients must be acquired through special means, either through purchase or during the course of an adventure. When you roll a check to create food, you compare the result to each quality's DC and you create the highest quality of the item whose DC you met or exceeded.

Cooking Your Dish

Signature Dishes come in three qualities, starting with the lowest and increasing in quality: Select (ṩ), Choice (¢), and Prime (Ü). Generally, the higher the quality, the more potent the item. A dish you have just cooked is known as Fresh and has all of its normal benefits.

Cold

As time passes, Signature Dishes, just like other food, begins degrading in quality. This effect is known as becoming Cold. When a Signature Dish becomes Cold, which is based on the type of dish being created, they offer a reduced benefit and are not as effective as when first cooked.

Compost

The final stage of a Signature Dish is when it gains the Compost trait. This means it is only fit for composting and has no benefits, though you can still eat it in a pinch. A Compost dish has spent too much time since it was created and so has lost any benefits the dish once had.

Categories

The three categories for Signature Dishes are:


  • Snacks take 10 minutes to prepare and don't become Cold for several days.
  • Everyday dishes can take a full hour to prepare and become Cold after a few hours.
  • Gourmet can take several hours to prepare, and may even require constant monitoring while preparing it. These dishes become Cold quickly and should be consumed soon.
Fresh Ingredients

Signature Dishes are best prepared with ingredients of the finest quality that have the Fresh trait. The Fresh trait provides a small bonus to the dish, this typically makes the DC for creating the Signature Dishes lower, though it may even provide an extra lasting effect to the dish. When Fresh ingredients are unable to be used, the Signature Dishes have their default bonuses.

Enough for a Feast

When you make a Signature Dish, you create enough to feed up to 7 medium sized creatures and a creature can only gain the benefits of one of your Signature Dishes once per short rest. A creature loses any benefits from a previous Signature Dish, even if they have taken a short rest, if they consume another Signature Dish. Eating regular food does not lose any benefits early.

For each size category above medium, double the amount of food they need, for exmaple a Large creature takes the place of 2 creatures and a huge creature is 4 creatures. Small sized and smaller creatures take the place of 1amedium creature. If a creature doesn't eat enough of your Signature Dish, they gain no benefits and eating more than is required provides no extra benefits.

Learning New Recipes

If you are proficient with the Cook's Utensils, there are a number of ways you can learn new recipes. Chefs can easily teach each other recipes in just a few minutes and if you discover a chef's Recipe Book, you can also learn any recipes they have recorded. Not every recipe is a Signature Dish as Signature Dishes are special and often infused with magic upon their creation. Some say this is a blessing from the deity of food, but it could be the chef's own innate magical ability.

In addition, if you acquire a Signature Dish, you can use your Cook's Utensils to analyze the item. It takes one hour of quiet, careful work to analyze a Signature Dish and the item is destroyed in the process. At the end of the work period, make Wisdom (Cook's Utensils) check. If you meet or exceed the DC required to craft the item at Prime quality, you learn the recipe. Otherwise, you have learned nothing and destroyed the item.

Cook's Utensils

Signature Dish Recipes

Recipe Category Cooking Time Ingred.
Cost
Burger Bomb Everyday 1 hour 15 gp
Carrot Cake Gourmet 1 hour 15 gp
Five-Spice Chili Gourmet 8 hours 20 gp
Granola Bar Snack 10 minutes 8 gp
Meatballs Everyday 1 hour 15 gp
Potato Hash Everyday 1 hour 5 gp
Three Layered
Chocolate Cake
Gourmet 3 hours 20 gp
Trail Mix Snack 10 minutes 8 gp
Warm Almond Milk Snack 5 minutes 5 gp
Whole Wheat Bread Everyday 4 hours 10 gp

Burger Bomb

Everyday dish

Who would've thought putting a ground beef patty between two pieces of bread would be so delicious? After eating this sandwich, you are ready to take on the world.

This burger provides you better chances at fighting your enemies. The next time you roll a 19 (ṩ), 19-18 (¢), or 19-17 (Ü) on an attack roll, and you would normally succeed against the target's AC, you land a critical hit. If you don't gain this benefit before you finish a long rest, you lose this benefit. When the burger goes Cold, treat it as a burger of one lower quality, making (ṩ) Compost early.


  • Cost: 15 gp
  • Cold: 1 hour, treat it as one lower quality
  • Compost: 3 hours
  • Cook Time: 1 hour
  • Cook DC: DC 10 (ṩ), DC 15 (¢), DC 20 (Ü)
  • Ingredients: Beef, bread, condiments
  • Fresh Requirements: Just butched beef, fresh bread
  • Fresh: Lowers cooking DC by 2 and costs an additional 3 gp

Carrot Cake

Everyday dish

Nothing says decadent like a slice of a delicious carrot cake, and did you know that carrots are good for your eyes? When you eat this cake, you swear you can see better.

This cake provides a +1 (ṩ), +3 (¢), or +5 (Ü) bonus to your Wisdom (Perception) checks for the next 3 hours, this has no effect on your passive Perception. When the cake goes Cold, this bonus is reduced by 2, making (ṩ) Compost early.


  • Cost: 15 gp
  • Cold: 3 hours, all bonuses are reduced by 2
  • Compost: 9 hours
  • Cook Time: 1 hour
  • Cook DC: DC 10 (ṩ), DC 15 (¢), DC 20 (Ü)
  • Ingredients: Carrots, cinnamon, and cream cheese
  • Fresh Requirements: Fresh cream cheese & crisp carrots
  • Fresh: Lowers cooking DC by 2 and costs an additional 3 gp

Five-Spice Chili

Gourmet dish

This super spiced chili is composed of ground beef, sweet tomatoes, and five signature spices that are sure to make a grown man cry. These spices bolster the natural constitution and provides protection from the cold.

This chili provides a reduction to cold damage of 3 (ṩ), 5 (¢), or 10 (Ü) points per hit, this reduction lasts for 12 hours. When the chili goes Cold, the damage reduction lasts for only 3 hours.


  • Cost: 20 gp
  • Cold: 20 minutes, the damage reduction lasts for only 3 hours
  • Compost: 1 hour
  • Cook Time: 8 hours
  • Cook DC: DC 15 (ṩ), DC 18 (¢), DC 22 (Ü)
  • Ingredients: Beans, meat, tomatoes, and various spices
  • Fresh Requirements: Same day butchered meat & ripe tomatoes
  • Fresh: Lowers cooking DC by 2 and costs an additional 5 gp

Granola Bar

Snack dish

Sometimes all you need is a bar of fiber and honey. This delightful creation will boost your spirits and get you closer to supper without dying of hunger.

This bar provides 3 (ṩ), 5 (¢), or 8 (Ü) Temporary Hit Points. When the Granola Bar goes Cold, the number of Temporary Hit Points is reduced by 2. These Temporary Hit Points last until you finish a long rest.


  • Cost: 8 gp
  • Cold: 3 days, Temporary Hit Points are reduced by 2
  • Compost: 9 days
  • Cook Time: 10 minutes
  • Cook DC: DC 8 (ṩ), DC 12 (¢), DC 16 (Ü)
  • Ingredients: Berries, granola, and honey

Meatballs

Everyday dish

This hearty meal of balled up meat gives a boost to your natural Constitution.

This dish provides a +3 bonus to Constitution saving throws for 1 hour (ṩ), 2 hours (¢) or 5 hours (Ü). When it goes Cold, the bonus decreases to +1.


  • Cost: 15 gp
  • Cold: 8 hours, the bonus decreases to +1
  • Compost: 24 hours
  • Cook Time: 1 hour
  • Cook DC: DC 10 (ṩ), DC 15 (¢), DC 20 (Ü)
  • Ingredients: Berries, meat, and various spices
  • Fresh Requirements: Same day butchered meat & plucked berries
  • Fresh: Lowers the DC of the check by 2 and costs an additional 3 gp
Cook's Utensils

Potato Hash

Everyday dish

PO-TAY-TOS. Boil em, mash em, stick em in a stew. Lovely big chunks of potatoes cooking in a fat slab of butter over a camp fire. Nothing will help give you a better pick-me-up than devouring some crispy taters.

The hash provides 1 (ṩ), 2 (¢), or 3 (Ü) additional hit die to use during their next short rest, these additional hit die are d8s and, if unexpended, are lost after finishing a short rest. When the hash goes Cold, the number of hit die gained is reduced by 1, making (ṩ) Compost early.


  • Cost: 10 gp
  • Cold: 10 minutes, the number of hit die is reduced by 1
  • Compost: 30 minutes
  • Cook Time: 1 hour
  • Cook DC: DC 10 (ṩ), DC 15 (¢), DC 20 (Ü)
  • Ingredients: Butter and potatoes

Three Layered Chocolate Cake

Gourmet dish, Requirement: Intelligence

Delicious and heavy, this cake is sure to turn anyone over to your side... so long as they still remember the heavenly texture and wonderful experience this cake provides.

This dish provides a +1 (ṩ), +3 (¢), or +5 (Ü) bonus to all Charisma checks the chef makes against someone who has eaten this cake. When the cake goes Cold, all bonuses are reduced by 2, making (ṩ) Compost early.


  • Cost: 20 gp
  • Cold: 8 hours, all bonuses are reduced by 2
  • Compost: 24 hours
  • Cook Time: 3 hours
  • Cook DC: DC 10 (ṩ), DC 15 (¢), DC 20 (Ü)
  • Ingredients: Chocolate, flour, and sugar

Trail Mix

Snack dish

This assortment of nuts and berries is the perfect mix to snack on, especially when you get to the only part that matters, sweet chocolates. While traveling, you can munch on a serving over the course of a day.

This dish provides a +1 (ṩ), +3 (¢), or +5 (Ü) bonus to Wisdom (Survival) checks to avoid becoming lost. When the trail mix goes Cold, all bonuses are reduced by 2, making (ṩ) Compost early.


  • Cost: 10 gp
  • Cold: 1 week, all bonuses are reduced by 2
  • Compost: 3 weeks
  • Cook Time: 10 minutes
  • Cook DC: DC 8 (ṩ), DC 12 (¢), DC 16 (Ü)
  • Ingredients: Berries, chocolates, and nuts

Warm Almond Milk

Snack dish

Warm almond milk sprinkled with nutmeg. When ingested, it prepares the body for a restful sleep.

A willing target falls asleep within 10 minutes after drinking it and sleeps heavily for a short rest, waking up feeling refreshed. When the creature wakes up, the milk provides a +3 bonus to their Constitution saving throws 1 hour (ṩ), 2 hours (¢), or 5 hours (Ü). When this milk goes Cold, the bonus is reduced to +1. If the target wakes up before the end of the short rest, they do not gain any benefits from consuming this milk.


  • Cost: 15 gp
  • Cold: 5 minutes, the bonus decreases to +1
  • Compost: 15 minutes
  • Cook Time: 5 minutes
  • Cook DC: DC 10 (ṩ), DC 15 (¢), DC 20 (Ü)
  • Ingredients: Almond milk and nutmeg

Whole Wheat Bread

Everyday dish, Requirement: Intelligence

Bread may be the greatest carb ever crafted. This complex recipe mixes different flours to produce a fine loaf of bread just begging for some honey smeared on top.

This bread provides a +3 bonus to Strength saving throws 1 hour (ṩ), 2 hours (¢), or 5 hours (Ü). When this bread goes Cold, the bonus is reduced to +1.


  • Cost: 10 gp
  • Cold: 1 day, the bonus decreases to +1
  • Compost: 3 days
  • Cook Time: 4 hours
  • Cook DC: DC 10 (ṩ), DC 15 (¢), DC 20 (Ü)
  • Ingredients: Eggs, milk, wheat flour, and yeast

Errata

Version 1.1.1

  • Fixed Warm Almond Milk to provide a boost to Wisdom instead of Constitution

Version 1.1

  • New Recipe Three Layered Chocolate Cake & Burger Bomb
  • Cleaned up phrasing and grammar
  • Clarified what quality of dish you make when you roll
  • Clarified how long a signature dish lasts and that stacking dishes does not work
  • Not every recipe can be a signature dish
  • Adjusted DCs for 5-spice chili, warm almond milk, whole wehat bread
  • Fixed wording for recipes

For a printer friendly PDF of this tool, or any other tool, consider supporting Dump Stat on patreon!

Image: Volk: Chef - Stephen Stark
Cook's Utensils

Disguise Kit

Masking your appearance, fooling the local authority and putting on a performance are all perfect uses for this kit. To become another person, by non-magical means, is true talent, and anyone who uses magic to accomplish it is just cheating.

Disguise Kit

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance.

The tools weigh 3 lbs and cost 25 gp.

Disguises

When creating your disguises you must be realistic in your intentions, a medium bipedal creature is not going to be able to disguise themselves as a large Brown Bear or as a tiny Pixie. A medium creature can only try to disguise themselves as a medium creature with the same basic anatomy.

Crafting a Disguise

Some disguises are easy to create, while others are far more complex and elaborate. There are three complexities when it comes to creating your disguises, in ascending order of complexity they are: Plain, Middling and Elaborate.

Each complexity requires a different amount of time to create, and each one represents a different amount of effects you can create in the time frame. No check is required to create a disguise.

Plain Disguises

Plain disguises are simple and minor cosmetic changes that constitute adding a small superficial scar, blackening teeth, small temporary tattoos, applying a wig, changing simple clothes or other small changes. Each disguise requires 10 minutes of work as you apply makeup, adjust clothes or practice your performance.

Middling Disguises

Middling disguises are more complex costume and cosmetic changes that constitute adding large scars, larger temporary tattoos, dying hair, cutting/styling hair, donning complex garments or other changes. Each disguise requires 1 hour of work, though you can still gain the benefits of a short rest so long as you aren't working on anything arduous.

Elaborate Disguises

Elaborate disguises are the most complex costume and cosmetic changes that can involve creating entire new clothes from bolts of cloth, full body temporary tattoos, applying heavy changes of makeup (like massive facial deformities or anatomical changes), or creating an entirely new persona for your performances. This type of work typically takes 8 hours of uninterrupted work and, per DM's discretion, require several days to complete.

Non-Basic Anatomy

If a creature you are attempting to disguise yourself as has a tail or some other extra appendage that you do not posses, you can make a non-functioning version of it. By spending an additional 8 hours working on the disguise, you can make a non-functioning appendage that appears to be realistic. Depending on how complex or intricate this extra appendage is, the DM might decide to give you disadvantage on your Disguise Kit checks.

Interaction

Creating a disguise will put you in a variety of different situations where your true identity might be discovered. A suspicious creature can make a Wisdom (Insight) check contested against your Charisma (Disguise Kit) check. You have advantage on the check if you spend double the time working on your disguise.

I.e. If you give yourself a small temporary tattoo, a Plain disguise which normally takes 10 minutes, and you spend 20 minutes working on it, you have advantage on the check. A Middling disguise would require an extra hour of work, and an Elaborate disguise would take twice as long to create.

Extra Materials

When creating your disguises, sometimes you will need components not available in your kit. Below are suggested prices for different parts of a costume, though you may be able to make your own or find your own without having to spend any coin.

Example Materials
Item Cost Weight
Bolt, Cotton (25 feet) 5 gp 10 lbs
Bolt, Silk (25 feet) 10 gp 5 lbs
Bolt, Wool (25 feet) 8 gp 12 lbs
Clothes, Common 5 sp 3 lb.
Clothes, Costume 5 gp 4 lb.
Clothes, Fine 15 gp 6 lb.
Clothes, Traveler’s 2 gp 4 lb
Eyepatch 2 cp -
Ink (1 Vial) 10 gp -
Makeup, Misc 20 gp 1 lb
Mirror, Steel 5 gp 1/2 lb
Robes 1 gp 4 lb
Sack 1 cp 1/2 lb
Soap 2 cp -
Wig, horse hair 10 gp -
Wig, human hair 20 gp -
Disguise Kit

Engraver's Tools

Used mainly as decoration and art, engraved images have been scrawled on cave walls, oyster shells, and more. Relics have persisted through thousands of years, providing the barest glimpses of ancient people. Engravings depict the sigils of royalty, provide an intricate and pleasing shape to an otherwise bare handle, or have a variety of other purposes.

Engraver's Tools

Engraver's tools include a set of burin, sharpening stone, a small magnifying glass, a light mallet, vial of ink, and lacquer.

Engraver's tools weigh 8 lbs and cost 50 gp.

Engraving

Engraving an object requires you to have access to your engraver's tools as well as the object you are graving. An object to be engraved is typically something small that can be carried in a hand, like a sword or a stein, though it must have a flat and hard surface to be graved.

When graving an object, you must succeed on a Dexterity (Engraver's Tools) check, adding your proficiency bonus if you are proficient with the tool.

Creating the Design

Engraving is a long process that requires several hours to apply, even for small and simple designs. A graver must utilize a burin, a steel tool with a precise cutting face, and slowly push by hand across metal, wood, or even stone, slowly creating grave lines at different angles to create a design.

Engraving can be defined into two broad categories: Size and Complexity.

Size

The size of an object to be engraved effects how long it takes for the graver. There are three categories for size: Small, Medium, and Large.


  • Small sizes are for objects no more than two inches across in any one direction. This could be the pommel of a sword or a small metal plate. For magical designs, this would be enough for a common design. It typically takes an hour to engrave this size of material, in addition to it's complexity.
  • Medium sizes are for objects that are no more than six inches across in any one direction. This could be the blade of a dagger or the blade of an axe. For magical designs, this would be enough for an uncommon or rare design. It typically takes 8 hours to engrave this size of material, in addition to it's complexity.
  • Large sizes are for objects that are six inches or longer in any one direction. This could be the blade of a longsword or a large metal plate for artwork. For magical designs, this would be enough for a very rare or legendary design. It typically takes 40 hours to engrave this size of material, in addition to it's complexity.

All sizes represent the minimum space for each design, and at the DM's discretion may take up more. Non-magical engraved designs can be placed next to each other or next to magical designs, but magical designs can not be near each other without their magic failing.

Complexity

The complexity of a design effects the length of time to engrave it. There are three categories for the complexity of your design: Simple, Moderate, and Intricate.


  • Simple engraved designs include simple lines and geometric shapes. These designs require at least an hour to engrave, in addition to the time required for the size of material.
  • Moderate engraved designs include words, graver lines at different angles to provide shading, as well as working in filler designs like scrollwork. These designs require at least 8 hours to engrave, in addition to the time required for the size of material.
  • Intricate engraved designs include lots of details like showing facial expressions, fur on an engraved animal, or utilizing your full set of burins to create different depths and angles. These designs require at least 40 hours to engrave, in addition to the time required for the size of material.

All times represent the minimum amount of time to engrave a design of its complexity, and at the DM's discretion, may take longer.

Application

Once a graver begins, they need at least an hour of work to make progress, and once they complete the design or have spent 8 hours of work, the graver must succeed on a Dexterity (Engraver's Tools) check. If they succeed, they make progress on their design or the design is finished and is accurate to their idea of the project. On a failed check, they make no progress on their design and instead waste time trying to work out their idea.

The DC for engraving is dependent on the Size and Complexity of the design.


  • DC starts at 8 and then adds in Size and Complexity
  • Size modifier A Small size adds +1, Medium +3, and Large +5 to the DC.
  • Complexity modifier A Simple complexity adds +1, Moderate +3, and Intricate +5 to the DC.

The DM may decide that certain situations or materials may raise or lower the DC.

Selling Engraved Materials

By spending time engraving objects, you can then turn around and sell them. Many knights and nobles are willing to spend extra on engraved daggers, swords, and even shields to show off.

Typically, an engraved item can be sold for its base value plus 5% times your proficiency bonus for Simple designs, 10% times your proficiency bonus for Moderate designs, and 15% times your proficiency bonus for Intricate designs - so long as the item has an appropriate amount of designs on it. A greatsword with just an engraved pommel, no matter the design, isn't likely to sell for as much as one whose entire blade is engraved, per the DM's discretion.

Engraver's Tools
Example Designs
Type Coverage Complexity Time to Apply DC Number of Checks
A rune on the pommel of a dagger Small Simple 2 hours 10 1
Patterned lines on a greatsword's blade Large Moderate 48 hours 16 6
Silver platter carved with kittens Large Intricate 80 hours 18 10
Small locket with the king's mark Small Intricate 41 hours 41 6

Magical Engravings

A spellcaster, or a graver with a spellcaster at their service, can provide minor boons and runes on their designs by expending spell slots while engraving. If an engraving requires attunement, it causes the item to require being attuned that it is engraved upon. A magic item can not be engraved, though there is said to be sets of magical engraver's tools that allow an engraver to work on magic items.

Expended Spells

An engraving requires spell slots to be expended in order to create it. Each design specifies what level of spell slot it requires. A spell must be expended once for each 8 hours of work an engraver works, failure to do so means that the design is no longer magical and does not gain the effect.

Good Fortune


  • 3rd-level spell slot
  • Requires Attunement; Uncommon
  • Size Medium; Complexity Intricate

This mysterious design is prized by gravers for its power to protect those who bear it. When it is graved onto armor, like a breastplate, once per day the wearer can call upon its power as a reaction to failing an ability check, allowing them to reroll the check. They must take the second result. Once they use this ability, they can't use it again until the next dawn.

Quick Draught


  • 2nd-level spell slot; Rare
  • Size Medium; Complexity Moderate

This metal flask must be coated in a specific pattern that gives worship to a deity of water and life. As a bonus action, you can touch the flask and consume the liquid contents of the flask with your touch. You consume and gain the benefits of whatever was contained in the flask and the flask is emptied out. Once you consume the contents of the flask, you can not activate its power for 24 hours and a new substance must be added to it.

Returning Rune


  • 1st-level spell slot; Common
  • Requires Attunement
  • Size Small; Complexity Intricate

This rune is etched on the pommel of a dagger. If the dagger is thrown, it immediately returns to the wielder's hand that threw it after striking a creature or an object. If the wielder's is carrying an object in their hand while the dagger is attempting to return, the weapon does not return and stays where it is.

Talking Grave


  • 1st-level spell slot; Common

You infuse a design and it repeats a short phrase, the length of which is based on the DC of the design. It can speak a number of words equal to the DC of the engraving, the more complicated and larger the design the more words it can repeat. When you finish engraving the design, you decide on the word to activate the phrase, this word can not be changed later. The engraving then speaks the phrase either using your voice, or someone else's voice that was part of the engraving process and spoke the phrase to be recorded.

Variant Rules

Destroyed Design

If the graver fails the check by 5 or more to engrave a design, they make a grievous mistake and their design is ruined.

Mending Mistakes

If the graver failed a check, they can not make any further progress until they cast mending on their design. This erases the mistake they made as well as 2d4 hours worth of progress.

Engraver's Tools

Fishing Tackle

Fish are an important aspect of the common diet in most villages and cities. Most fishers rely on large nets and tidewater traps to catch the fish, though a growing trend among the leisure class is to take poles and lures to try their hand at the profession.

Fishing Tackle

Fishing tackle includes a medium-firm rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet mundane lures, and narrow netting.

Fishing tackle weighs 4 lbs and costs 1 gp.

Fishing

Fishing can be as simple as setting up fishing traps, like nets, to catch fish as the tide comes and goes, or they might use spears to hunt individual fish or spend leisure time with a fishing pole. During a short rest, a fisher, who is near a source of water with fish in it, can catch enough fish to feed one meal for a number of medium-sized creatures equal to their proficiency bonus times two. This does not require a check and doesn't cost anything.

Typically, enough fish to feed a medium-sized creature for a single meal can be sold for 1 sp.

Specialty Fishing

For those who are wishing to fish as more of a sport than as a profession, they'll often take up fishing with a pole and lure. Due to how long this method of fishing takes, most fishers never use them, instead, they prefer fishing traps like nets.

Specialty fishing requires more preparation than a typical fishing expedition and is about more than just catching enough fish to feed yourself and your allies. Instead, specialty fishing revolves around the fisher attempting to hunt a specific type of fish, looking for an exceptional-sized fish, taking part in a fishing competition, or a special event where the outcome is based on showing off your skill as a fisher, not on feeding a group. These types of events often require the use of a fishing pole instead of a net or spear.

Fishing Check

When you go on a specialty fishing expedition, you must make a Fishing Check to determine how well you do at the task. You use your Wisdom whenever you recall information about fishing, attempt to craft new lures or rods for fishing, and when making an ability check to hunt fish.

Fishing Check = your proficiency bonus +

your Wisdom modifier

Fishing Poles

One way of fishing is using a wooden rod with a line that ends with a hook. A fishing pole can be made of a variety of materials of different sizes and lengths, with different effects on the DC of your fishing check as well as the likelihood of your fishing rod or line breaking in the attempt.

Rods

There are three types of flexibility for rods as well as three lengths, with each factor dictating the maximum weight of a catch as well as how easy it is to use the rod. When determining what rod you want to use, it is a careful balance of adjusting the DC and ensuring your rod is strong enough to catch what you want. Depending on what you are fishing for, each rod has a chance to break upon its use. A fish's statistics dictate when and how many Break checks you must make, as well as the difficulty of that check.

When determining the fishing rod you want, pick one from each chart below. A typical fishing rod, unless made of special materials like mithral, costs only 1 sp each regardless of the size or thickness.

Flexibility

Flexibility determines how much give a rod has. A fishing rod that is lighter and bends easier allows you to notice when you are getting even just a few small nibbles on your hook. A stiffer rod is going to be heavier and harder to move about while fighting a fish, but offers greater durability, especially when reeling in dire bass or even sharks. The size of the fish determines how likely a fishing rod is to break.

Flexibility DC
Adjustment
Break
Tiny
Break
Small
Break
Medium
Break
Large
Break
Huge
Mild -3 +1 +2 +2 +3 +4
Firm 0 - +1 +2 +2 +3
Stiff +3 - - +1 +2 +2
Length

Length dictates the distance that you can cast your line, as well as the difficulty of moving your fishing rod when you cast and when you reel in fish. A shorter rod doesn't provide as much leverage to throw your line but does allow you to easily move the rod about and grab any nibbling fish. When you use a longer rod, it weighs more but gives you greater leverage to send your lure more than a hundred feet away.

Length DC
Adjustment
Distance
Short -3 Near; up to 50 feet
Medium 0 Further; up to 100 feet
Long +3 Far; beyond 100 feet

Special materials, like adamantine, might decrease the break chance while increasing the DC of the Fishing Check.

Line

Lines are used for connecting the fishing rod to the lure and come in a variety of materials, though the most common is a thin silken line. The type of line you use affects the overall size of creatures you can reel in, though as you get stronger material, the cost for it increase as does the difficulty of using it. If you attempt to use a line for a creature larger than it is rated for, it breaks.

Fishing Tackle

The length of line you need is based on the size of the fishing rod you are using. If you only have a short amount of line on a long rod, you would be limited to only near fishing instead of further or far.

Line Cost
Near
Cost
Further
Cost
Far
DC
Adjust.
Max.
Size
Silken Strand 3 sp 4 sp 6 sp - Small
Silk, Braided 1.5 gp 2 gp 3 gp +1 Medium
Mithral
Chain
30 gp 40 gp 50 gp +2 Large
Mithral, Braided 50 gp 70 gp 90 gp +3 Huge

Different materials may have different effects if made into line, like adamantine line might be impervious to snapping, though that won't help if your fishing rod snaps instead.

Lures

There are a huge variety of fishing lures available, some hide hooks within pieces of vegetation while others are wooden shapes that resemble small minnows. Each lure is said to attract different fish, and if you have the wrong lure you may be unable to catch what you are hoping for.

Most fish can just be caught with the usual hooks and bait that comes with fishing tackle, though specific types of fish may require different lures as determined in their statistics. A few specialized lures are detailed below.

If your line or rod breaks, the lure is lost unless you can find it either in a fish's mouth or stomach, or on the bottom of the waterway you are fishing in.

Alluring Lure

Very Rare lure; Cost 5,200 gp

This lure has been the target of an antipathy/sympathy spell, luring in either a specific type of fish or just a general pull for all fish. For mundane fishing, this increases the number of fish you can catch, doubling how much food you can normally catch during a short rest. For specialty hunting, you gain advantage on all Fishing Checks to hunt for a specific fish.

This lure loses its properties after 10 days.

Fluttering Lure

Uncommon lure; Cost 50 gp

This lure is made of heavy lead with several hooks hidden by flowing colorful silk. You gain advantage on the first Fishing Check to lure in a fish.

Trapped Lure

Uncommon lure; Cost 75 gp

This lure has one large hook with multiple smaller hooks of different sizes around it. These tiny hooks are baited with small pieces of worm or meat and are designed to hook tiny fish. Once the tiny fish are hooked, they then act as bait for larger fish who get hooked on bigger hooks, who then act as bait for a truly massive fish who gets hooked on the main large hook. This doubles the time it takes to catch a larger fish and when you determine the size of the fish you caught, you can roll their size dice twice and take the higher result.

Fish Statistics

A typical tiny-sized fish doesn't require much effort for someone proficient in fishing tackle. The following fish are atypical and only experienced fishers have any chance.

Explanation of Statistics


  • Rarity How hard it is to find this fish and the chance you lure in the right fish; Time to Lure How long it takes to try and lure in a fish of this type, competitions have a time limit.
  • Size General size of a fish and the typical range in inches or feet that a fish might be. For competitions, the largest of a specific type of fish wins.
  • Luring DC The difficulty of the Fishing Check to lure a fish in with certain rods, lines, and lures granting a bonus or penalty to this check.
  • Fishing DC Once you have a fish on the line, the difficulty of reeling it in; Number Required How many checks you must succeed on to haul the fish in.
  • Break Roll a d20, if you roll the number or lower of the Break the fish snaps your rod, this number is affected by the flexibility of your rod; Number of Chances How many times you must make the check to see if your rod breaks, this happens in between Fishing Checks to reel in the fish.
  • Location How far away from shore this fish is generally found, which dictates the length of rod and line you need.
  • Lure If the fish requires a special lure, it is listed here.

Dire Bass


  • Rarity Common, 75%; Time to Lure 1d10 minutes
  • Size Small; 2d12+17 inches
  • Luring DC 8
  • Fishing DC 10, Number Required 2
  • Break 1, Number of Chances 1
  • Location Near, Different Species in Any Water
  • Lure Smaller, living fish; increases your chance to catch this fish by 10%

Dolphin / Small Sharks


  • Rarity Uncommon, 30%; Time to Lure 1d4 hours
  • Size Medium; 3d20+60 inches
  • Luring DC 10
  • Fishing DC 13, Number Required 3
  • Break 2, Number of Chances 2
  • Location Further, Ocean Only

Large Sharks


  • Rarity Uncommon, 30%; Time to Lure 1d8 hours
  • Size Large; 1d100+96 inches
  • Luring DC 13
  • Fishing DC 15, Number Required 4
  • Break 2, Number of Chances 3
  • Location Far, Ocean Only

Dire Sharks


  • Rarity Rare, 10%; Time to Lure 1d10 hours
  • Size Huge; 2d100+96 inches
  • Luring DC 15
  • Fishing DC 18, Number Required 5
  • Break 3, Number of Chances 4
  • Location Far, Ocean Only
  • Lure Bloody meat worth 15 gp, increases your chance to catch this fish by 10%
Fishing Tackle

Fletcher's Kit v.1

You are adept at applying fletching; feathers, fins, and vanes on the end of missiles, and have even unlocked secrets in the construction of such weapons. While many may not pay much attention to their arrows or bolts, you spend additional time ensuring that every feather is in place and that your arrows never waver.

Fletcher's Kit

Fletcher's kit includes a knife, glue, silk strands, arrow jigs, and scraps of parchment paper.

Your tools weigh 2 lbs and costs 1 gp.

Fletching

While many may assume an arrow is as good as the arrowhead, fletchers understand that it is their work that accounts for the accuracy and pinpoint precision of an arrow. To begin fletching, you must have access to wooden shafts that have been shaped by a woodworker, as well as arrowheads produced by a smith. Combining these elements is simple, the real art comes from applying the fletching.

Crafting Mundane Arrows

To craft an arrow, you need wooden shafts, arrowheads, and feathers. You can create 5 arrows during a short rest or 20 arrows over the course of a long rest, no check required.

Crafting Specialty Arrows

Unlike many other fletchers, you have unlocked hidden secrets in arrow-crafting and have learned to use monster parts to help create your arrows. These arrows are divided into two categories, Extraordinary and Magical based on what unique abilities they provide.


  • Extraordinary arrows are crafted from your exceptional skills but offer no innate magical abilities. These typically don't require special materials but rely on skill.
  • Magical arrows are crafted from magical materials and thus are considered magical for the purposes of bypassing resistances and immunities, as well as ceasing to function in anti-magic areas. These arrows require special materials and skill to create.

Regardless of the type of specialty arrow you craft, they are destroyed upon being used - whether they hit or miss. Specialty arrows can not be crafted with multiple properties, when a fletcher decides to build an arrow, they do so based on a specific idea that they want from their arrow.

A fletcher can choose to either craft an arrow, bolt, dart, or ballista missile. If they choose to craft a ballista missile, it requires three times as much material and takes three times as long. Only a fletcher proficient in Fletcher's Kit can craft specialty arrows.

Time to Craft

Unlike mundane arrows, it takes much longer to craft a single specialty arrow. Over an hour, a fletcher can attempt to craft 1 specialty arrow. At the end of this time, the fletcher must make a Wisdom (Fletcher's Kit) check against the specialty arrow's DC.

On a failed check, they do not craft the arrow but can re-attempt the check with the same materials after spending 1-hour crafting. If they fail the check twice, they must purchase or supply new materials to attempt the check again.

Materials

To fletch an arrow, you need at least 3 feathers of the same creature or you are unable to make an arrow. Since some arrows require special materials, you may have to hunt down certain monsters or find them in large cities. Any settlement has access to mundane feathers from a mundane bird.

Mundane Materials

If you wish to craft a mundane arrow, it costs 1 cp per 3 feathers, 1 cp per arrowhead, and 1 cp per wooden shaft.

Specialty Materials

To craft specialty arrows, you must first decide if you wish to make Extraordinary arrows or Magical arrows. Extraordinary arrows require specialty glue, the finest feathers, and have an increased cost based on the type of arrow you are making, see Arrow Types below.

To craft Magical arrows, you must harvest the materials or find them in a city. If you source the feathers yourself, there is no cost to fletching an arrow so long as you have the wooden shaft and arrowhead.

Harvest Materials

To harvest feathers from a creature, you must succeed on a Wisdom (Survival) check with a DC equal to 5 + the creature's CR. Per the DM's discretion and the situation, the DC may be increased or decreased.

On a success, you can harvest a number of feathers from a creature based on the creature's size and how many feathers coat its body. This number is ultimately up to the DM's discretion, but they can use the chart below as a guide. The numbers presented below are assumed to come from a creature that has many of its feathers damaged in a fight or outright unusable for arrows, if a creature is defeated and de-feathered without combat, the DM can award additional feathers.

Size Coated in
Feathers
Feathers
Harvested
Example
Tiny Partially 1d4 Sprite
Tiny Fully 4d4 Raven
Small Partially 2d6 Cockatrice
Small Fully 8d6 Eagle
Medium Partially 3d8 Deva
Medium Fully 12d8 Aarakocra
Large Partially 4d10 Hippogriff
Large Fully 16d10 Griffon
Huge Partially 5d12 King of Feathers
Huge Fully 20d12 -
Gargantuan Partially 6d20 -
Gargantuan Fully 24d20 Roc
Fletcher's Kit

Arrow Types

Once you have the materials gathered, you must then decide on what arrow you are going to craft. Feathers from different creatures can create different types of arrows, or you may decide to make a specialized arrow using special glue, wooden shaft, or more. Costs to craft a Magical arrow can be ignored if you harvest the feathers from a monster, except for the 1 cp for the wooden shaft and 1 cp for the arrowhead.

Extraordinary Arrows

Extraordinary arrows don't require special feathers but require the fletcher to make a difficult Wisdom (Fletcher's Kit) check. It requires one hour to make 1 arrow. Once an arrow is used, it is destroyed regardless if it hit or missed. An Extraordinary arrow can not have multiple effects and does not stack with the same enhancements from magical weapons.

If an arrow offers an Improve property, your check determines what quality you produce.

Curved Flight Arrow


  • Materials Twisted feathers, Slim sapling shaft, Light arrowhead
  • Cost 3 gp / arrow
  • DC 15
  • Effect Ignore half-cover

Distance Arrow


  • Materials Parabolic feathers, Hazel shaft, Light arrowhead
  • Cost 5 gp / arrow
  • DC 15
  • Effect Increase range by +20/+60

Penetrating Arrows


  • Materials Full feathers, Thick cedar shaft, Armorbreaker arrowhead
  • Cost 5 gp / arrow
  • DC 14
  • Effect +1 bonus to damage roll
  • Improve +2 bonus, DC 17 / +3 bonus, DC 20

Punching Arrows


  • Materials Fat feathers, Thick oak shaft, Blunt arrowhead
  • Cost 3 gp / arrow
  • DC 12
  • Effect A target that is large or smaller must make a DC 12 Strength check or be pushed back 5 feet.
  • Improve DC 15 Strength check, DC 15 / DC 18 Strength check, DC 18

Precision Arrows


  • Materials Thin parabolic feathers, Slim ash shaft, Needle arrowhead
  • Cost 10 gp / arrow
  • DC 14
  • Effect +1 bonus to attack roll
  • Improve +2 bonus, DC 17 / +3 bonus, DC 20

Magical Arrows

Magical arrows require special feathers from many different creatures and require the fletcher to make a difficult Wisdom (Fletcher's Kit) check. It requires one hour to make 1 arrow. Once an arrow is used, it is destroyed regardless if it hit or missed. A Magical arrow can not have multiple effects and does not stack with the same enhancements from magical weapons.

Celestial Arrow


  • Material Deva feathers
  • Cost 590 gp / 3 feathers
  • DC 18
  • Effect Arrow deals an additional 4d8 radiant damage

Cockatrice Arrow


  • Material Cockatrice feathers
  • Cost 20 gp / 3 feathers
  • *DC 10
  • Effect Target must succeed on a DC 10 Constitution saving throw against being magically restrained until the end of its next turn.

Couatl Arrow


  • Material Couatl feathers
  • Cost 110 gp / 3 feathers
  • DC 12
  • Effect Your attack roll gains a 1d4 bonus to hit or you regain 1d8 hit points (your choice).

Erinyes Arrow


  • Material Erinyes feathers
  • Cost 840 gp / 3 feathers
  • DC 20
  • Effect Arrow deals an additional 3d8 poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until it is removed by a lesser restoration spell or similar magic.

Griffon Arrow


  • Material Griffon feathers
  • Cost 45 gp / 3 feathers
  • DC 10
  • Effect You fly up to 25 feet in a direction of your choice. If you end this movement in the air, you fall immediately.

Harpy Arrow


  • Material Harpy feathers
  • Cost 20 gp / 3 feathers
  • DC 10
  • Effect The arrow sings and a creature hit by the arrow must make a DC 11 Wisdom saving throw or be charmed until the end of their next turn.

Hippogriff Arrow


  • Material Hippogriff feathers
  • Cost 20 gp / 3 feathers
  • DC 10
  • Effect You fly up to 20 feet in a direction of your choice. If you end this movement in the air, you fall immediately.
Fletcher's Kit

King of Feathers Arrow


  • Material King of Feathers feathers
  • Cost 390 gp / 3 feathers
  • DC 16
  • Effect You magically teleport up to 15 feet in a direction of your choice.

Kenku Arrow


  • Material Kenku feathers
  • Cost 20 gp / 3 feathers
  • DC 10
  • Effect You have advantage on the attack roll against any creature that is surprised.

Owlbear Arrow


  • Material Owlbear feathers
  • Cost 70 gp / 3 feathers
  • DC 11
  • Effect Your passive Perception increase by 5 until the end of your next turn.

Pegasus Arrow


  • Material Pegasus feathers
  • Cost 45 gp / 3 feathers
  • DC 10
  • Effect You fly up to 30 feet in a direction of your choice. If you end this movement in the air, you fall immediately.

Peryton Arrow


  • Material Peryton feathers
  • Cost 45 gp / 3 feathers
  • DC 10
  • Effect You do not provoke attacks of opportunity from a target hit by this arrow until the end of your turn.

Roc Arrow


  • Material Roc feathers
  • Cost 720 gp / 3 feathers
  • DC 19
  • Effect Arrow deals an additional 9 points of damage and you gain a 40-foot fly speed until the end of your next turn.

Sphinx Arrow


  • Material Sphinx feathers
  • Cost 720 gp / 3 feathers
  • DC 19
  • Effect A creature magically ages 1d4 years forward or backward, your choice.

Sprite Arrow


  • Material Sprite feathers
  • Cost 20 gp / 3 feathers
  • DC 10
  • Effect You magically know the creature's emotional state and they must make a DC 10 Charisma saving throw or you learn their alignment and creature type.

Variant Rules

Stacking Arrow Types

You can combine up to three different specialty arrows on a single arrow. You must pay the cost for each type of arrow.

Increase the DC

Certain arrows have DCs to resist an effect, you can increase the DC by paying two times the Material Cost and succeeding on an increased +3 DC Fletcher's kit check on the arrow. This raises the DC of the effect by 2. You can choose to pay more and raise the DC multiple times, up to the DM's discretion.

Building Your Own Magical Arrows

To create your own magical arrows, you can follow the steps below:

  1. Determine the creature the feathers come from.
  2. Cost for 3 feathers is determined by the amount of XP a creature is worth, divided by 10. (Minimum 20 gp)
  3. DC to craft the arrow is determined by the creature's CR + 8. (Minimum DC 10)
  4. Effect is based on the type of special traits a creature has. If a magical creature, like a griffon or hippogriff, doesn't exhibit any specialized traits, it can grant a very brief fly speed equal to their fly speed divided by 3.

Recover Arrows

You have the chance to recover a shot arrow that missed. After you shoot an arrow, and it misses, roll a d100. If you roll 51 or higher, you can recover the arrow and use it again. If you roll 50 or lower, the arrow is destroyed and unusable.

Fletcher's Kit

Forgery Kit

While most might use a forgery kit to duplicate documents for official purposes, many who use a forgery kit are part of gangs and other criminal organizations who ply their skills with faked signatures, official-looking seals and anything else to help their organization.

Forgery Kit

A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

The tools weigh 5 lbs and cost 15 gp.

Forgeries

When creating your forgeries, you need an example of what you are forging in front of you. Certain forgeries may not require an example or you can remember what it looked like and you do not need an example, per the DM's discretion.

Crafting a Forgery

Some forgeries are easy to produce, while others require a steady quill and a longer time to get all the details just right. There are three complexities when it comes to creating a forgery, in ascending order of complexity they are: Simple, Difficult and Complicated.

Each complexity requires a different amount of time to create, and each one represents a different amount of effects you can create in the time frame. No check is required to create a forgery.

Simple Forgeries

Simple forgeries are quick to produce and typically involve just forging a signature, creating a simple letterhead on a piece of parchment or anything else small and relatively plain in design. Each forgery requires 10 minutes of work as you must study your example and then recreate it.

Difficult Forgeries

Difficult forgeries involve more work and skill in the reproduction. Difficult forgeries involve rewriting a single page document, creating an elaborate letterhead with gold or silver foil, making a simple drawing or sketch, recreating a single wax seal, or anything else that fits on a single parchment or similar medium. Each forgery requires an hour of work as you study your example and then recreate it.

Complicated Forgeries

Complicated forgeries involve expert skills and vast amounts of time. When you wish to recreate a several page document, making a seal, recreating a portrait, or anything else that is large you must typically spend 8 hours of uninterrupted work and, per DM's discretion, require several days to complete.

Examples

A multi-page document may require an entire hour for a single page, unless it has a difficult letterhead to replicate, in which case it might take multiple hours to recreate a single page. Just like a single wax seal might be easy to create in an hour, but if you wish to create an actual seal, it might take you an entire day to get it just right.

Extra Time

While you are skilled with your tools, you can always get it just a bit more perfect if you spent a bit more time on it. Whenever you create a forgery, you can decide to spend double the amount of time making sure every detail is just right. When you do so, any investigation attempts have disadvantage on spotting your forgery.

Interaction

Creating a forgery will put the item in a variety of different situations where it might be discovered to be false. A suspicious creature can make an Intelligence (Investigation) check against your Forgery Kit DC.

The DC is 8 plus your Dexterity modifier plus your Proficiency bonus.

Extra Materials

When creating your forgeries, you may need components not available in your kit or will need extra materials if it is a large job. Below are suggested prices for different components of a forgery, though you may be able to make your own or find your own without having to spend any coin.

Example Materials
Item Cost Weight
Book 25 gp 5 lbs
Candle 1 cp -
Chalk (1 piece) 1 cp -
Charcoal (1 piece) 1 cp -
Ink (1 Vial) 10 gp -
Ink Pen 2 cp -
Leaf, Gold (5 square inch) 1 gp -
Leaf, Silver (5 square inch) 8 sp -
Paint (1 vial) 2 gp -
Paper (1 sheet) 2 cp -
Paper, heavy-linen (1 sheet) 3 sp -
Parchment 1 cp -
Quill 2 cp -
Sealing Wax 5 sp -
Signet Ring 5 gp -
Forgery Kit

Gardener's Tools

Gardeners are responsible for the lay out, maitenance, and care for a section of ground dedicated towards the cultivation of plants. Some might be farmers responsible for feeding a kingdom, while others may spend hours in the king's garden, fussing over a single sick plant.

Gardener's Tools

Gardener's tools include shears, a hoe, a rake, a spade, a watering can, and an assortment of wild seeds.

Gardener's tools weigh 20 lbs and costs 10 gp.

Gardening

Gardening can cover a wide range of actions, land needs, and focuses. Some gardeners are wholly dedicated to cultivating roses in a king's garden, while others are farmers attempting to grow crop, and others could be arborists maintaining a forest. While they may have separate goals, they are still cultivating plants in a section of ground. Thanks to this common knowledge, they gain the following abilities.

Difficult Terrain

When moving through non-magical difficult terrain, you reduce the extra movement costs by 5 feet. This means if you were traveling through shrubs that cost an extra 10 feet for every 5 feet you move through them, normally 15 feet to move past it, it would only require 10 feet. In addition, you have resistance to any damage nonmagical plants might inflict from their thorns, spines, or similar hazards.

Foraging for Food

A gardener can spend 1 hour exploring the local terrain and find enough food to feed a number of creatures equal to their proficiency bonus, no check required. If the gardener is in sparse terrain, like a desert or tundra, they must spend 1d4 hours to find the same amount of food.

Increase Yield

If you spend a season working the land, you can increase the yield of the land by 5% times your Proficiency Bonus. This means that if a field a farmer was tending would ordinarily produce 100 gp worth of crops after a season, you can increase its worth to 110 gp if you have +2 Proficiency Bonus (10%) or increase to 130 gp if you have a +6 Proficiency Bonus (30%). If you aren't working on a farm, but rather a garden, forest, swamp, or other area; the yield might have to do with how many flowers you are able to plant, how well the trees are tended to, or any other measure.

Typically, a season is 3 months of time.

Medicine Checks

While you are in nature, when you make a Medicine check to help a hurt creature, you gain advantage on the check. If your proficiency with Nature is higher, you can instead use your Nature skill when making the check.

Planticide

When you attack a magical or nonmagical plant with a weapon, once per turn you can deal additional damage to it equal to half your Proficiency Bonus (no action required).

Magical Gardening

Some gardeners are able to tap into the magic of their craft, summoning plant spirits or causing the natural world to listen to them. Not everyone uses their power for good, as many evil druids are more than happy to unleash evil plants on civilization.

Nature Rituals

To summon forth a plant spirit, sometimes referred to as leshy, the gardener must follow the following steps.

  1. The gardener must have a copy of the ritual or know it.
  2. Gather the required materials, this can typically be found in nature unless specified otherwise.
  3. Spend the required time, this might be an hour or several days for very rare spirits.
  4. Succeed on a Gardener's Tools check against the DC.
Learned Rituals

Every gardener that has learned the art of magical gardening automatically knows how to summon a minor plant spirit to create an awakened shrub. As they go on their adventures, they might find others that are willing to share knowledge on how to summon other plant spirits. A plant spirit sees their creator as a close friend, though if they are attacked or mistreated, will wander off on their own. A gardener can only have a number of created plant spirits under their power equal to half their Proficiency Bonus. If the gardener exceeds this number, the new plant spirit fails to manifest.

Required Materials

Each plant spirit to be summoned has requisite materials needed for it be drawn out and bound into a physical body. Most spirits don't require expensive or rare components, though a few unique spirits will only allow themselves to be bound if they are offered unique materials.

A gardener can pay the gold cost listed alongside each plant, or they can spend time hunting for the goods. It takes a gardener a number of hours equal to 1d4 times the plant's Challenge Rating (minimum 1). Most biomes will have a variety of materials that a gardener can use, though some, like a desert, might have few such goods. In this case, it takes longer to find the appropriate supplies, requiring a number of hours equal to 1d6 times the plant's Challenge Rating.

Ritual Time

Each ritual takes a certain amount of time to complete, or has a set of circumstances that must be accomplished before the ritual can succeed. This time can be halved if multiple people, who are both proficient with Gardener's Tools and knows the ritual, are taking part in summoning a plant spirit. In this case, there is one creature who is in charge of the ritual.

Gardener's Tools Check

At the end of every ritual, a check must be made with the DC dependent on how powerful the plant spirit is that is being summoned. On a success, the ritual is a success and the plant spirit is bound to the materials. On a failed check, the attempt is wasted and the required materials are destroyed.

The check is based on your Wisdom (Gardener's Tools), adding your Proficiency Bonus if you are proficient.

Gardener's Tools

Plant Spirits

The following are examples of some of the plant spirits that can be summoned. A character just starting out only knows the ritual for summoning an awakened shrub.

Awakened Shrub


  • Common Ritual
  • Required Materials A shrub in great health, 1 gp
  • Ritual Time 1 hour
  • DC 10

Awakened Tree


  • Uncommon Ritual
  • Required Materials A large tree in great health, 45 gp
  • Ritual Time 2 hours
  • DC 11

Blight, Needle


  • Uncommon Ritual
  • Required Materials A pile of rose thorns or needles, 5 gp
  • Ritual Time 1 hour
  • DC 10

Blight, Twig


  • Common Ritual
  • Required Materials A bundle of molding twigs, 2 gp
  • Ritual Time 1 hour
  • DC 10

Blight, Vine


  • Uncommon Ritual
  • Required Materials A pile of fresh vines, 10 gp
  • Ritual Time 2 hours
  • DC 11

Gas Spore


  • Uncommon Ritual
  • Required Materials Mushrooms that expel seeds by bursting, 10 gp
  • Ritual Time 1 hour
  • DC 11

Myconid Adult


  • Uncommon Ritual
  • Required Materials A cluster of mushrooms from underground locations, 10 gp
  • Ritual Time 1 hour
  • DC 11

Myconid Sovereign


  • Uncommon Ritual
  • Required Materials A cluster of rare mushrooms from underground locations, 45 gp
  • Ritual Time 2 hours
  • DC 11

Myconid Sprout


  • Uncommon Ritual
  • Required Materials A large mushroom, 1 gp
  • Ritual Time 1 hour
  • DC 10

Shambling Mound


  • Rare Ritual
  • Required Materials A massive pile of rotting vines and branches as well as a stump struck by lightning, 180 gp
  • Ritual Time 5 hours, in a swamp
  • DC 13

Shrieker


  • Common Ritual
  • Required Materials Uncommon mushrooms that grown underground, 1 gp
  • Ritual Time 1 hour, you must yell during this time or have lots of loud noises
  • DC 10

Spore Servant


  • Uncommon Ritual
  • Required Materials Deadly spores and mushrooms, 20 gp
  • Ritual Time 1 hour
  • DC 11

Treant


  • Very Rare Ritual
  • Required Materials A massive tree in perfect health and that was blessed by the fey, 500 gp
  • Ritual Time 9 hours, in a grove blessed by a dryad
  • DC 15

Violet Fungus


  • Uncommon Ritual
  • Required Materials Fungus cultivated by myconids, 5 gp
  • Ritual Time 1 hour, must be underground
  • DC 10
Gardener's Tools

Gemologist's Supplies

While largely used for decoration and design, gems are precious or semiprecious minerals that are cut and polished. They are often valued for the beauty and wonder they invoke, but some have found ways of unlocking the primal magic of nature within their facets.

Gemologist's Supplies

Gemologist's supplies include a hammer, set of chisels, a small magnifying glass, and a variety of coarse minerals for polishing. Gemologist's tools weigh 10 lbs and cost 100 gp.

Polishing

Most gems found in treasure hoards and in chests throughout the world are already polished and cut to have a specific shape and feel. Though there are still raw and uncut gems that can be polished and worked to enhance their beauty, increasing how much you can sell them for. When you find uncut or unpolished gems, you can spend 8 hours per gem working and polishing the gem, increasing how much you can sell it for by 5% times your Proficiency Bonus. Once you work and polish a gem, you can no longer work on it again as it has taken its final shape.

This means that if a gem was worth 100 gp when you found it, and it is unrefined, you can spend 8 hours on it and increase its value to 110 gp if you have a +2 Proficiency Bonus (10%) or increase the value to 130 gp if you have a +6 Proficiency Bonus (30%).

This type of activity requires no check.

Enchanting

Every gem has a special quality within its facets that can be charged and used as protection, divination, healing, and more. Gems found in the world are typically inert, their magic drained out of them, and need to be recharged. Once a gem is recharged, it can be used for only a few hours until it must be recharged again for the next day.

The power of a gem's magic is based on the size of the gem, as larger stones have more magic than smaller gems. This is typically based on the price of a gem as larger gems are more expensive. There are certain, rare cases where a small gem could be more valuable than a larger version of it, per the GM's discretion.

Recharging

Before a gem can be used, it must first be recharged. This can happen only once per day and requires the gem to gain power. A gem can gain power through a huge variety of ways; a few options include being placed near a fire, on a sleeping cat, under the moonlight, or anything else that produces energy that can be transformed into magic. It must remain in this state for 8 hours while it slowly recharges, changing the energy into magic. A gem can only recharge once per day and so most practitioners sleep during this time.

To properly set up gems, a creature must be proficient in Gemologist's Supplies.

Power

Once a gem has been recharged, they hold this charge until the gemologist activates the gem by using an action. A gem's power is then under effect and any creature carrying the gem on their person gains the gem's benefits. Once a gem is activated, it can not be deactivated until its power is drained and must be recharged.

A gemologist can only activate a number of charged gems equal to their Wisdom modifier per day, regaining all spent uses upon finishing a long rest. A gem only holds its power for a number of hours equal to the gemologist's Proficiency Bonus. Anyone who is carrying the gem can gain the benefits of a gem, but only someone proficient in Gemologist's Supplies can activate a gem's power.

Size

A gem has three main sizes based on their price of 100 gp, 250 gp, and 500 gp. There are more expensive gems out there, like those worth 1,000 gp and 5,000 gp, but little is known of their power due to their rarity and difficulty of carrying. A larger, and thus more expensive gem, holds more magic within its facets and provides a stronger effect - increasing the potency of the gem. A gemstone's size has no effect as to how long a gem's power is active but does affect the potency of the gemstone's power.

Gems that are 10 gp and 50 gp still hold power in them, though that power is very minute and thus doesn't hold enough magic to adequately provide noticeable benefits.

Types of Gemstones

Each gemstone exists within a family of focus, these families include Dreams, Thoughts, Protection, Transformation, Physical, and many other families. Within these families are different gems that provide different effects, a gemologist might choose to specialize in a specific family in the hopes of unlocking greater secrets, though many will have at least one from each family to act as a safeguard.

A gemstone's family has no effect outside of what powers they might have.

Understanding a Gemstone

The following information is to help you understand the statistics of a gemstone.

The Gemstone

A description of the gemstone.


  • Family What family the gemstone exists in; Rarity How rare a gemstone is
  • Requirements Any special properties or situations that a gemstone must be working under for the wielder to gain any benefits from the gem.
  • 100 gp The effect that a 100 gp gemstone of this type would have if charged and activated.
  • 250 gp The effect that a 250 gp gemstone of this type would have if charged and activated.
  • 500 gp The effect that a 500 gp gemstone of this type would have if charged and activated.
  • Special Any unique features or special information about this gemstone, typically if this is included it has to do with the larger gemstones that may have greater properties.
Gemologist's Supplies

Citrine

This quartz mineral has a smoky color of pale yellow to brown within it. It is highly valued by merchants as it is thought to bring prosperity.


  • Family Thoughts; Rarity Rare
  • Requirements The wielder must be carrying this gem.
  • 100 gp The wielder gains a +1 bonus to a Charisma check made to buy or sell goods.
  • 250 gp The wielder gains a +2 bonus to a Charisma check made to buy or sell goods.
  • 500 gp The wielder gains a +3 bonus to a Charisma check made to buy or sell goods.

Hematite

Appearing with a metallic luster, its coloring ranges from black to silver. It is known for its ability to protect its wearer from the ravages of decay and entropy.


  • Family Protection; Rarity Uncommon
  • Requirements The wielder must be carrying this gem.
  • 100 gp If the wielder would take necrotic damage, this stone absorbs 1 necrotic damage from that attack, reducing the total damage the wielder takes by 1. This gem can absorb up to 5 necrotic damage before it no longer offers this protection.
  • 250 gp If the wielder would take necrotic damage, this stone absorbs 2 necrotic damage from that attack, reducing the total damage the wielder takes by 2. This gem can absorb up to 10 necrotic damage before it no longer offers this protection.
  • 500 gp If the wielder would take necrotic damage, this stone absorbs 2 necrotic damage from that attack, reducing the total damage the wielder takes by 2. This gem can absorb up to 20 necrotic damage before it no longer offers this protection.
  • Special The purest form of this gemstone is said to be able to grant resistance to all necrotic damage.

Labradorite

Appearing from clear to gray with blocky textures, this remarkable gemstone can display a highly colorful surface that dazzles and delights when exposed to light. While holding this stone, your thoughts become clear, allowing you to better understand your opponent's next moves.


  • Family Thoughts; Rarity Uncommon
  • Requirements The wielder must grasp this gem in a free hand.
  • 100 gp Once per hour while this gem is activated, the wielder gains a +1 bonus to their attack roll. They choose to use this bonus before they make the attack roll.
  • 250 gp Twice per hour while this gem is activated, the wielder gains a +1 bonus to their attack roll. They choose to use this bonus before they make the attack roll.
  • 500 gp Twice per hour while this gem is activated, the wielder gains a +2 bonus to their attack roll. They choose to use this bonus before they make the attack roll.

Selenite

This gem is often transparent and colorless, though may have a white hue streaking through it. It is regarded for its healing properties, providing small reliefs throughout the day.


  • Family Dreams; Rarity Uncommon
  • Requirements The wielder must be asleep with this gem.
  • 100 gp The wielder regains an additional 1 hit point per hit die spent while taking a short rest.
  • 250 gp The wielder regains an additional 2 hit points per hit die spent while taking a short rest.
  • 500 gp The wielder regains an additional 3 hit points per hit die spent while taking a short rest.
  • Special This purest form of this gemstone is said to be able to be transformed into a regeneration ioun stone.

Malachite

This green mineral is highly sought out by many for its silky luster. Several queens and powerful women have ground up this stone to be used in their make up and is valued for its ability to transform negative outcomes into positives.


  • Family Transformation; Rarity Rare
  • Requirements This wielder must be carrying this gem.
  • 100 gp Once per hour while this gem is activated, as a reaction when the wielder must make a saving throw, they can add half their proficiency bonus to the saving throw. If they are already proficient, nothing happens. They choose to use this bonus before they make the saving throw.
  • 250 gp Once per hour while this gem is activated, as a reaction when the wielder must make a saving throw, they can add their proficiency bonus to the saving throw. If they are already proficient, nothing happens. They choose to use this bonus before they make the saving throw.
  • 500 gp Once per hour while this gem is activated, when the wielder must make a saving throw, they can add their proficiency bonus to the saving throw. If they are already proficient, nothing happens. They choose to use this bonus before they make the saving throw.

Tiger's Eye

This gem features shades of brown, black, and yellow in layers. It is none for providing calm and courage to those facing difficult situations.


  • Family Protection; Rarity Uncommon
  • Requirements This wielder must touch a frightened or charmed creature with this gem as a bonus action.
  • 100 gp The target can repeat their saving throw against one effect that has them frightened or charmed.
  • 250 gp The target can repeat their saving throw against one effect that has them frightened or charmed, and they gain a +1 bonus to their saving throw.
  • 500 gp The target can repeat their saving throw against one effect that has them frightened or charmed, and they gain a +2 bonus to their saving throw.

Variant Rules

Ioun Stones

Ioun stones are created by gemologists who have found 1,000 or 5,000 gp gems and have worked with the gems, teaching the gemstone to gain energy from its wielder by having the gemstone require attunement. This task requires powerful magic, based on the ioun stone, and takes several weeks to accomplish.

Gemologist's Supplies

Glassblower's Tools

Working with molten glass, a burning furnace and the tools of the trade, you can craft exquisitely shaped glasses for kings, vials for dangerous materials and even weapons/

Glassblower's Tools

The following text replaces the text found on pg. 82 of Xanathar's Guide to Everything

The tools include a blowpipe, a small marver, ladles, blocks, shears and tweezers. You need a source of high heat to work glass.

Your tools weigh 7 lbs and costs 30 gp.

Sourcing Glass

Before you can begin to shape your glass, you first need a source of glass to melt and form. This can be in the form of cullets, recycled broken or waste glass, or finding existing glass work and melting it down.

Furnace

In order to properly work your glass, you will need a furnace capable of reaching extreme temperatures of 1,575 °C (2,867 °F). For this purpose, unless great pains are made to bring a furnace with you on your travels that can be heated in a short order, you can only work on larger projects in a large city with an available glass shop. You may need to rent out time at the glass shop, or work there part time to use their facilities.

If you only have a campfire available, you can work very small bits of glass into rudimentary shapes but are unable to create the items presented here.

Glass Projects

So long as you are proficient with Glassblower's Tools, you can create a variety of glass shapes with your tools. If you spend 8 hours working in a glass shop with your tools on hand, you can create a number of projects equal to your Dexterity modifier plus your Proficiency Bonus in a day of work.

Mundane Projects

You can easily create mundane projects while working with your tools and in a glass shop. Mundane glass projects include Vials, pots, bowls, cups, silverware and other simple objects. When create mundane objects, you can create twice as many objects as you normally can and requires no check.

Exotic Projects

Some projects are more complicated or requires more attention to detail. Exotic projects include glass darts, glass weapons, glass plates for armor and even glass grenades. For each project you work on, it requires you succeed on a Dexterity (Glassblower's Tools) Check or you fail that project and must start again.

Cooling Down

All projects require a day of slowly cooling down to room temperature before they can be used. If a project is not given a day to cool down, the item is broken and can not be used.

Oversized Projects

Per the DMs discretion, some glass projects may take longer to create and count as multiple projects to work on during the day. Any project that counts as two or more projects must be worked on in a single day.

Exotic Projects

There are several different exotic projects you can create while at the shop, as detailed below. Each project requires a successful Dexterity (Glassblower's Tools) check or the project is failed. At the end of the day all projects must then cool down in a special furnace for a full day, or be broken. The cost listed with the item is the cost of glass pellets and can be ignored if you are able to supply your own glass.

The cost to rent space in a glass shop is 5 gp per day, this covers the cost of wood to be burned in the furnace and assistants to work the furnaces, they do not grant advantage on any of your checks in the shop.

Hollowed Glass Dagger

This exquisite dagger is made of blown glass and has a hollow center. When used against a target, it breaks off in the target's body, immediately destroying the dagger, but keeps the target bleeding until the wound is tended too.


  • Glass Cost: 1 gp
  • Glassblower's DC: 12
  • On a Hit: 1d4 piercing damage; if the target is a creature other than an undead or a construct, it loses 2 (1d4) hit points at the start of each of its turns due to the shattered glass in the wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
    If a creature is targeted by multiple Hollowed Weapons, the damage taken at the start of their turn is increased by +1
  • Special: Finesse, Light, Thrown (range 20/60)
  • Weight: .5 lb

Hollowed Arrowheads

These arrowheads are made of blown glass and have a hollow center. When used against a target, it breaks off in the target's body, immediately destroying the arrow, but keeps the target bleeding until the wound is tended too.


  • Glass Cost: 5 sp
  • Glassblower's DC: 12
  • On a Hit: 1d4 piercing damage; if the target is a creature other than an undead or a construct, it loses 2 (1d4) hit points at the start of each of its turns due to the shattered glass in the wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
    If a creature is targeted by multiple Hollowed Weapons, the damage taken at the start of their turn is increased by +1
  • Special: Requires a bow to fire it out of and a wooden shaft for the arrowhead to fit on, replaces the bows normal damage but not the bow's range.
  • Weight: .1 lb
Glassblower's Tools

Hollowed Crossbow Bolts

These bolts are made of blown glass and have a hollow center. When used against a target, it breaks off in the target's body, immediately destroying the bolt, but keeps the target bleeding until the wound is tended too.


  • Glass Cost: 8 sp
  • Glassblower's DC: 12
  • On a Hit: 1d4 piercing damage; if the target is a creature other than an undead or a construct, it loses 2 (1d4) hit points at the start of each of its turns due to the shattered glass in the wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
    If a creature is targeted by multiple Hollowed Weapons, the damage taken at the start of their turn is increased by +1
  • Special: Requires a crossbow to fire it out of, replaces the crossbows normal damage but not the crossbow's range.
  • Weight: .1 lbs

Hollowed Needles

These specially crafted needles have a hollow center perfect for poisoners to add in poisons. When shot out of a blowgun, they deal no damage but breaks off in the target, releasing its contents.


  • Glass Cost: 1 sp
  • Glassblower's DC: 13
  • On a Hit: No damage, but any contents are released inside the target
  • Special: Holds enough poison to deliver a single dosage
  • Weight: .01 lbs

Glass Grendae

This specially constructed ball of pressurized glass requires delicate handling in case it explodes in your hands. When tossed at a point within range, it violently explodes out in a 5 ft radius causing all targets inside to start bleeding profusely.


  • Glass Cost: 1 gp
  • Glassblower's DC: 15
  • On a Hit: You throw this glass grenade at a point you choose within range and it violently explodes out in a 5 ft radius. All creatures in its radius must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage. Furthermore, if the target is a creature other than an undead or a construct, it loses 2 (1d4) hit points at the start of each of its turns due to the shattered glass in the wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
    If a creature is targeted by multiple Hollowed Weapons, the damage taken at the start of their turn is increased by +1
  • Special: As an action, a character can throw a grenade at a point up to 60 feet away.
  • Weight: 1 lbs

Glass Shirt

This special armor sits over the top of medium or heavy armor and provides nothing in the way of protection to the user. Instead, the first time a target is hit, the glass explodes out in a violent burst hurting all creatures, except the wearer, with glass shards.


  • Glass Cost: 10 gp
  • Glassblower's DC: 15
  • On a Hit: When this glass shirt is hit, it sprays out in a 15 ft cube from the wearer's square damaging all creatures in range. Each creature must succeed on a DC 15 Dexterity saving throw or take 1d8 piercing damage and begin bleeding. If a creature makes their save, they take half damage only.
    If the target is a creature other than an undead or a construct, it loses 2 (1d4) hit points at the start of each of its turns due to the shattered glass in the wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
    If a creature is targeted by multiple Hollowed Weapons, the damage taken at the start of their turn is increased by +1.
  • Special: Only one of these shirts can be worn at a time, and it must be over medium or heavy armor. This glass shirt takes longer to produce and you must spend extra time on it, it counts as 3 projects when determining how many projects you can work on in a day. Grants disadvantage on stealth checks.
  • Weight: 5 lbs

Spyglass

This object allows you to view far away things and makes them appear twice their normal size.


  • Glass Cost: 10 gp
  • Glassblower's DC: 15
  • Special: See objects far away and double their size when viewed through the spyglass. Requires a metal sheath to hold the glass lenses in, cost is 20 gp for a simple metal sheath. The spyglass lenses require longer to produce and you must spend extra time on it, it counts as 5 projects when determining how many projects you can work on in a day.
  • Weight: 1 lb
Glassblower's Tools

Healer's Kit

Potions, spells and other magical items are all well and good, but sometimes you just need some good old fashioned healing. By slapping on a bandage or administering a good shot, you can patch up your team without ever having to ask a god for permission.

Healer's Kit

The following text replaces the text found on pg. 151 of the Player's Handbook

This kit is a leather pouch containing bandages, salves, antidotes, chemicals, needles, and splints. Healer's Kit can now be taken as a tool proficiency, and proficiency with this kit allows you to add your proficiency bonus to any Medicine (Wisdom) checks if you aren't already proficient in the Medicine skill, but only when using this tool.

This kit costs 10 gp and weighs 5 lbs, each kit has 10 uses before the supplies must be replaced.

Procedures

When it comes to administering medicines, you must learn the proper Procedures for administering your Healer's Kit. By following the Procedures, you can expend a number of uses of the Healer's Kit to provide an effect to a targeted creature. When you expend a use of the Healer's Kit you must roll a Medicine (Wisdom) check against the DC.

You must have proficiency in the Healer's Kit to perform these Procedures and you must know the Procedures. Most adventurers start out only knowing three Procedures, but they can learn more by meeting with local healers, hospitals or by finding books on health and wellness.

Performing a Procedure

When you perform a Procedure, you must have enough uses in your kit to perform the Procedure and the uses can not be from different Healer's Kits if you have more than one. You can use a short or long rest to organize your Healer's Kits and combine them together.

Upon selecting the Procedure you wish to perform, you must roll a Medicine (Wisdom) check versus the DC of the Procedure. On a success or failure, you expend the uses of your Healer's Kit. If the check is a success, the effect starts immediately. On a fail, nothing happens.

Creatures can only benefit from one Procedure per short or long rest. Any creature you wish to perform a Procedure on, including yourself, must be a living creature as Procedures have no effect on Undead or Constructs. If you fail a Procedure, the target creature can not be attempted on again until they finish a short or long rest.

Some Procedures can be augmented to have a longer or stronger effect, these are known as Advanced Procedures and they typically have a higher DC. If you attempt an Advanced Procedure and fail the check, the Procedure is a failure, even if you would normally pass the Medicine (Wisdom) check for the non-advanced Procedure.

Healer Feat

Some Procedures have additional effects that are unlocked if you take the Healer feat found on pg 167 of the Player's Handbook.

Furthermore, creatures under your care can now gain the benefits of two effects from your Procedures, but the effects can not stack. If a creature is already under the effect of one, the new effect replaces the old.

Procedures

Basic Stabilization

As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points. If starting with only three Procedures known (see Procedures), this does not count against the number you know.


  • Action Required: Action
  • Healer's Kit DC: None
  • Uses Expended: 1
  • Healer's Feat: Revived with 1 HP
  • Special: A creature can benefit from this an unlimited number of times between a short or long rest

Simple Health Check Up

As an action, you spend one use of the kit to tend to a creature and restore 1d6 + 4 hit points to it. You can only benefit from this effect once per long rest. If starting with only three Procedures known (see Procedures), this does not count against the number you know.


  • Action Required: Action
  • Healer's Kit DC: None
  • Uses Expended: 1
  • Healer's Feat: Restore an additional number of hit points equal to the creature's maximum hit dice

Awakened Mind

As an action, you can expend three uses of your Healer's Kit and give a shot to one willing creature, giving them enhanced mental acuity. The target creature gains advantage on all Intelligence checks for 10 minutes.


  • Action Required: Action
  • Healer's Kit DC: 12
  • Uses Expended: 3
  • Healer's Feat: The duration is extended to 1 hour
Healer's Kit

Cure Disease or Poison

As an action, you can expend two uses of the Kit to neutralize a known poison or disease afflicting a creature. If the target is affected by multiple known diseases, you choose which effect to end. If you do not know what poison or disease is afflicting the creature, any expended uses automatically fail.


  • Action Required: Action
  • Healer's Kit DC: 13
  • Uses Expended: 2
  • Healer's Feat: The DC is lowered by 3
  • Advanced Procedures: By increasing the number of uses expended (by 2), you can attempt to neutralize multiple poisons or diseases afflicting the target creature. For every extra two uses you expend, you can neutralize an additional poison or disease, and the DC is increased by 1.
    Example: 10 Uses Expended (max) will neutralize 5 different poisons or diseases and the Healer's Kit DC is 18 (DC 15 for Healer's Feat)

Adrenaline Injections

As a bonus action, you pump a cocktail of chemicals into one willing creature, giving them a boost to their speed. By expending two uses of the kit, you grant the creature an additional action they can take on their next turn. If the creature takes the attack action and they have Extra Attack, they can only make one more additional attack. If the creature does not utilize their additional Action by the end of their turn, it is lost. You can benefit from the effects of this once per long rest.


  • Action Required: Bonus Action
  • Healer's Kit DC: 13
  • Uses Expended: 2
  • Healer's Feat: Uses expended reduced by half
  • Advanced Procedures: By increasing the number of uses expended by 2, you can increase the number of rounds the effect lasts. The maximum number of rounds the effect can be increased by is equal to your Wisdom modifier. The DC for this check increases by 1 for each additional round you add on to this effect.
    Example: 5 Rounds (max) of effect increases the DC to 18 and requires 10 Uses (5 Uses for Healer's Feat)

Improved Ability

As an action, you can expend a use of the Kit and apply a potent paste on to their skin. On the target's next ability check made in the next minute after application, they add a d4 to the check as they feel their senses come alive. The effect then fades.


  • Action Required: Action
  • Healer's Kit DC: 10
  • Uses Expended: 1
  • Healer's Feat: The d4 is increased to a d8
  • Advanced Procedures: By expending additional uses of the Healer's Kit, they can have the effect last longer by a number of minutes equal the expended uses. The DC increases by 1 per use expended.
    Example: By expending 10 uses (max), the target adds the d4 to their next ability check that happens in 10 minutes, the DC is 20. (d8 for Healer's Feat)

Pre-emptive Painkillers

As a bonus action, you can expend two uses of the Healer's Kit and give one willing creature a painkiller, granting them Resistance on the next attack that hits them. This effect lasts until the creature is hit or 1 hour passes, whichever comes first.


  • Action Required: Bonus Action
  • Healer's Kit DC: 14
  • Uses Expended: 2
  • Healer's Feat: Uses expended is reduced by 1
  • Advanced Procedures: By expending 2 more uses, you can give the target creature Resistance to the next two attacks that hit them. This increases the DC to 18 (2 uses for Healer's Feat)

Healthy Living

As an action, you can expend five uses of your Healer's Kit to buff up a target creature. The target creature gains 5 temporary hit points that last until they take a short or long rest.


  • Action Required: Action
  • Healer's Kit DC: 12
  • Uses Expended: 5
  • Healer's Feat: The target gains temporary hit points equal to 5 + your Wisdom modifier
  • Advanced Procedures: By expending an additional 5 uses, you can grant the target creature 12 temporary hit points, this increases the DC to 17. (12 + your Wisdom modifier for Healer's Feat)
Healer's Kit

Calming Balm

As an action, you can expend a use of your Healer's Kit to calm a creature's emotions by applying a soothing balm to their neck. If they are an unwilling creature, they must succeed on a Charisma save against your Healer's Kit Save DC (8 + Wisdom Modifier + Proficiency Bonus) or find that their emotions have been calmed for 1 minute. This means that if a creature feels strongly towards you, they become indifferent (Up to GM discretion). A creature can choose to fail the save if they so choose. This balm does not work on calming emotions that have been affected by magical effects, like Charm Person.


  • Action Required: Action
  • Healer's Kit DC: 12
  • Uses Expended: 1
  • Healer's Feat: An additional minute

Healer's Delight

By taking ten minutes, you expend a number of uses equal to half your Wisdom Score from multiple Healer's Kits. You then select a number of creatures equal to your Wisdom modifier and heal them a number of hit points equal to your level. Creatures can benefit from this effect once per long rest.


  • Action Required: 10 Minutes
  • Healer's Kit DC: 15
  • Uses Expended: Equal to half your Wisdom Score (from multiple Healer's Kits)
  • Healer's Feat: Restore 1.5x your level
  • Advanced Procedures: By working with such potent medicinal salves, you gain some fringe benefits of the healing and gain Temporary Hit Points equal to your level, the DC for this Advanced Procedure is 20.
Healer's Kit

Herbalism Kit v.1.1

Exploring out into the forest, a ranger can quickly find special ingredients to create poultices, salves and cures. These powerful concoctions are created through the natural ingredients of their environment, though their potency is quick to fade once acquired.

Herbalism Kit

The following text replaces the text found on pg. 82 of Xanathar's Guide to Everything.

An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars and vials.

Proficiency with this kit allows you to add your proficiency bonus to any Herbalism Kit checks, and allows you to create any recipes you know.

Foraging and Crafting

In order to create your recipes, you must spend time to forage for the proper ingredients. Before heading off looking for ingredients, you must first choose which recipe you wish to create, and then over the course of an hour, you can forage through whatever terrain you are in, in the search of rare flowers, moss or whatever else the recipe calls for.

At the end of an hour, you then must roll a Herbalism Kit check using your Wisdom modifier, plus your Proficiency bonus, to craft the item. This check determines if you were able to locate any of the herbs you were looking for and the potency of the herbs. There are three potencies when creating your recipes: Minor, Moderate, and Masterwork.

Once you create a Recipe, it will lose its potency after 24 hours and reduces in potency. I.e. If you craft a Masterwork item, in 24 hours, and it has not been used, it will reduce in potency to Moderate. A Minor item that reduces in potency after 24 hours is no longer potent enough to work.

Recipes

By knowing recipes, you know which ingredients are required to craft an Herbal Recipe, where you can find the ingredients and how to substitute items based on what is in the area.

Each recipe features the environment where you can find the correct ingredients, and per the DMs discretion you may be able to find the required ingredients in a different place, though typically with disadvantage.

Each recipe also features different DCs required to craft Minor, Moderate, and Masterwork potent items. Certain recipes may call for highly specialized ingredients that you can not find in the usual manner, this may be something you must go on a quest for or spend weeks, even years, tracking down the ingredients.

Recipes Known

Characters with proficiency in the Herbalism Kit know 3 recipes and may be able to learn new recipes if they can find other herbalist, herbalist notes, or by experimenting with different plants in their environment.

Traveling

While traveling, you can forgo foraging for food and instead forage for ingredients for specific recipes. While doing so, you cannot perform any other task and must pay attention to how far away you travel from your group.

If you are traveling at a Normal Pace, you can gather enough ingredients for one recipe every 3 hours; at a Slow Pace, you can gather enough ingredients for one recipe every 2 hours. At a Fast Pace, you can not gather any ingredients.

So long as a Ranger is in their Favored Terrain, they can make the required Herbalism Kit checks with advantage.

Analyzing Items

If you find a Herbal Recipe, you can use your Herbalism Kit to analyze the item. It takes one hour of work to analyze the item and the item is destroyed in the process. At the end of the hour, roll a Herbalism Kit Check, Wisdom modifier and your Proficiency Bonus. If you meet or exceed the DC required to craft the item at Masterwork potency, you learn the recipe. Otherwise the item is destroyed and you learn nothing.

Purchasing Items

You are able to purchase Herbal Recipes and their items from Herbalists. The cost listed with each Herbal Recipe is the cost to buy an item from a Herbalist. This cost may be more than what is listed depending on a variety of factors, dependent on the GM's discretion. All purchased Herbal Items still expire within 24 hours of purchasing them.

Example of Herbal Recipes
Item Minor
Potency
Moderate
Potency
Masterwork
Potency
Environment
Burnsoothe Ointment DC 10
30 gp
DC 15
40 gp
DC 20
60 gp
Forest, Swamp
Venomcleanse Tea DC 13
15 gp
DC 15
30 gp
DC 18
45 gp
Forest, Grasslands
Woundbind Poultice DC 10
20 gp
DC 13
30 gp
DC 15
40 gp
Forest, Grasslands
Inspiration

This system is heavily inspired by The Angry GM's post on building a herbalism system. Click here to read his post.

Variant Rules

24 Hours Only

Instead of the items losing some of their potency after 24 hours, they instead lose all potencies after 24 hours. This means that items last only 24 hours before they are no longer useful.

Herbalism Kit

Alternate Environments

Some ingredients can be found in other environments, but they appear in different plants or vegetation. A herbalist can select a recipe even if they are in an environment not called for, when they do so they have disadvantage on the check.

Recipes

Burnsoothe Ointment

This paste, composed primarily of roots and plant oils, reduces pain and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d6, 1d6 + 2, or 1d8 + 4 hit points depending on the potency.


  • Cost: Minor 30 gp; Moderate 40 gp; Masterwork 60 gp
  • Environment: Forest, Swamp
  • Potency DC: Minor 10; Moderate 15; Masterwork 20

Contact Poison

General poison that you can either coat your blade with or smear it on an object. When you coat it on an object, or a blade, it lasts for 1 minute, at which point its exposure to oxygen renders it useless. Whenever a creature touches the coated object, or on each successful attack roll against them once per turn, they take 1, 1d4 or 2d4 poison damage, dependent on potency.


  • Cost: Minor 15 gp; Moderate 50 gp; Masterwork 100 gp
  • Environment: Forest, Swamp
  • Potency DC: Minor 18; Moderate 20; Masterwork 23

Drunk Legs

These pine needles are blended with a mixture of algae and muck to create a tonic that will leave muscles twitching. Mixing this with a drink creates a vile tasting concoction that when ingested causes muscles to weaken and to not respond to commands from the body. When ingested, the target must succeed on a Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for 1 hour. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction.

Save DC is dependent on potency: DC 13, DC 15, or DC 18. They can repeat the saving throw once every 10 minutes to end the effect early.


  • Cost: Minor 20 gp; Moderate 50 gp; Masterwork 70 gp
  • Environment: High-Altitude Forests, Caves
  • Potency DC: Minor 15; Moderate 18; Masterwork 20

Gashglue

This thick gray glue takes a full minute to apply to the bare skin. The glue temporarily holds damaged tissue together for up to 4 hours, at which point it dries up and flakes off. If applied within 10 minutes of receiving any bludgeoning, piercing, or slashing damage, you can spend an action to apply and gain 1d4 plus Wisdom modifier, 2d4 plus Wisdom modifier, or 3d4 plus Wisdom modifier temporary hit points. If the temporary hit points exceeds the damage taken, you regain only up to the damage taken, not beyond.

I.e. If you took 5 points of damage, and you rolled 6, you only receive 5 temporary hit points.


  • Cost: Minor 10 gp; Moderate 20 gp; Masterwork 30 gp
  • Environment: Forest, Swamp
  • Potency DC: Minor 10; Moderate 15; Masterwork 20

Ingested Poison

If consumed, target must make a Constitution saving throw, or the target takes poison damage at the start of each of their turns. The target then continues to make Constitution saving throws at the end of their turn, if it fails the saving throw three times in a row, it becomes poisoned and continues to take poison damage until they make a successful saving throw. Upon a successful saving throw, the target ends the poisoned condition and poison damage.

Poison damage and the Constitution saving throw DC is dependent on potency: 1d4 poison damage and DC 10, 1d6 and DC 15, or 2d4 and DC 20.


  • Cost: Minor 50 gp; Moderate 105 gp; Masterwork 180 gp
  • Environment: Forest, Swamp
  • Potency DC: Minor 18; Moderate 20; Masterwork 25

Night Eyes

As an action, this thick, greasy gel can be applied to the naked eye, granting darkvision of 60 feet. Duration is dependent on potency.

The eyes become extremely sensitive to light for the duration. While exposed to bright light, the user has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. This has no effect on those that already have darkvision.

When applied, Night Eyes lasts for 1 hour, 3 hours or 8 hours depending on potency.


  • Cost: Minor 15 gp; Moderate 50 gp; Masterwork 150 gp
  • Environment: Forest, Swamp
  • Potency DC: Minor 13; Moderate 15; Masterwork 18
Herbalism Kit

Paralyzing Paste

A paste made from roots of old trees and concentrated poison from ivy. When you smear this on an object and a creature makes contact with it or is hit by it, they must make a Constitution saving throw or become stunned in pain for 1 round. The DC is 12, 15 or 18 depending on potency. The paste lasts for 24 hours or until it makes contact with a creature.


  • Cost: Minor 20 gp; Moderate 25 gp; Masterwork 30 gp
  • Environment: Forest, Swamp
  • Potency DC: Minor 13; Moderate 15; Masterwork 18

Quickened Thought

Target ingests a paste mixed with bitter leaves and bark. Their mind is awakened and they are able to concentrate on spells that require Concentration much easier. When they are hit, the DC to maintain concentration is decreased based on the potency of the ingredients. This effect lasts for 1 hour.

The Concentration DC is decreased by -1, -2, or -3 depending on potency.


  • Cost: Minor 10 gp; Moderate 20 gp; Masterwork 30 gp
  • Environment: Forest
  • Potency DC: Minor 13; Moderate 15; Masterwork 18

Relaxing Bark

Upon burning a certain type of bark & moss in a censor, or by throwing it into the coals of a fire, all those within 10 feet of the smoke find their muscles loosen and their minds relax. Anyone that allows themselves to relax, and take a short rest, for the hour that the bark burns for automatically regains a number of spent hit dice, but they must remain within 10 feet of the smoke for the full hour to gain this benefit. They can only regain hit dice if they spend hit dice during the short rest.

They regain 1, 2 or 3 spent hit dice depending on potency.


  • Cost: Minor 30 gp; Moderate 60 gp; Masterwork 90 gp
  • Environment: Forest
  • Potency DC: Minor 13; Moderate 15; Masterwork 18

Sickening Rot

Mixing rotting flesh with mold growing from dwarven beer creates a bizarre mixture that is delightful as much as it is putrid. When ingested, the target must make a Constitution saving throw or find themselves drunk and incredibly sick at the same time, with disadvantage on Constitution saving throws and ability checks. This mixture tastes like meat rotted for several years in a pickling solution with a slight hint of berries. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction.

The Constitution DC is dependent on potency: DC 15, DC 18, or DC 20. They can repeat the saving throw once every 10 minutes to end the effect early.


  • Cost: Minor 30 gp; Moderate 50 gp; Masterwork 80 gp
  • Environment: High-Altitude Forests, Caves
  • Potency DC: Minor 18; Moderate 20; Masterwork 23

Sleeping Leaf Tea

This tea tastes of cloying honey and sweet flowers. A creature that drinks this mixture must make a Constitution saving throw, if they fail the save, they fall unconscious for 1 minute. They awaken if they take any damage, or if a creature uses an action to shake them awake.

Save DC is dependent on potency: DC 10, DC 13, or DC 15.


  • Cost: Minor 30 gp; Moderate 40 gp; Masterwork 50 gp
  • Environment: Forest, Grasslands
  • Potency DC: Minor 13; Moderate 15; Masterwork 18

Venomcleanse Tea

This herbal tea helps cleanse the body of normal toxins. It is normally imbibed but can also be used to clean a poisoned wound. When a creature suffering from the poisoned condition is treated with this remedy, they may roll a new saving throw to end the poisoned condition immediately with disadvantage, normally, or with advantage depending on the potency of the tea.


  • Cost: Minor 15 gp; Moderate 30 gp; Masterwork 45 gp
  • Environment: Forest, Grasslands
  • Potency DC: Minor 13; Moderate 15; Masterwork 18

Weakening Muscle

Finely shredded mushrooms that turn to goo when worked with. You can then use that goo to smear it on a weapon and coat the weapon. On your next successful attack roll, the target must make a Strength saving throw or have disadvantage on Strength saving throws and ability checks for the next hour as the goo-like consistency makes the muscles shaky and unsteady.

Strength DC is dependent on potency: DC 13, DC 15, or DC 18. They can repeat the saving throw once every 10 minutes to end the effect early.


  • Cost: Minor 20 gp; Moderate 50 gp; Masterwork 70 gp
  • Environment: Swamps, Bogs
  • Potency DC: Minor 15; Moderate 18; Masterwork 20

Woundbind Poultice

This is a spongy mass of absorbent moss treated with a number of herbs designed to staunch bleeding, cleanse wounds, and dull pain. If bound over a wound, it promotes quick healing. When applied to a wound, the recipient heals 1d4, 1d4+2, or 1d6+2 hit points depending on the potency.


  • Cost: Minor 20 gp; Moderate 30 gp; Masterwork 40 gp
  • Environment: Forest, Grasslands
  • Potency DC: Minor 10; Moderate 13; Masterwork 15
Herbalism Kit

Energetic Cherry

These plump red cherry has a strange fruity taste with a harsh and bitter aftertaste, by crushing them with blue flowers, it causes a bit of nervous energy that can quickly wear off depending on the potency. When consumed, the recipient increases their movement speed by 5 feet for 1 minute, 10 minutes, or 1 hour. Eating these regularly can cause painful headaches from withdrawal.


  • Cost: Minor 20 gp; Moderate 30 gp; Masterwork 40 gp
  • Environment: High-Altitude Forests
  • Potency DC: Minor 13; Moderate 15; Masterwork 18

Focused Balm

This balm is made from tree sap, mint leaves, and needle-shaped leaves. When mashed together, it creates a beige paste that can be applied under the nose to help the recipient stay awake and be more perception based on potency. The recipient gains a +1, +2, or +3 bonus to their Perception checks for 1 hour.


  • Cost: Minor 20 gp; Moderate 30 gp; Masterwork 40 gp
  • Environment: Forests, Grasslands
  • Potency DC: Minor 13; Moderate 15; Masterwork 18

Poppy Tea

This tea is made from boiled poppy seeds. When ingested, the recipient becomes resistant to pain and gains a modicum of protection against it based on potency. Whenever the recipient takes damage, they can reduce that damage by 1, 2, or 3 points, to a minimum of 0 damage. After 1 hour, the effects wear off and the creature must make a DC 15 Constitution saving throw. On a failed save, they suffer 2d10 damage as they notice their wounds, this damage can not be reduced.


  • Cost: Minor 30 gp; Moderate 40 gp; Masterwork 50 gp
  • Environment: Dry Climates, Grasslands
  • Potency DC: Minor 13; Moderate 15; Masterwork 18

Vervain

This purple plant has sily, pale-purple flowers that are said to be able to ward off evil spirits. When burned in a fire or censor, it emits smoke in a 20-foot radius centered on the fire for an amount of time based on its potency. While a creature is within the smoke, everything outside the smoke is lightly obscured and they can't be charmed, frightened, or possessed by fiends and undead for 10 minutes, 1 hour, or 4 hours. You can move slowly each round if you are burning this in a censor. If you move faster than 10 feet, the smoke cloud can not keep up and the smoke dissipates. It takes 1 round before the smoke reforms its protective barrier.


  • Cost: Minor 20 gp; Moderate 50 gp; Masterwork 90 gp
  • Environment: Grasslands
  • Potency DC: Minor 13; Moderate 15; Masterwork 18

Errata

Version 1.1

  • Fixed grammar, spelling, etc
  • Adjusted pricing of recipes where appropriate
  • Prices for poisons were matched to the prices found in the Poisoner's Kit by Dump Stat
  • Increase burnsoothe healing and prices
  • Reduced the potency of contact poison from 1 hour to 1 minute and changed the amount of damage it deals
  • Paralyzing Paste now specifies how long it lasts for
  • Quickend though DC decrease is reduced to -1, -2, -3; DC is adjusted
  • Sickening rot is readjusted to be closer to the others like it, though more powerful (and so has a higher DC)
  • All other recipes were adjusted as well with changes in the base cost, the potency DC, etc.
  • Added 4 new recipes: Energetic Cherry, Focused Balm, Poppy Tea, & Vervain
Herbalism Kit

Jeweler's Tools

Creating projects, polishing gems and restoring tarnished jewelry are important parts of a jeweler and require exact motions and precision. Your creations turn drab metals into beautiful pieces of art.

Jeweler's Tools

Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers. Depending on the project, you may need a small cauldron, tongs, molds and more, not included in the stock Jeweler's Tools.


Jeweler's Tools weigh 2 lbs and cost 25 gp.

Jewelry

Crafting jewelry requires that you have access to materials you wish to make your jewelry out of. While most jewelry doesn't require a massive quantity of materials, some unique pieces may require you to scavenge for the legendary skymetals, like noqual, or gather bones from an ancient dragon all to create a single ring.

When crafting jewelry, you must succeed on a Dexterity (Jeweler's Tools) check, and you can add your proficiency bonus if applicable.

Crafting Jewelry

Jewelry crafting is a long process that requires precise movements and purposeful decisions. To create a piece of jewelry, you must spend at least 8 hours, or more depending on the size of the piece, on crafting it. A simple wooden ring may only take you 8 hours to create, while a crown fitted with jewels and fit for a king may require you to take several weeks to craft.

Most simple projects that weigh one pound or less requires 8 hours of uninterrupted work. The more elaborate the designs the longer it takes to complete a piece of work, per the DM's discretion - examples given below.

Jewelry can be defined into 2 broad categories, size and complexity.

Size

The size of your project effects the length of time to craft a piece of jewelry. There are three categories for the size of your project: Small, Medium or Large.

Small projects require at least 4 hours to create plus the amount of time it requires for the complexity of the project. A small project could be a ring, a pendant or anything that can fit easily in a medium sized creature's palm.

Medium projects require at least 12 hours to create plus the amount of time it requires for the complexity of the project. A medium project could be a headband, a necklace, or anything that can easily fit around medium sized creature's head or around an arm.

Large projects require at least 28 hours to create plus the amount of time it requires for the complexity of the project. A large project could be a crown for a giant, a long necklace or anything that could fit on a giant or is oversized.

All times represent the minimum time to craft an item of its size, and at the DM's discretion may take longer.

Complexity

The complexity of your project effects the length of time to craft a piece of jewelry. There are three categories for the complexity of your project: Simple, Moderate, Intricate.

Simple projects require at least 4 hours to create plus the amount of time it requires for the size of the project. A simple project could be a bare ring, a simple pair of earrings or anything that is a basic shape.

Moderate projects require at least 12 hours to create plus the amount of time it requires for the size of the project. A moderate project could be a signet ring with a simple sigil, a simple wire necklace with beads or gems or anything that morphs from simple shapes or requires carving or adding onto simple shapes.

Intricate projects require at least 28 hours to create plus the amount of time it requries for the size of the project. An intricate project could be a ring made of multiple materials, a signet ring with a complex sigil, a crown with a variety of jewels and metals, a necklace made out of small chains or anything that requires great skill and ability.

All times represent the minimum time to craft an item of its complexity, and at the DM's discretion may take longer.

Creating the Project

After every 8 hours of work on a piece of jewelry, the crafter must succeed on a Dexterity (Jeweler's Tools) check, adding their proficiency bonus if they are proficient in the tool. If they succeed, they make progress on their creation, on a fail they make no progress on their creation.

The DC for creating a piece of jewelry is dependent on the Size and Complexity of the project. The DC starts at 8 plus the size and complexity bonuses. A Small project adds +1, Medium +3, and Large +6. A Simple project adds +1, Moderate +3, and Intricate +6. The DM may decide that crafting certain materials or designs may raise or lower the DC.

Materials

Jewelery can be crafted in a variety of materials, and they each feature their own costs. To create a piece of jewelry, you must have the required materials on hand. Certain exotic materials may not be available in your location and may require you to go to strange locales or to hunt for specific monsters, per the DM's discretion.

The following materials represent examples of common crafting base materials and an average cost.

Materials
Material Cost Quantity Rarity
Adamantine 100 gp 1 lb Very Rare
Gold 50 gp 1 lb Uncommon
Mithral 100 gp 1 lb Very Rare
Silver 5 gp 1 lb Common
Skymetal 1,000 gp 1 lb Legendary
Wood 1 gp 1 lb Common
Example Projects
Type Material Complexity Size Weight Material Cost Time to Craft DC Number
of Checks
Ring Gold Simple Small 1/4 lb 12.5 gp 8 hours 10 1
Ring Wood Simple Small 1/50 lb 1 cp 8 hours 10 1
Ring, Signet Gold Intricate Small 1/25 lb 2 gp 32 hours 15 4
Necklace Silver Intricate Small 2 lbs 10 gp 16 hours 12 2
Necklace,
10 Glass Beads
Silver Moderate Medium 1 lb 6 gp

5 gp for 1 lb of silver,
1 gp for 10 glass beads
24 hours 14 3
Earrings,
2 Pearls (50 gp each)
Skymetal Moderate Small 1/16 lb 162.5 gp 16 hours 12 2
Choker,
1 Diamond (300 gp)
Mithral Intricate Small 1/2 lb 350 gp 32 hours 15 4
Giant Crown,
5 Diamonds (100 gp each),
10 Rubies (50 gp each)
Gold,
Silver
Intricate Large 20 lbs 1,550 gp

500 gp for 10 lbs of gold,
50 gp for 10 lbs of silver,
500 gp for 5 Diamonds,
500 for 10 Rubies
56 hours 20 7

Gems & Beads

When creating jewelry, you may wish to add in gems or beads to increase the beauty of your creations. This increases your material cost based on the quality and quantity of gems and beads you wish to add.

A project can never be Simple if you are including gems or beads, and depending on the quantity you are adding it may make the project Intricate.

Typically, beads will only be 1 cp per wooden bead or 1 sp per glass bead, pearls can range in price from 1 gp to 100 gp.

Fabricate Spell

The Fabricate spell can help you create your pieces of jewelry, though you must be proficient with Jeweler's Tools in order to use the spell. When you cast the spell, you can only affect one type of material per casting of the spell and can be used to create golden rings, silver earrings or other projects with a single source of material.

If you wish to add beads or gems to your projects, you must put those in and depending on the quantity of gems may only require an hour to multiple days of work, per the DM's discretion. When adding in gems or beads, you must make a check for every 8 hours of work against the DC of the project.

Restoring Old Jewelry

During your adventures you may find tarnished jewelry or jewelry missing gems, beads or other decorations. You must determine how much needs to be repaired, no check required, and it will take you up to half the time it would normally take to create the jewelry depending on the condition of the jewelry. If the item is missing gems or jewels, you must provide gems to fill in those empty slots, and if there is missing silver inlays, you must be able to procure the required silver.

Weight and Materials

The above examples do not take into account that the project weighs 10 lbs, but some of that might come from the jewels that are set into it. The idea being towards simplicity and not getting bogged down in exact weights for jewels, gems and beads. Per the DM's discretion, the weight of a jewel may be great enough to offset the cost of the base materials.

Weight

The above examples require that a weight is provided to determine the material cost for a piece of jewelry. Most jewelry is not going to weigh a large amount and will likely fall under the 1 lb or less area. All weights are abstractions and depends on the quality and type of the material being used.

Jeweler's Tools

Leatherworker's Tools

Working with the hides of animals, you can craft armor, artwork and even clothes out of what nature provides. While most find your occupation to be rather noxious or odoriferous, everyone is happy for a new waterskin, or wineskin, when you start your travels.

Leatherworker's Tools

The following text replaces the text found on pg. 82 of Xanathar's Guide to Everything

Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, a small sealed wooden vat, and leather scraps.

Your tools weigh 10 lbs and costs 8 gp.

Getting Leather

Before you can begin, you need a source of leather. You can either prepare your own leather, or buy pre-prepared leather. If you prepare your own leather, there is no cost to build your own equipment.

Preparing Your Own Skins

If you wish to not purchase pre-prepared leather, you can easily find your own out in the wild. This requires tracking down a creature, killing it, and beginning the process of tanning.


Step 1 - Hunting
Most jobs, like if you are wanting to craft armor, require a small to medium sized beast, though certain jobs, like a wineskin, would only require a tiny beast, per the DM's discretion.


Step 2 - Skinning and Cleaning
After you track down your beast, you must then begin harvesting the leather by skinning it. This requires 1 hour of work for every size category that the beast is, i.e. a tiny creature requires 1 hour, a medium creature requires 3 hours. Once you finish this task, you must then scrub the leather clean.


Step 3 - Fermenting in Urine
Then you must fill your small wooden vat with urine, you then leave the cleaned skins in that sealed vat for a full day.


Step 4 - Scouring Hairs and Softening
After fermenting, you can remove the skins and scour off the hairs. Once the fur is removed, you then must then pound animal dung into the leather and return it back into your sealed vat for another day to soften the leather for the tanning process. Scouring and applying the dung can be completed during a short rest.


Step 5 - Tanning the Leather
Finally, you have leather that is ready to be tanned and you have two options for it. You can either boil the leather in water and wax to get strong and sturdy leather, or use vegatable oil which will provide supple and easily workable leather. See below for more information on types of leather.

Time to Prepare Skins
Size Step 1 Step 2 Step 3 Step 4 Step 5
Tiny 1 Hour 24 Hours 1 Hour 24 Hour 1 Hour
Small 2 Hours 24 Hours 1 Hour 24 Hour 1 Hour
Medium 3 Hours 24 Hours 1 Hour 24 Hour 1 Hour
Large 4 Hours 24 Hours 1 Hour 24 Hour 1 Hour

Purchasing Leather

Most cities and larger villages will have their own tanner, and you can buy pre-prepared leathers there.

Cost of Leather
Size of Beast Boiled Vegetable Tanned
Tiny 3 gp 2 gp
Small 5 gp 3 gp 5 sp
Medium 8 gp 6 gp
Large 24 gp 18 gp

Large leather can be cut into 4 medium pieces, a medium piece into 2 small pieces, a small piece into 2 tiny pieces.

Crafting Equipment

When crafting your equipment, you will need to first have your leather available and decide what you wish to craft. Most equipment will only take a day or two to craft as you can work on up to 2 lbs of equipment in a day.

After every day you spend working on your equipment, you must make a Leatherworker's Tools (Dexterity) check with the DC determined by the size of the equipment. The craft checks are assumed to happen at the end of the work period, and on a fail you make no progress for the day.

Items You Can Craft

As a leatherworker, you can create a lot of useful equipment, but it must be mostly leather. Some items may require bits of wood, cloth, or metal, if it is an important part of the equipment you are unable to craft it unless you are proficient in the required tool, per the DM's discretion.

Some items, like Studded Leather, require putting metal studs in leather, you can build the leather armor and then hire a black smith to add in the metal studs.

Types of Leather

When you boil leather in water and then in wax, you create a much harder leather that can help you withstand impacts and offers 1 point of Damage Reduction. The vegetable oil tanned leather is more flexible and cheaper but is not as durable.

The DC for working with boiled leather is higher than vegetable tanned leather due to how tough and brittle the leather is.


Damange Reduction
When you are hit by non-magical Bludgeoning, Piercing or Slashing damage, you reduce the total damage you take by 1.

Player's Handbook Equipment

Leather Armor
Type of Leather Wearer's Size Size of Leather Weight Days to Craft DC DR
Vegetable Tanned Leather Small Tiny 5 lb. 3 11 No
Boiled Leather Small Tiny 5 lb. 3 13 Yes
Vegetable Tanned Leather Medium Small 10 lb. 5 12 No
Boiled Leather Medium Small 10 lb. 5 14 Yes

Equipment

Equipment Size of Leather Weight Days
to Craft
DC
Backpack Small 5 lb. 3 12
Book, Covers only Tiny 2 lb 1 11
Case,
map or scroll
Tiny 1 lb 1 11
Component Pouch
empty
Tiny 1 lb 1 11
Pouch Tiny 1 lb 1 11
Quiver Small 1 lb 1 12
Tent, one-person Medium (2) 14 lbs 7 13
Tent, two-person Large 20 lbs 10 14
Tent, four-person Large (2) 35 lbs 18 14
Waterskin Tiny 1/2 lb 1 11
Wineskin Tiny 1/2 lb 1 11

Dyeing Equipment

If you wish to dye your equipment, you can purchase alcohol based dyes in a large enough town and spend a work day preparing up to a large sized piece of leather in a color or design of your choice. This does not require a check to accomplish.

Dyes
Size of Leather Cost of Dye
Tiny 1 gp
Small 2 gp
Medium 4 gp
Large 12 gp
Leatherworker's Tools

Mason's Tools

Your tools are used to craft structures made of stone, granite, marble, clay and other materials from smaller, individual units that are layered on each other. These structures can provide greater protection than just wooden constructs, though are quite more expensive to build.

Mason's Tools

Mason's tools consist of a trowel, a hammer, a chisel, brushes, and a square. Proficiency with this tool lets you add your proficiency bonus to any Mason's Tools (Strength) checks you make for your structures.


Mason's Tools weigh 8 lbs and cost 10 gp.

Building Materials

Unlike other tools, you need access to large quantities of stone, clay, mortar and other materials. If you find yourself wanting to create a massive castle in the middle of the desert, you may have to ship materials in to work with. This may increase you costs per the DMs discretion.

Structures

If you can dream it, you can probably build it with the help of your Mason's Tools... though it may require a large purse of gold and a lot of time.

If you aren't proficient in Mason's Tools, you can still hire others to build the structure, you just can't help.

Land

To begin building your structure, you need a plot of land. If the land lies within a kingdom or similar domain, a royal charter (a legal document granting permission to oversee the estate in the name of the crown) is needed, a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown), or a deed (a legal document that serves as proof of ownership). Land can also be acquired by inheritance or other means.

Building

Once you have the necessary paperwork, you can begin construction of your structure. Each day you spend working on your structure, you must expend 25 gp to cover the costs of materials. If you are unable to cover the costs, you are unable to purchase the needed materials and your day of work is wasted.

Workers

As an adventurer, you aren't always willing to stay in one spot for a year to build a small fort. By hiring skilled workers, they can keep the progress moving forward on your structure going, though their services cost 2 gp per day. With multiple skilled workers on site, they can expedite the building process, but structures have a maximum number of workers that can work on it at a time.

By hiring skilled workers, you must spend 25 gp per day per worker, plus the worker's wage of 2 gp per day. If you are unable to pay this, than no work is done on your structure.

Proficiency

Only characters and hirelings that are proficient with Mason's Tools can build structures made of stone.

Materials

The assumption is that you are building your structures out of simple stone native to the area. By importing or building with expensive materials, like marble, granite, or even adamantine, the cost can increase drastically.

See the chart Exotic Materials below for estimated cost information. The increased cost is subject to DMs discretion.

Exotic Materials
Material Cost Increase AC Damage Threshold Hit Points
per inch
Adamantine x10 20 20 50
Granite x2 17 10 35
Marble x4 17 15 35
Mithral x8 15 15 40
Stone - 15 5 30
Special Properties

Adamantine
A structure built with adamantine cancels out the double damage from siege engines.
Mithral
A structure built with mithral is far lighter than regular stone and requires less supporting structures, this means that upon parts of your structure being destroyed, it is less likely to collapse completely, per DM's discretion.

Damage and Repairs

Some adventures may require you to annoy the orc war bands and they may decide to take the fight to you, attacking your structures. Each structure is abstracted out to be built up by 10' x 10' x 6" panels of stone, or whatever material you used to create your structure. Upon your structure being attacked, the attacker determines which panel they would like to target and must roll against the AC of the structure. On a successful hit, they then roll damage. If their damage meets or exceed the damage threshold for your chosen material, then the damage goes through, otherwise they only deal superficial damage and no effect on your structure.

If you wish to repair your structure, you must spend an hour repairing the structure with your Mason's Tools and succeed on a DC 15 Mason's Tools (Strength) check and repair 1d6 + your Strength modifier in hit points to that panel of wall. For each hit point that you restore, it costs you 1 gp in materials. This cost increases per the Exotic Materials chart for different materials.

Types of Structures

You can build a variety of stone structures with your Mason's Tools, each structure requires a different amount of time and total cost. The cost of each structure can be paid for over time, and you can always go back and work on your structure at a later date. See the chart Structures on the next page for more information.

Mason's Tools
Structures
Structure Total Cost
in GP
Days to Build
(Single Worker Only)
Days to Build
(Max Workers Only)
Maximum
Number of Workers
Minimum
Acres Required
Abbey 50,000 2,000 400 5 1
Guildhall, Town / City 5,000 200 60 4 0.1
Keep / Small Castle 50,000 2,000 400 5 1
Noble Estate with Manor 25,000 1,000 150 7 0.5
Outpost / Fort 15,000 600 100 6 0.3
Palace / Large Castle 500,000 20,000 1,200 17 10
Temple 50,000 2,000 400 5 1
Tower, Fortified 15,000 600 100 6 0.3
Trading Post 5,000 200 60 4 0.1
Defensive Wall 25 1 1 1 -

Defensive Wall

The defensive wall is a structure built in a quick time frame to help protect from invaders. Each defensive wall built consists of two: 10-foot by 10-foot by 6-inches thick walls, with AC 15 and 30 HP per inch of thickness.

Armies would quickly build several of these across a battlement in the hopes of a more favorable fortification, though wooden palisades are a cheaper option for armies not staying in one sport for very long.

Alternatively, you can decrease the thickness of a panel to 3" and have a wall that is 10-foot by 20-foot.

Only a character proficient in Mason's Tools, and has their tools available, can build a defensive wall, though others can help with an effect determined by the DM.

Large Structures and Teams

Some structures are so large that you could have multiple wings of it being worked on at one time, like a Large Castle. Per the DM's discretion, you can hire multiple teams to work on different parts of the structure at the same time, though each team is limited to the same maximum number of workers as the structure permits. These teams can help build sections faster, but it may not be available if the structure is not large enough.

Spells

Certain spells can be used to help speed up, and even reduce, the cost of building your structures.

Fabricate

Having proficiency with Mason's Tools can allow you to use the Fabricate spell to help produce your Structure. When casted, you must have the materials present and you can shape them into part of your structure, though only in 5' cubes. For every casting of the Fabricate spell, you decrease the number of days needed to build the structure, for an individual worker, by half a day but the cost of the materials must still be paid (12.5 gp per casting on Stone).

Wall of Stone

At higher levels, the Wall of Stone spell can help build your structures faster, and with less cost per day. For every casting of the Wall of Stone spell, decrease the number of days needed to build the structure, for an individual worker, by 5 days and the cost associated for those day is only the spellcaster's wage, if any. This spell, to create a proper structure, must be cast from someone with Proficiency in Mason's Tools, or guided by someone proficient in Mason's Tools.

This spell only works for Structures built of stone, and is only whatever stone is available in your immediate area.

Demolition

Your knowledge of masonry allows you to spot weak points in brick walls. On a successful DC 15 Mason's Tools (Intelligence) check, you deal double damage to a structure with your weapon attacks.

Overtime

You can build structures faster by having workers work around the clock. To do this, you must expend 75 gp per day plus 6 gold for wages and this means that for each worker and day you do this for, they do double the amount of work per day.

I.e. If you wish to build an Abbey with overtime, you could do so in 200 days and spend 375 gp + 30 gp per day (3 shifts, 5 workers per shift). This would increase your cost to 81,000 gp.

Mason's Tools

Variant: Setbacks

When building a structure, sometimes problems can come up that aren't foreseen. At the DMs discretion, you can roll on the Setback chart below.

These setbacks are just natural parts of working on a structure, and normally are absorbed by the costs of materials. This is a great way for the DM to create set ups for quests, for maybe the creatures stealing materials are skeletons that have been ordered to rebuild part of their underground tomb by a necromancer. Or there is supernatural weather at work stopping any shipments of materials from coming through, and its up to the party to figure out why 5-feet of snow dropped in the middle of summer.

Setback
d6 Effect
Bad Workers Unfortunately the workers hired understand nothing about masonry and have halted progress on your Structure for 1d4 days. For each day they halted progress, lose that many days and half the gold due to destroyed materials.
Stolen Materials Materials were stolen from the Structure. 1d3 days worth of materials was stolen from the Structure.
Poor Quality The latest materials ordered are falling apart and are useless for building. For new materials, you must wait 1d4 days.
Bad Weather The weather has halted work on your Structure for 1d6 days. There is a 15% chance that the weather was so bad that it destroyed part of the Structure, you lost 1d3 days worth of materials.
Vandalism Someone has broken up some of your materials and you must spend a day on repairs.
Delayed Shipments The shipment of materials has been delayed for 1d6 days.
Out of Stock The materials are out of stock and you must 1d6 days for more to arrive... or spend double on materials for 1d6 days
Mason's Tools

Musical Instruments

Music rings out from every tavern large enough to squeeze in a gnome, voices echoing across the night sky. Bards, composers, singers, and more share their gift of music to the world and the best tunes, or at least the catchiest, grab the world by the ear, their music leading listeners on a journey of emotions. If you wish to join those on stage, from the run-down tavern to the largest music halls, from the side of the road to the noble's house, you must practice and hone your craft.

To spread your name, and by extension your music, you must start small and work your way up to the great music halls and royal banquets. Once you have increased your popularity in a city, you might be invited to perform for royalty, at banquets, important feasts or any other important events.

In Order to Perform

To perform and increase your popularity in the various musical circles, you must be proficient with a musical instrument. Your choice in musical instruments might affect who invites you where, as many may refuse to host someone playing bagpipes to a tea party or a will jump at the chance to invite you to a tea party if you can play the harp. Your choice in musical instruments and their effects on others is determined by the DM.

Finding a Venue

When you are just starting, you will first need to increase your popularity to play at better-paying gigs. Most local taverns will host you for a few hours, and might even pay you some coins if they think you did well enough. Larger and more established businesses and establishments may not allow you to perform until you have a more recognizable name.

When you first arrive in town, based on your overall popularity, see the Popularity chart below, you may have a hard time finding a nice establishment to perform at that will appreciate your skills.

Performing

Once you find a venue, you must determine how long you will be playing for and then roll a Charisma (Performance) check. Your Performance check will be affected by how long you performed for and the DM may place restrictions as to how long the owner of the establishment is willing to allow you to perform.

Performance Time
Hours Effect
1 Hour
or Less
Disadvantage on
Charisma (Performance) check
1-3 Hours No Effect
4 Hours
or More
Advantage on
Charisma (Performance) check

The effects that correspond to time may change based on the circumstances surrounding the performance. The DM may decide that a music hall is fine with a short 1-hour performance and doesn't impose disadvantage while performing for 4 hours at a long banquet doesn't grant advantage as you are not the focus.

The Effects of Performing

After you roll your Performance check, thus ending your performance, you then form a dice pool and roll a number of dice equal to the result of your Charisma (Performance) check.

If you performed at a tavern for 2 hours and rolled a total of a 13 on a Performance check, you would have 13 dice in your dice pool.

Building the Dice Pool

The dice pool starts as d8s, but changes based on different factors as decided by the DM. Examples are provided in the Performance Situations chart below, though these situations may affect the dice pool differently depending on circumstances and venue being played at, per the DM's discretion.

When a situation causes the size to decrease, you decrease the size of the dice rolled by one step. If a situation causes the size to increase, you increase the size of the dice rolled by one step. You can not decrease the size of the dice below a d4 and you can not increase the size of the dice rolled above a d12.

Your pool's dice size will be determined by the DM and they may include several different factors and situations that affect the size of the dice in the pool.

If a situation calls for your dice to decrease in size, you would decrease your starting pool of d8s to a pool of d6s. On the reverse, if the situation called to increase your dice, you would increase your starting pool of d8s to d10s.

On very special occasions, the DM may decide that to perform for a grandmaster in their field, and to determine their enjoyment of your music, you must increase the size of your dice to d20s. This represents the most difficult of challenges that only but the most gifted could ever hope to attempt, let alone succeed.

Performance Situations
Situation Effect on Pool
Low attendance Increase size by one
High attendance Decrease size by one
Small Village /
Little Other Entertainment
Decrease size by one
Large City /
Lots of Other Entertainment
Increase size by one
New in Town Increase size by one
Well Known / Well Loved Decrease size by one
Lots of Competition Increase size by one
No Competition Decrease size by one
Audience Listening Intently Increase size by one
Very Intoxicated Audience Decrease size by one
Musical Instruments

Determining Number of Successes

Once you roll your dice pool, you then count the number of 1s you rolled, those are your successes for the performance and go towards the amount of money you make for the performance as well as increases your popularity in the city.

The more 1s you roll, the more successful your performance and the more that people will remember you and spread your name around the city. This type of popularity may provide additional benefits not mentioned here, like people recognizing you on the street or inviting you to play private parties, per the DM's discretion.

Popularity

Your popularity determines what establishments will excitedly allow you to play at their venue, as well as how much you could expect to get paid for performing at those establishments. Consult the Popularity chart for more information.

The DM may determine that you can play at higher-end establishments, even if your popularity isn't high enough, so long as you can pay or bribe your way onto the stage. In this case, they may also determine to increase the size of your dice pool by one or more.

Popularity
Popularity
Score
Establishments Pay
0 Low-Tier and Rundown Taverns /
Lower Class Establishments
xd8 cp
5 Mid-Tier Taverns /
Middle Class Establishments
xd8 sp
15 Top-Tier Taverns /
Upper Class Establishments
xd4 gp
30 Dance Halls xd6 gp
40 Music Halls xd8 gp
50 Concert Venues xd10 gp*
75 Playing for Royal Banquets xd12 gp*
100 Playing just for the Royalty xd4 pp*

*This might represent tips and gifts left behind by your audience. You have have set up a fee before hand.

The Effects of Success

Once you determine the number of successes on your dice pool, you add that total to your Popularity and then you determine your pay by referencing the chart above and rolling a number of Pay dice equal to your total successes.

The DM may determine that you can roll additional dice for your pay based on any special circumstances.

If you performed at a mid-tier tavern and rolled 13 dice in your pool, you may end up with 3 successes at the end of the performance. You would then add 3 to your total Popularity Score and then roll your pay, which would end up being 3d8 sp. This is the pay given to you by the tavern and any tips you made that night.

Spending Popularity

The DM may decide that you can spend any points you have in your popularity score to better help you and your party get out of trouble, connect with the right people or get free lodgings at a tavern. A few examples are provided below, the DM might determine that certain requests cost more or less popularity. Once you spend your popularity points, your total popularity score decreases by an equal amount, which might impact what places you can play at.

Spending Popularity Examples
Costs Event
1 Free lodging for one night at a low-tier tavern.
2 Free lodging for one night at a mid-tier tavern.
4 Free lodging for one night at a top-tier tavern.
3 Getting yourself out of jail for a misdemeanor.
7 Getting a friend out of jail for a misdemeanor.
5 Asking to meet a village lord.
15 Asking to meet a regional lord.
30 Asking to meet a king.

Adjusting Popularity

Traveling to new locations can greatly reduce your popularity score simply because they haven't gotten a chance to hear about you yet, or you've just been away for so long that they have forgotten about you. When you travel to another city, decrease your popularity by an amount as determined on the Travel chart. The DM may determine that you are famous and that the decrease is less, typically if you have a Popularity of 50 or more.

If you once performed in a city and are returning, determine how long since you last performed and add that penalty to your score, to a minimum of 0.

Travel
City Penalty
to Score
Travel to a city you've never been to. -30
Travel to a city you once performed in. -10
Travel to a nation you've never been to. -40
Travel to a nation you once performed in. -15
1+ year since you last performed there. -30
6+ months since you last performed there. -15
3+ months since you last performed there. -5
You don't speak the language. -40
They don't like your musical instruments. -30

Other Ways to Effect Popularity

The DM may have other ways for you to spend your popularity, or allow you to increase it. Fighting off monsters that have been plaguing a village is a good way of building up your popularity, just as killing the town leader may greatly reduce your popularity.

Musical Instruments

Variant Rules

These rules can help provide more challenges or provide different ways of affecting performances.

Additional Musical Instrument

If you are proficient in additional musical instruments, you can put on a more diverse performance. This allows you to reroll a number of dice in your dice pool equal to half the number of musical instruments you are proficient with. You must use the second result.

Multiple Performers

If more than one character is part of the performance, they do not make their own Charisma (Performance) check. Instead one character can help the other and add their Charisma (Performance) bonus to the other's check. They must be performing for the same amount of time.

Magic Item: Instrument of Sympathy

Wondrous item, uncommon

While performing with this musical instrument, it gives off such sweet melodies that over the course of an hour or longer performance, the attendants are under similar effects to that of a sympathy spell, though the effects are not as severe. Due to their rapt attention on you, when you roll your dice pool, you can count a success on any dice that comes up with the result of a 1 or 2.

Custom Music

A noble or establishment may insist that you come up with new music for their enjoyment. The first time you perform this music for them, you must have at least a number of successes in your dice pool as determined by the chart below. If you are unable to succeed at least the number of times as determined by the chart below, your performance was a failure and you are unable to add those successes to your Popularity Score or gain any pay for your efforts. The DM may determine that there are additional penalties for failing to succeed for your patrons, especially if they are someone important or the event you performed at was very important.

Custom Music DCs
Event Successes
Needed
Performing at a low tier tavern 2
Performing at a mid tier tavern 3
Performing at a top tier tavern 4
Performing for a local lord 2
Performing for a great lord 3
Performing for the king 4

The DM may determine, upon a success, that you gain additional pay for your efforts in pleasing your patrons.

Perfomance Complications

Occasionally, trouble and other surprises might happen while you are attempting to perform. These complications can be rolled for, or the DM can choose one that fits best for a specific situation.

Complications
d12 Complications
1 One of your adoring fans turns out to be married, their significant other is upset with the amount of attention you are getting.
2 Another performer in town is spreading wicked rumors that you stole their music.
3 Someone in the crowd threw a tomato, roll a Dexterity saving throw or get tomato on you. On a fail, this reduces the number of dice in your dice pool by one. The DM determines the DC by rolling a d20.
4 You break a string while performing, either you must use another instrument you are proficient with or you suffer disadvantage on the Performance check.
5 Due to heavy rains, the inside of the tavern you are performing in is covered in mud and barely anyone showed up. Your pay is now in copper pieces.
6 The tavern owner became upset with one of the songs you performed, the song is about his ancestors and is incredibly disrespectful.
7 A drunkard is heckling you on stage, you can attempt to Intimidate or Persuade them to stop. The DC is determined by the DM rolling a d20.
8 A woman stumbles onto the stage, she yells to the crowd that you are a fake and tries to convince the crowd to throw you out. She is upset that you took her performance spot.
9 A thief attempts to steal your tips for that night, roll a Perception check to catch them in the act. The DM determines the DC by rolling a d20.
10 A rival bard has jumped on stage and is attempting to play louder than you and get the crowd on their side. It's a battle of the bands and you must outperform them on your Performance check or they get your pay! The DM determines the bard's performance by rolling a d20 and adding your proficiency bonus to the result.
11 The tavern ran out of ale, the crowd is taking it out on you, expecting you to fix the situation.
12 Two gnomes are singing loudly out of tune with your music. Roll to maintain Concentration as if you were concentrating on a spell, the DM determines the DC by rolling a d20. On a fail, you have disadvantage on the Performance.
Musical Instruments

Failed Performances

If you roll your dice pool and have no successes, then your performance was received so negatively that the audience began turning against you. You suffer a penalty to your Popularity Score equal to the number of dice you rolled whose results were the highest result on the die.

If you roll 10d8, and had no 1s in the dice pool, you failed the check. You then lose a number of popularity equal to the number of 8s you rolled in the dice pool.

Musical Instruments

Navigator's Tools

The role of a ship's navigator is a big one that involves a lot of moving pieces. A navigator must procure detailed maps, map out the voyage of the ship, keep in mind the weather and its effects on the voyage, keeping detailed notes on the journey and be able to deduce the ship's position while out at sea.

Navigator's Tools

Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill. Proficiency with this kit allows you to add your proficiency bonus to any checks you make for creating or studying maps.

The tools weigh 2 lbs and cost 25 gp.

Navigation

The Navigator's role is for plotting courses, determining your location on the open seas and determining how the weather will affect your voyage. Without a navigator, a ship is more likely to become lost at sea and is unable to prepare itself for the harsh weather that races quickly across the waves.

This is assuming you are using the rules laid out in the Dungeon Master's Guide for D&D 5th Edition, though this can be easily adopted to any travel system. Futhermore, there are more options for Navigators/Quartermasters in the Ghosts of Saltmarsh adventure book or the Of Ships and Seas - Unearthed Arcana.

Weather Forecast

One of the main jobs that a Navigator is responsible for is ensuring that the captain of the ship is apprised of any foul weather on the horizon and plotting a course to help steer around it. By taking an hour, which can be done during a short rest, the Navigator can study the skies, the ocean currents and take a feel for how the atmosphere feels around them, then they can make a Navigator's Tools (Wisdom) check to determine what the weather will be like for a number of days based off of their result.

Futhermore, they can determine how far out the weather is in the hexes surrounding them. In this chart it is assumed the Hexes are 60 miles wide and is at a Continent Scale, see page 14 in the Dungeon Master's Guide for more information on map sizes.

Number of Days Out Navigator DC # of Hexes Out*
Current 10 Current Hex (60 miles)
Next Day 12 1 (180 miles)
Next 3 Days 15 1 (180 miles)
Next 5 Days 18 2 (300 miels)
Next 7 Days 20 2 (300 miles)

*Hex size is assumed to be 60 miles wide and on a Continent Scale map.

The Weather

The weather can be treacherous when sailing across the ocean, and its important to know what is coming. Different types of storms and their effects on your ship can be found on the next page.

Plotting a Course

At the beginning of each day at sea, you must plot out your course for the day. By spending an hour with your charts and plotting out the direction of your ship, you can ensure that you end up where you are expecting to, even when the weather is trying to throw you off.

The DC for plotting a course depends on where you are in relation to land and whether you are traveling through uncharted territory or have a map, the DC is determined based on your position in the morning though the DM might call for a second check that night if you have significantly changed your location, per the DM's discretion.

When you plot your course in the morning, you must roll a Navigator's Tools (Wisdom) check against the DC.

Plotting DC
Location DC
Within sight of land, with a map 10
Within sight of land, no map (staying near land) 11
In charted waters, with a map 10
In charted waters, no map 13
In uncharted waters 15
Supernatural waters 18

Becoming Lost

If you become lost while traveling out at sea, you can spend an hour that night determining your location with the help of the stars, if they can be seen. If you are in a bad storm, heavy fog or some other reason you can not see the stars, you are unable to make this check.

You must succeed on a Navigator's Tools (Wisdom) check versus the DC of your location (per the Plotting DC chart above). Upon successfully making the check, you are no longer lost and you can find yourself on the map. You can repeat this check at the end of every day you are lost.

If you are proficient in Survival checks, you can double your proficiency bonus for this check.

Assisting

While you are plotting out your course, you can gain advantage if someone else is proficient with Navigator's Tools or is proficient with the Cartographer's Tools. If you are proficient in both tools, you can instead double your proficiency to any Navigator's Tools checks for plotting a course so long as you have both tools on you and you have been working on your maps every day.

Weather
Type d100 Effect
Typhoon 1-2 You are inside a storm that will be raging for 1d3 days. While in the Typhoon you are considered Lost while traveling and make no progress in the day, and must wait out the storm. Everyday you are in the Typhoon, the ship must make a DC 12 Constitution check or take 6d10 bludgeoning damage to their hull and sails. On a successful save, the hull and sails takes half damage. Visibility is is heavily obscured and after the Typhoon subsides, you are Lost and must roll on the Blown Off Course chart.
Gale Winds 3-7 Strong winds threaten to blow you off course. For 1d4 days the Navigator has disadvantage on their Navigation checks. If they fail at least one of their checks, they are Lost and must roll on the Blown Off Course chart. Furthermore, if they choose to not take the sails down, than the ship must succeed on a DC 10 Constitution Saving Throw or take 3d6 bludgeoning damage to the Sails. Visibility is not affected.
Storms 8-17 The Ship is rocked heavily by storms for 1d6 day and the Navigator must make a DC 12 Constitution saving throw or become wracked with seasickness and have disadvantage on their Navigation checks for the day. Visibility is heavily obscured.
Heavy Fog 18-25 Heavy Fog obscures all visibility for 1d6 day. The Navigator has disadvantage on their Navigation check.
Inclement Weather 26-30 Poor weather limits visibility and your vision is lightly obscured for 1d4 days.
Calm Winds 31-34 The winds that help move your ship along have gone quiet, forcing you to pull out the oars. For the next 1d4 days, the winds are stilled and you must rely on your oarsmen to pull the boat forward.
Ill-Favored Winds 35-39 Powerful winds blow against you, reducing your speed against them for 1d4 days.
Favorable Weather 40-95 All is right with the seas, and you have 1d10 days of normal weather.
Strong Winds 96-100 You have found a favorable wind and it propels you along for 1d4 days increasing your speed if you use your sails.

If you are blown off course, the DM will determine where you are lost. For more information on the Weather and navigating the oceans, please visit my Archipelago Adventures on Dump Stat Adventures' website.


Weather - Archipelago Adventures Pt. 5
Navigation 2 - Archipelago Adventures Pt. 15

Navigator's Tools

Painter's Supplies

Painting landscapes, portraits and even more experimental subjects, you have the perfect tools to create art and express yourself.

Painter's Supplies

Painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.


Painter's supplies weigh 5 lbs and cost 10 gp.

Drawing and Painting

Drawing and creating art requires that you have access to materials you wish to make your painting out of, this typically consists of paint and parchment. While most paintings or drawings don't require a massive quantity of materials, certain pieces may require you to use the bones of a dragon for pigment, or the hide of a Xorn for parchment.

When painting, drawing or creating; you must succeed on a Dexterity (Painter's Supplies) check, and you can add your proficiency bonus if applicable.

Creating Artwork

Painting and drawing can be a long process that takes dedicated hours or it can be a quick sketch that it only takes a few minutes. To create art, you must spend at least 10 minutes, or more depending on the size of the piece. A simple line art sketch may only take you 10 minutes, while a mural across the side of a building may take you several weeks.

Most simple artworks that rely on a single medium to use for your drawing or paint, requires up to an hour. The more elaborate the designs, or the more materials required, the longer the piece takes to complete per the DM's discretion. Examples are given below.

Painting and drawing can be defined into 2 broad categories, process and complexity.

Process

The process of your artwork effects the length of time to draw or paint. The process determines the amount of materials being used. There are three categories for the process of your artwork: Light, Modest or Heavy.

Light processes require at least 5 minutes to draw plus the amount of time it requires for the complexity of the artwork. A light process typically consist of a single material or color; like charcoal or a quill.

Modest processes require at least 30 minutes to draw plus the amount of time it requires for the complexity of the artwork. A modest process requires more than one type of color or material; like mixing paints and charcoal, or using multiple base colors.

Heavy processes require at least 8 hours to create plus the amount of time it requires for the complexity of the artwork. A heavy process requires different colors and/or materials, and might require rare ingredients or creating special colors.

All times represent the minimum time for each process, and at the DM's discretion may take longer.

Complexity

The complexity of your artwork effects the length of time to draw or paint. The complexity represents the size and detail of your creations. There are three categories for the complexity of your artwork: Simple, Moderate, Intricate.

Simple artworks require at least 5 minutes to create plus the amount of time it requires for the process of the artwork. A simple artwork could be a line drawing of a face, a rough sketch of the countryside or purposeful doodles. Most simple artworks take up a small piece of parchment or vellum.

Moderate artworks require at least 30 minutes to create plus the amount of time it requires for the process of the artwork. A moderate artwork could be a careful sketch of someone's figure, a simple scenic view or drawing out a detailed layout of a building. Most moderate artworks take up multiple pieces of parchment or on canvas.

Intricate artworks require at least 8 hours to create plus the amount of time it requires for the process of the artwork. An intricate artwork could be a family portrait, an intricate landscape or anything that requires absolute skill and mastery. Intricate artworks might take up an entire wall on the side of a building, or a painting with lots of small details or even a hidden code.

All times represent the minimum time to create artwork of its complexity, and at the DM's discretion may take longer.

Creating the Art

After the artwork is completed or 8 hours of work has been finished, whichever comes first, the artist must succeed on a Dexterity (Painter's Supplies) check, adding their proficiency bonus if they are proficient in the tool. If they succeed, they make progress on their creation or the artwork is finished and accurately communicates their ideas, on a fail they make no progress on their creation or they realize that there is a flaw in the artwork or it expresses the wrong ideas.

The DC for creating a piece of art is dependent on the Process and Complexity of the artwork, DC starts at 8 plus the process and complexity bonuses. A Light process adds +1, Modest +3, and Heavy +6. A Simple complexity adds +1, Moderate +3, and Intricate +6. The DM may decide that using certain materials or sizes may raise or lower the DC.

Materials

Artwork can be crafted in a variety of materials, and they each have a cost. To create art, you must have the required materials on hand. Certain exotic materials may not be available in your location and may require you to go to strange locales or hunt monsters, per the DM's discretion.

The following materials represent examples of common crafting base materials and an average cost.

Materials
Material Cost Weight Rarity
Book 25 gp 5 lbs Common
Chalk 1 cp - Common
Ink (1 ounce bottle) 10 gp - Common
Ink Pen 2 cp - Common
Parchment 2 cp - Common
Painter's Supplies
Example Artworks
Type Materials Complexity Process Time to Craft DC Number
of Checks
Sketch Charcoal Simple Light 10 minutes 10 1
Royal Portrait Multiple Specialty Colors Intricate Heavy 16 hours 20 2
Landscape Various Color Moderate Modest 1 Hour 14 1
Sketch on a Wall Charcoal Intricate Light 8 hours 15 1
Painter's Supplies

Poisoner's Kit v.1.1

The smartest assassins know that the stinger or bite of a creature might be painful, but it's hardly the thing for you to worry about. Instead, the deadly nature of a scorpion or a snake is the natural venom they produce. A poisoner's kit allows the smarter adventurers to harvest venom to create powerful poisons to immobilize, debilitate or otherwise cause unending pain to their targets.

Poisoner's Kit

A poisoner's kit includes a journal, glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

The tools weigh 3 lbs and costs 50 gp.

Poisoner's Journal

Each poisoner keeps a journal with their equipment to record their findings and to keep recipes. These journals are highly prized by assassins and are rarely shared with others. When a poisoner starts out, they typically know three recipes and can expand their recipes by trading notes with others, finding other journals, or experimenting with venoms and plants.

Deciphering a Journal

Every poisoner keeps a journal of their formulas, with almost all of them using their own shorthand or code for their recipes. This is prevent would-be robbers from stealing their knowledge or protecting them in case their journal is seized from revealing their true identity. If an adventurer wishes to uncover the secrets, they must succeed on an Intelligence (Poisoner's Kit) check against the DC of the poisoner and spend 1 hour per recipe to work on the code.

The typical DC is DC 12, based off of the Assassin's statblock in the Monster Manual.

Journal DC: 8 + Proficiency Bonus + Intelligence Modifier

Procuring Venom

Before you can create your dangerous concoctions, you must first have access to the venom of certain types of creatures, harvest the plants needed, or be able to pay someone else to get it for you. When a poison shows a component cost, you must either have access to the component or spend the gold necessary for the component. This cost may increase or decrease depending on the region you are located in; or may not even be available unless you know the right people.

Creating Poisons

Once you have access to your components, and are proficient in the poisoner's kit, you can go about creating your poison. By spending an hour mixing and combining the necessary ingredients, you can make a crafting check using your Intelligence modifier plus your proficiency bonus for the poisoner's kit. If you hit or exceed the DC for the poison, your poison was successfully created and it is ready to be used.

On a failed roll, the components are wasted in the attempt.

Milking Venom

If you find a creature you wish to extract it's venom from, you must have an empty vial and you must extract the venom while it is alive or within an hour of its death. By extracting your own venom, you can forgo the component cost of a poison.

When you extract the venom, you must attempt an Intelligence (Poisoner's Kit) check against the DC of the creature being milked. This process takes several minutes to complete.

Extract DC: 10 + half the CR of the creature (rounded up)

On a success, you extract enough venom for one dose of a poison. If you wish to extract more venom, you must locate another creature or wait for the creature to produce more venom.

On a fail, the venom is lost and you must wait for the creature to produce more venom or find another creature that produces that venom.

Experimenting with Venom

If you find yourself with extra venom, but no recipes to use that venom, you can try and create a new poison out of it. By spending an hour experimenting with the venom and testing it on a living creature, you can create a new recipe by making an Intelligence (Poisoner's Kit) check against the Recipe DC. Most poisoners have rats, pigs or chickens to experiment their poisons on, but a poisoner can always test their poisons on themselves.

The DC to create the recipe is based off of the CR of the creature, and you may have advantage on this roll if you have previously worked on this venom, per the GM's discretion.

Recipe DC: 12 + half the CR of the creature (rounded up)

Poison Characteristics

Some poisons must be ingested, others rely onn contact via weapons, and others must be in mist form. A poison will list how it must be delivered for it to work, utilizing a poison by using it in a different way often makes it useless.

Certain poisons initial effect can be extremely weak, but they feature aftereffects. These aftereffects begin working at the start of the creature's next turn but only if they failed their initial saving throw against the poison.

Contact Poisons

Contact poisons must be applied to weapons and are only delivered on a hit and when the weapon deals damage.

Ingested Poisons

Ingested poisons must be eaten and do not take effect until the start of the target's next turn.

Mist Poisons

Mist poisons must be aerosolized during creation and the target must breathe in the poison.

Aftereffects

Aftereffects only come into effect once the target has failed their initial saving throw.

Poisoner's Kit

Poison Recipes

To apply a poison to a weapon, drop it on food or in a cup, or similar activity requires an action to complete.

Assassin's Blood

An assassin's favorite tool to make the target think they have food poisoning. This is the best tool to get a target away from a group and allow them to finish the job.


  • Ingested Poison, Craft DC 11
  • Component Cost: 150 gp
  • Creatures: Poisonous Snakes, Poisonous Spiders, Scorpions
  • Extract DC: 11 Recipe DC: 13
  • Poison DC: 10, Constitution saving throw
  • Effect: This poison must be applied to food or drink. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 1d12 poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
  • Duration: The target is poisoned for 24 hours.
  • Potency: The poison retains potency for 1 hour when applied to food or drink.

Basic Poison

The first poison must poisoners learn and is easily produced. This poison is the hallmark for assassins just beginning.


  • Contact Poison, Craft DC 10
  • Component Cost: 100 gp
  • Creatures: Poisonous Snakes, Poisonous Spiders
  • Extract DC: 10 Recipe DC: 12
  • Poison DC: 10, Constitution saving throw
  • Effect: You can apply this poison to one slashing or piercing weapon, or on up to three pieces of ammunition. A creature hit by the poisoned weapon must make a DC 10 Constitution saving throw or take 1d4 poison damage.
  • Potency: The poison retains potency for 1 minute before drying.

Burnt Othur Fumes

This mist burns through the membranes of nasal passageways and through the soft tissue of the mouth. Created from the dried venom of giant wasps, this lingering poison is designed to kill quickly before its effects can be stopped.


  • Mist Poison, Craft DC 12
  • Component Cost: 500 gp
  • Creatures: Giant Wasps
  • Extract DC: 11 Recipe DC: 13
  • Poison DC: 13, Constitution saving throw
  • Effect: This poison is sprayed out into a 5-foot cube and a creature subjected to this poison must succeed on a DC 13 Constitution saving throw, taking 3d6 poison damage on a failed save. On a successful save, the creature is immune to this application of the poison.
  • Aftereffect: If the target fails the initial saving throw, they must repeat the saving throw at the end of their turn. The target takes 1d6 poison damage on a failed save and must succeed on three successful saves before the poison ends. These successes do not need to be consecutive.
  • Duration: The target must make three successful saves.
  • Potency: The poison dissipates immediately.

Carrion Crawler Brain Juice

One of the odder venoms on the market, this venom is theorized to be created from the necrotic flesh that Carrion Crawlers regularly devour. Many claim that feeding Carrion Crawlers drow will make the venom that much deadlier.


  • Contact Poison, Craft DC 12
  • Component Cost: 300 gp
  • Creatures: Carrion Crawlers
  • Extract DC: 11 Recipe DC: 13
  • Poison DC: 13, Constitution saving throw
  • Effect: You can apply this poison to one slashing or piercing weapon, or on up to three pieces of ammunition. A creature hit by the poisoned weapon must make a DC 13 Constitution saving throw. On a failed save they are poisoned and take 1d4 poison damage, or half damage on a successful save.
  • Aftereffect: If the target fails the initial saving throw, at the start of their next turn they become paralyzed. At the end of their turn they can repeat the saving throw, ending the paralyzed and poisoned condition on a success.
  • Duration: The target is poisoned and paralyzed for 1 hour or until they make a successful save.
  • Potency: The poison retains potency for 10 minutes before drying.
Poisoner's Kit

Deathjump Spider Venom

This thick, mud-like poison has a sharp blue color to it, that almost makes it seem otherworldly. This venom can only be harvested from the elusive phase spiders, though many drow have easy access to these poisons.


  • Contact Poison, Craft DC 13
  • Component Cost: 600 gp
  • Creatures: Phase Spider
  • Extract DC: 12 Recipe DC: 14
  • Poison DC: 12, Constitution saving throw
  • Effect: You can apply this poison to one slashing or piercing weapon, or on up to three pieces of ammunition. A creature hit by the poisoned weapon must make a DC 12 Constitution saving throw, taking 1d8 poison damage on a failed save, or half as much on a successful save.
  • Aftereffect: If the poison damage reduces the target to 0 hit points, the target immediately stabilizes on their next turn but is poisoned for 1 hour, even if they regain hit points. While poisoned in this way, they are paralyzed.
  • Potency: The poison retains potency for 10 minutes before drying.

Dragon's Breath

By slowly harvesting the poison glands of a green dragon, you can bottle the potent poisonous gas and release it, either by breaking the bottle or opening the lid. The thick gas immediately fills up a 10' square area before dissipating away.


  • Mist Poison, Craft DC 14
  • Component Cost: 1600 gp
  • Creatures: Young Green Dragons, or older
  • Extract DC: 14 Recipe DC: 16
  • Poison DC: 14, Constitution saving throw
  • Effect: This poison, when released, immediately fills up a 10-foot square area centered on its container before dissipating. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw, taking 12d6 poison damage on a fail, or half as much damage on a successful one.
  • Potency: The poison dissipates immediately.

Ground Thassil Shroom

This flavorless, blue powder is harvested by deadly fungi cultivated by ettercaps in their dark realms of spiders and webs.


  • Ingested Poison, Craft DC 11
  • Component Cost: 400 gp
  • Creatures: Fungi cultivated by Ettercaps
  • Extract DC: 11 Recipe DC: 13
  • Poison DC: 12, Constitution saving throw
  • Effect: This poison must be applied to food or drink. A creature subjected to this poison must make a DC 12 Constitution saving throw. On a failed save, they are poisoned.
  • Aftereffects: If the target fails the initial saving throw, they must repeat the saving throw at the start of their next turn. If they fail that saving throw, they become under the effects of a slow spell.
    At the end of their turn, they can attempt a DC 12 Wisdom daving throw to end the effect.
  • Duration: The target is poisoned for 1 hour and under the effect of a slow spell until they succeed on their saving throw.
  • Potency: The poison retains potency for 1 hour when applied to food or drink.

Pale Tincture

A pale tan liquid, this strange substance is harvested from fungi cultivated by myconids in their lairs in the underground lands. The poison is extracted by squeezing the liquid out of pale mushrooms.


  • Ingested Poison, Craft DC 13
  • Component Cost: 250 gp
  • Creatures: Fungi cultivated by Myconids
  • Extract DC: 11 Recipe DC: 13
  • Poison DC: 16, Constitution saving throw
  • Effect: This poison must be applied to food or drink. A creature subjected to this poison must make a DC 16 Constitution saving throw. On a failed save, they take 1d6 poison damage and are poisoned.
  • Aftereffects: If the target fails the initial saving throw, they must repeat the saving throw every 24 hours, taking 1d6 poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means.
  • Duration: The target is poisoned until they succeed seven times on the saving throw. These successes do not need to be consecutive.
  • Potency: The poison retains potency for 1 hour when applied to food or drink.
Poisoner's Kit

Purple Worm Poison

This purple goo easily coats a weapon and even has a sharp smell to it that burns the nostrils. From the stingers of a purple worm, this powerful poison is also used in alcoholic beverages to provide a powerful kick, though it isn't for the faint of heart.


  • Contact Poison, Craft DC 16
  • Component Cost: 2000 gp
  • Creatures: Purple Worm
  • Extract DC: 18 Recipe DC: 20
  • Poison DC: 19, Constitution saving throw
  • Effect: You can apply this poison to one slashing or piercing weapon, or on one piece of ammunition. A creature hit by the poisoned weapon must make a DC 19 Constitution saving throw, taking 12d6 poison damage on a fail, or half as much on a successful save.
  • Potency: The poison retains potency until delivered through a wound or washed off.

Stormclaw Scorpion Venom

Despite the name, this poison is only rarely created from scorpion venom, more often harvested from snakes and spiders. This purple-black poison hails from the desert and is used to distract targets, making it easier to bring down fighters.


  • Contact Poison, Craft DC 10
  • Component Cost: 200 gp
  • Creatures: Poisonous Snakes, Poisonous Spiders, Scorpions
  • Extract DC: 11 Recipe DC: 13
  • Poison DC: 12, Constitution saving throw
  • Effect: You can apply this poison to one slashing or piercing weapon, or on up to three pieces of ammunition. A creature hit by the poisoned weapon must make a DC 12 Constitution saving throw, taking 1d4 poison damage on a fail, or half as much damage on a successful save.
  • Aftereffect: If the target fails the initial saving throw, at the start of their next turn they are poisoned. While poisoned in this way, they take 1d4 poison damage at the start of their turn.
    At the end of their turn, they can attempt the saving throw again. Upon a successful save, they are no longer poisoned and are immune to this poison for 24 hours.
  • Duration: The target is poisoned for 1 hour or until they successfully save.
  • Potency: The poison retains potency for 10 minutes before drying.

Wyvern Poison

This venom resembles amber and comes from the vicious wyverns that attack sailors or airships. Many have died trying to harvest this venom as the tail of a wyvern will occasionally jab out with muscle spasms, even in death.


  • Contact Poison, Craft DC 13
  • Component Cost: 1200 gp
  • Creatures: Wyverns
  • Extract DC: 13 Recipe DC: 15
  • Poison DC: 15, Constitution saving throw
  • Effect: You can apply this poison to one slashing or piercing weapon, or on one piece of ammunition. A creature hit by the poisoned weapon must make a DC 15 Constitution saving throw, taking 7d6 poison damage on a fail, or half as much on a successful save.
  • Potency: The poison retains potency until delivered through a wound or washed off.

Variant: Sensible Pricing

The prices above are based on the published prices in the Player's Handbook and in the Dungeon Master's Guide that are widely expensive for what damage they offer. If you'd like a more balanced price for poisons, you can use the prices listed below, or make your own based on the prices below and the ones provided in the official sources.

Sensible Prices
Poison Offical Cost Sensible Cost
Assassin's Blood 150 gp 90 gp
Basic Poison 100 gp 50 gp
Burnt Othur Fumes 500 gp 280 gp
Carrion Crawler Brain Juice 300 gp* 150 gp
Deathjump Spider Venom 600 gp* 240 gp
Dragon's Breath 1600 gp* 650 gp
Ground Thassil Shroom 400 gp* 120 gp
Pale Tincture 250 gp 110 gp
Purple Worm Poison 2000 gp 1,550 gp
Stormclaw Scorpion Venom 200 gp* 90 gp
Wyvern Poison 1200 gp 740 gp

*This poison's "official" price is based on the other poisons and does not appear in an official source.

Errata

Version 1.1
  • Fixed grammar, spelling, and wording mistakes.
  • Adjusted poisons so that they more accurately match the language used in 5th edition.
  • Added in Variant: Sensible Pricing
Poisoner's Kit

Potter's Tools

Your tools are used to create pots, vessels, and even statues of ceramic and clay. While most potters spend their time in the mundane, you have stumbled upon a secret art of pottery making, etching ancient runes and sigils into clay you can inject a spark of magic into your crafted vessels.

Potter's Tools

Potter's Tools include include potter's needles, ribs, scrapers, a knife, and calipers.

Potter's Tools weigh 3 lbs and cost 10 gp.

Crafting

When crafting vessels, pots, and even terracotta, statues made of clay, you must have the required ingredients, like clay, and have enough time to work on the vessel. When crafting a vessel, you must decide what you are going to work on and then spend at least 4 hours a day to make progress on creating the item. Most items can be worked on around a campfire, though it is far faster to use a workshop or have a dedicated space for larger equipment.

Once you have completed the number of days required, you must then roll a Potter's Tools (Dexterity) check against the DC of the vessel you are working on. On a success, you complete the design and it is ready to be fired. On a failed check, you realize there is a fault in the vessel and they must be salvaged. See Salvaging for more information.

Mundane Vessels

The most common application of Potter's Tools is producing clay and ceramic pots and other vessels. If you are producing a pot with no runes, sigils or other special markings, this can be done easily by a proficient potter and requires no check if you are proficient in Potter's Tools.

Potter's Runes

When you begin crafting your vessel, you must decide which vessel you are going to be producing and then you begin working. You know 3 Potter's Runes, and you can find more as you explore throughout the world for this lost technique.

Each Potter's Rune has a different effect and these runes are written into the clay before it is fired. These Potter's Runes are small sigils carved across and around the vessel, summoning arcane magic. Each set of runes do a different effect, like leeching poisons from water or creating wine.

These finished vessels are considered magical and are resistant to damage and the normal wear and tear of traveling, though they will still break if abused enough.

Firing

Once you have finished your vessel, it must then be fired. This is not something that can be accomplished in a normal fire pit, but rather must be fired at the local artisan guild for a day. Costs vary but most items can be fired for 1 to 5 silver pieces depending on the size and if you are up to date on guild fees.

Potter's Save DC

The Save DC of your vessels is 8 + your Dexterity modifier + your Proficiency Bonus.

Salvaging

If your vessel is damaged or incorrect while preparing for it to be fired, you must spend a quarter of the days (rounded down) required to rework the clay and redraw any broken runes or sigils. Once the salvaging is completed, and the time has elapsed, you must succeed on a Potter's Tools (Dexterity) check against the DC of the vessel you are salvaging.

On a success, the vessel is salvaged and can be used like usual. On a failed roll, you must restart the process of salvaging them.

Potter's Wheel

If you have access to a potter's wheel, you can quickly produce pots and other circular vessels at one quarter the time it would normally take you. You can only use the potter's wheel on circular objects, per the DM's discretion.

Various Materials

Certain vessels might require different materials to be worked into the clay, this might be something as mundane as bone ash or require something magical like the bone ash of dragons or the elemental residue of a slain fire elemental. Typically these magical materials aren't for sale and rather you must find them yourself.

If a vessel requires a special component, you must have enough quantity to work it into your clay, at least a number of pounds of the material equal to the number of days you must work on it. The Material Cost listed with each item does not include the cost of special materials needed to be worked into the clay.

Example Vessels
Design Day(s) Material
Cost
DC Special
Material?
Mundane Vessels - - - -
Jug or Pitcher 1 1 cp - -
Cup, set of 4 1 1 cp - -
Pot with Lid 1 2 cp - -
Terracotta, small 4 3 cp 10 -
Katharízo Pot 4 5 gp 11 Plants
Fotiá Pitcher 6 10 gp 12 Fire Elemental
Theïkós Tablet 7 15 gp 13 Celestial
Krasí Jug 4 6 gp 10 Fey
Zoi Terracotta 14 60 gp 15 Undead

Full Days Work

Each vessel is assumed that you are working only 4 hours per day on the vessel. The number of days can be decreased if you are working longer hours per day, per the DM's discretion.

Soul of the Creator

Because these special vessels require ancient runes and arcane sigils, a potter can only have a number of vessels active with runes equal to their Intelligence or their Wisdom modifier, their choice.

Potter's Tools

Example Vessels

Katharízo Pot

This pot can hold up to 2 gallons of water and, over the course of 8 hours, purify that water, making it drinkable and safe to consume.


  • Material Cost: 5 gp
  • Materials: ashes of monstrous plants like blights
  • Days to Craft: 4 Days
  • Potter's DC: 11

Fotiá Pitcher

This pitcher has arcane runes that speak of fire and devastation. It can hold a small draft of water and over the course of a long rest, it turns the water into a strange liquid that burns nostrils when smelled. When consumed as an object interaction, the drinker can expel a 15-foot cone of fire within in the next hour as a bonus action. Any creature caught in this cone of fire must make a Dexterity saving throw against your Potter's Save DC. On a failed save, they take 3d6 fire damage or half on a successful save.


  • Material Cost: 7 gp
  • Materials: remains of a dead fire elemental
  • Days to Craft: 6 Days
  • Potter's DC: 12

Theïkós Tablet

This table is covered in runes of the divine and tell a great story of heroism and angels. As an action, a creature can present this tablet and become consumed with radiant energy. For the next minute, all their melee weapon attacks now deal 1d4 radiant damage. This effect ends early if the creature is incapacitated or knocked unconscious. The tablet grants this boon once a day.


  • Material Cost: 15 gp
  • Materials: ash of a celestial
  • Days to Craft: 7 Days
  • Potter's DC: 13

Krasí Jug

This jug is covered in runes that tell of unending festivals in the forests of Arborea. When a gallon of water is poured into this jug, over the course of an hour it turns into a deep and dark red wine like that found on the plane of Arborea during one of their many feasts.


  • Material Cost: 6 gp
  • Materials: powdered grapes grown by the elves
  • Days to Craft: 4 Days
  • Potter's DC: 10

Zoi Terracotta

This terracotta can take the shape of any small beast like that of a rabbit, baboon or a sheep. Once you finish firing this terracotta creature, it comes to life and follows your commands.

On each of your turns, you can use a bonus action to mentally command this creature if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

You can only have one terracotta active at a time, and if it is knocked to 0 hit points, it is destroyed and you must remake it. No matter what physical form you give them, they have the same stats as presented in the statblock below.


  • Material Cost: 60 gp
  • Materials: cremated ashes of an undead of CR 1 or higher
  • Days to Craft: 14 Days
  • Potter's DC: 15

Zoi Terracotta

Small construct, -


  • Armor Class 15 (natural armor)
  • Hit Points proficiency bonus times five
  • Speed 25 feet

STR DEX CON INT WIS CHA
14 (+2) 10 (+1) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

  • Damage Vulnerabilities Bludgeoning, Thunder
  • Damage Resistances Piercing
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 6
  • Languages --

False Appearance. While the terracotta remains motionless, it is indistinguishable from a normal clay statue of the form you've chosen.

Constructed Nature. It gains a bonus to its attack and damage rolls by 1 when your proficiency bonus increases by 1.

Actions

Slam. Melee Weapon Attack: +4 to hit, Reach 5ft, one target. Hit: 5 (1d6 + 2) bludgeoning damage

Potter's Tools

Scrollscriber's Supplies

I need to review these rules, so let's stick with what I currrently have at the scribe scrolls section on magic items document

Scrollscriber's Supplies

Smith's Tools

You work with fire and steel to create deadly weapons, impenetrable armor and maybe even the occasional horseshoe. You are a master at the forge, even if you are sitting in front of a campfire.

Smith's Tools

The following text replaces the text found on pg. 84 of Xanathar's Guide to Everything

Smith's tools allow you to work metal, beating it to alter its shape, repair damage, or work raw ingots into useful items. Your tools include hammers, tongs, charcoal, rags, a 20lb block of steel and a whetstone. Your tools weigh 28 lbs and costs 40 gp.

Proficiency with this tool lets you add your proficiency bonus to any Strength checks you make for your smithing.

The Forge

While you are more at home working in a forge, sometimes you can make do with just a campfire. If an item is able to be crafted at a campfire, then it will have a small Fleuron next to the name.

Example:

Dagger ❧

Crafting

When crafting a new item, you have three different qualities to work towards, Scrap, Common, and Masterwork.


Scrap costs half the price of the item, and requires no crafting checks. Furthermore, it decreases the base effectiveness of the item. For weapons, this gives them a -1 to attack rolls, and for armor it gives them a -1 to AC.


Commmon costs half the price of the item to craft and requires a base DC13 craft check. This check varies based on the complexity of the equipment you wish to craft.


Masterwork costs three times the price of the common equipment craft and requires a base DC21 craft check. This check varies based on the complexity of the equipment you wish to craft. Furthermore, the item is far more effective. For weapons, this gives them a +1 to attack rolls, and for armor it gives them a +1 to AC. Crafting time for equipment in this category also take 25% longer to create.

Complexity

Some equipment is more complex than others to craft. There are three different levels, Simple, Moderate, and Complex.


Simple items are very easy to craft and can be created quickly, they have a base DC13 to craft (DC21 if Masterwork). Simple items are typically made out of a single piece of steel and have a simple form. To determine how long it takes to craft, take the weight of the equipment and divide by 4 and round up, minimum of 1 day.

i.e. If the equipment weighs 1lb, it takes 1 day to craft.


Moderate items can be quickly crafted and have a base DC14 to craft (DC22 if Masterwork). Moderate items are made from a few different pieces of steel and have a few complicated techniques. To determine how long it takes to craft, take the weight of the equipment and divide by 2 and round up, minimum of 1 day.

i.e. If the equipment weighs 8lbs, it takes 4 days to craft.


Complex items take a lot longer to craft and have a base DC15 to craft (DC23 if Masterwork). Complex items are made from lots of pieces and have moving parts and complicated forms. To craft the equipment, it takes a number of days equal to the weight of the equipment, minimum of 1 day.

i.e. If the equipment weighs 45lbs, it takes 45 days to craft.

When crafting an item, you need at least 6 hours to dedicate to your work. If you spend more time than that, your GM can determine if you speed up progress on crafting your equipment, but the number of checks required does not change.

Crafting Checks

When crafting your equipment, you will need to make the appropriate craft check to ensure that your equipment is coming out correctly. Before you begin work on your equipment, you must determine if you are crafting a Masterwork item first or not. If you are crafting Masterwork your upfront costs will increase.

For every seven days you spend crafting your equipment, you must make a Craft check with the DC determined by Quality & Complexity, any days that are in excess of the seven days but don't form another seven days still require a craft check. i.e. If your equipment takes 9 days to craft, you would make 2 craft checks.

If you are working towards Masterwork and fail any of your craft checks, it becomes Common. If you are working towards Common and fail any of your craft checks, you have one chance left to save it. On your next craft check, you have disadvantage on the check. If you fail, or have no more craft checks, than the equipment is Scrap quality.

The craft checks are assumed to happen at the end of the seven days or the end of the day when you finish crafting your equipment. If you fail the roll, you can not use those days you spent crafting an item to craft something else.

Items You Can Craft

As a blacksmith, you can create a lot of useful equipment, but it must be mostly metal. Some items may require leather or cloth, if it is an important part of the equipment you are unable to craft it. Some items, like Studded Leather, require putting metal studs in leather. If you have the leather armor available, you can craft Studded Leather, otherwise you can't.

If something requires a wooden shaft, it is assumed you have a suitable wooden shaft for it.

Certain items may have special properties and they will be addressed in the Special Properties section after the equipment chart on the next page.

Smith's Tools

Player's Handbook Equipment

Simple Weapons
Equipment Complexity Weight Days to Craft DC # of Checks Cost Special Properties
Dagger ❧ Simple 1 lb. 1 13 1 1 gp No
Handaxe ❧ Simple 2 lb. 1 13 1 2 gp 5 sp No
Light Hammer ❧ Simple 2 lb. 1 13 1 1 gp No
Mace Simple 4 lb. 1 13 1 2 gp 5 sp No
Sickle ❧ Moderate 2 lb. 1 14 1 5 sp No
Spear ❧ Simple 3 lb. 1 13 1 5 sp No
Arrows ❧ Simple - 1 13 1 5 sp Yes
Dart ❧ Simple 1/4 lb. 1 13 1 2 cp Yes
Martial Weapons
Equipment Complexity Weight Days to Craft DC # of Checks Cost Special Properties
Battleaxe Moderate 4 lb. 2 14 1 5 gp No
Flail ❧ Complex 2 lb. 2 15 1 5 gp No
Glaive Moderate 6 lb. 3 14 1 10 gp No
Greataxe Moderate 7 lb. 4 14 1 15 gp No
Greatsword Moderate 6 lb. 3 14 1 25 gp No
Halberd Moderate 6 lb. 3 14 1 10 gp No
Longsword ❧ Moderate 3 lb. 2 14 1 7 gp 5 sp No
Maul Moderate 10 lb. 5 14 1 5 gp No
Morningstar Moderate 4 lb. 2 14 1 7 gp 5 sp No
Pike ❧ Moderate 18 lb. 2 14 1 2gp 5 sp Yes
Rapier ❧ Moderate 2 lb. 1 14 1 12gp 5 sp No
Scimitar ❧ Moderate 3 lb. 2 14 1 12gp 5 sp No
Shortsword ❧ Moderate 2 lb. 1 14 1 5 gp No
Trident Moderate 4 lb. 2 14 1 2 gp 5 sp No
War Pick ❧ Moderate 2 lb. 1 14 1 2 gp 5 sp No
Warhammer ❧ Moderate 2 lb. 1 14 1 7 gp 5 sp No
Armor
Equipment Complexity Weight Days to Craft DC # of Checks Cost Special Properties
Studded Leather ❧ Simple 3 lb. 1 13 1 17 gp 5 sp Yes
Chain Shirt ❧ Complex 20 lb. 20 15 3 25 gp No
Scale Mail ❧ Moderate 45 lb. 23 14 4 25 gp No
Breastplate Simple 20 lb. 5 13 1 200 gp No
Half Plate Complex 40 lb. 40 15 6 375 gp No
Ring Mail ❧ Complex 40 lb. 40 15 6 15 gp No
Chain Mail ❧ Complex 55 lb. 55 15 8 37 gp 5 sp No
Splint ❧ Moderate 60 lb. 30 14 5 100 gp No
Plate Complex 65 lb. 65 15 10 750 gp No
Shield ❧ Simple 6 lb. 2 13 1 5 gp Yes

*For Mastercraft, increase DC by 8 and cost by 3 times.

Smith's Tools

Special Properties

Arrows & Bolts

You can craft a number of arrowheads and bolts in a single day equal to your Strength score.

Dart

You can craft a number of darts in a single day equal to your Strength score.

Pike

A pike has a long wooden shaft, and may be harder to find than a normal wooden shaft. The metal spike of the pike will only take you 2 days to craft.

Studded Leather

You must have leather armor on hand before adding studs.

Shield

Some shields are made out of metal, and others out of wood. Depending on what material you are using, you won't be able to craft a shield with your Smith's Tools. Per GM discretion.

Variant Rules

Lower DC

By lowering the DC by 3 for each item, you can allow your lower leveled players a better chance of crafting a complex item instead of waiting until they have a greater chance at higher levels.

This means that Simple items are DC 10, Moderate DC 11 and Complex DC 12.

Crafting Complex Armor

Certain armor, like Plate, can be built from multiple pieces of other types of armor. Per the DM's discretion, you might be able to separate the process of working on plate, or other types of armor, into smaller, and easier, pieces of armor.

Plate is consisted of Half Plate and Chain Mail. Half Plate is consisted of Half Plate and Scale Mail, whereas Chain Mail is a larger suit than a Chain Shirt.

By first crafting the smaller components, you can decrease the complexity of the initial job and make fewer checks for the Complex job.

Special Items

Smith's Hammers of Silence

Wondrous item, common

These hammers have been enchanted to make no sound when used to craft equipment.

Traveling Forge

Price: 800 gp

This cart has 1,200 pounds of tools, coal and supplies. These tools and supplies included a bellows attached to a fireplace, a 4-inch-wide vise, 100-pound anvil, a box containing 250 pounds of coal, 4-foot-long bundled bars of iron, and on the limber is a box containing the requisite smith's tools. All of this is placed on a convenient cart that just requires a draft horse to pull it around. This equipment will allow you to craft materials that require a forge.

Smith's Tools

Snarecrafter Tools - v.1

You have been trained in setting up deadly traps and quick snares that disable your foes. These traps allow you to control the battlefield, setting them up in the perfect spot to cripple your enemies' plans. Often these traps can be constructed of simple materials, allowing you to construct these in out of the way places with little trouble.

Snarecrafter Tools

Snarecrafter tools include a knife, glue, a saw, a shovel, nails, and miscellaneous pieces of material.

Your tools weigh 4 lbs and costs 2 gp.

Snaring

The art of creating a snare is how you can seemingly create something deadly out of mundane materials, and hide it no matter where you are. Anyone might be able to cast an exploding glyph, but few can hide a spring trap in the middle of a stone hallway without anyone noticing it.

Crafting Check

Intelligence is your snarecrafting ability for your snares, since you must design and implement your snares expertly. You use your Intelligence whenever you must craft a snare or are attempting to design new snares. In addition, you use your Intelligence modifier when setting the saving throw DC and Perception DC for a snare you crafted and when making an attack roll with one.

Snare Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Snare Attack / Check = your proficiency bonus +

your Intelligence modifier

Known Snares

Most snarecrafters know three snares that they can craft. A snarecrafter can learn more snares by spending downtime working on new snares and succeeding on a snare check against the Craft DC of a snare. This doesn't create a snare, but rather, if they succeed they can craft these snares in the future as they figure out how to create them without placing themselves in danger.

Crafting a Snare

To craft a snare, you need construction materials, typically stone, wood, rope, and other common items; as well as time. Most snares can be crafted ahead of time, though you still need to spend some time setting up the snare in a spot.

Once a snarecrafter has gathered the required materials and spent the time to create their trap, they must then succeed on a snare check against the Craft DC of the snare they wish to craft. On a success, they are successful and have created a trap.

On a failed check, something goes wrong and they lose half the materials for the snare and must try again after gathering additional supplies. If they fail the check by 5 or more, they lose all of their materials as the trap destroys itself, this could be the rope disintegrating from age or the trap spontaneously combust due to friction between moving parts.

Time to Craft

It takes a certain amount of time to create a snare. This time only involves the creation of the trap and does not include setup time. Large and complicated traps typically take more time to craft while the simplest traps may only take a minute to throw together.

Materials

Every trap or snare requires materials in order to create it. Most of the time, a crafter can purchase these materials from any town or village and then craft what they need, this is shown as the Material Price and Materials of each trap.

If a snarecrafter wants to use the objects around them without spending any gold, they may be able to per the DM's discretion. If the snarecrafter is in place where they can gather the required materials they can do so by spending 5 times as long crafting their snare as normal.

This means that if a trap requires 1 minute to craft, it would take 5 minutes instead. If a trap takes 1 hour to craft, it would take 5 hours. This additional time is the time it takes for them to find the right ingredients, transform it into the right shape, as well as trying to find suitable replacements.

Setting Up

Once a snare or trap has been constructed, you can then carry it with you. Once you are ready to implement the trap, you must spend the time required in the Setup Time. Some traps can be quickly put into place, just dropping it down and then being finished. Other times, you must dig a pit wherever you want the trap, which could take an hour or more.

Retrieval

A snarecrafter can retrieve their own snare, so long as it has not been sprung and it is still operational, no check required. If the snarecrafter finds another trap, they can use their tools to try and disable and retrieve it, adding it to their arsenal, by attempting an Intelligence (Snare Check) against the DC of the snare. On a success, they can break down the trap and keep it for themselves, if applicable, otherwise the trap is disabled. This might happen if the trap is built into a wall. On a failed check, the trap is sprung and the crafter might be the target of the trap, per the DM's discretion.

It takes the same amount of time to setup a trap as it does to retrieve it.

Detecting Snares

The DC to detect a snare is equal to the Snare Save DC contested by a creature's passive perception. A creature only detects a trap when they are within 10 feet of it or can spot a trap if they use their action to make a Perception check and are within 30 feet of it.

If a creature sees the snarecrafter setting up the trap, they have advantage on their Perception check to spot the trap or gain a +5 bonus to their passive perception to notice it.

Triggering a Snare

A snare or trap is triggered when a creature moves into the space it is set up in. Once a trap is sprung, its effect then goes off. Some traps may require a saving throw to avoid its effects, the DC is equal to the Snare Save DC of the crafter.

Snarecrafter Tools

Example Snares & Traps

Alarm Trap


  • Craft DC 12
  • Craft Time 1 minute
  • Setup Time 1 action per 5 feet
  • Material Price 2 gp
  • Materials Thin Rope, Metal or Glass
  • Weight 6 lbs

You create an alarm that is composed of thin string and bits of metal that clink together when jostled. If a creature walks into the trap, the alarm sounds and all creatures within 50 feet can hear the metal clinking together. The trap can be strung along a path with a maximum length of 50 feet and must be anchored to at least two points on either end of the trap.

Catapulting Caltrops


  • Craft DC 13
  • Craft Time 10 minutes
  • Setup Time 1 action
  • Material Price 5 gp
  • Materials Caltrops, Rope, Wood
  • Weight 5 lbs

This canister occupies a 5-foot square with a small trip wire tied to it. If a creature walks into the trap, the trip wire rips the cannister open and the caltrops explode out, covering the area. The triggering creature must immediately make a Dexterity saving throw at disadvantage or stop moving this turn and take 1 piercing damage. Taking this damage reduces a creature's walking speed by 10 feet until the creature regains at least 1 hit point.

If any other creature moves through this area after the trap has been sprung, they must attempt the same saving throw or move at half speed to automatically succeed on the save.

It takes 1 minute to retrieve all the spilled caltrops and place them back in the trap.

Hunter's Hanging Snare


  • Craft DC 14
  • Craft Time 1 minute
  • Setup Time 10 minutes
  • Material Price 2 gp
  • Materials Rope, Metal
  • Weight 10 lbs + counterweight (not included in costs)

You create a series of knots and simple pulleys that can quickly grab a creature who steps into the trap. If a creature walks into the trap, which occupies a 5-foot square, the rope loop at the bottom suddenly attempts to grapple them by the foot as a trip wire springs the counterweight. The creature must make a Dexterity saving throw or become grappled and flipped upside down as the snare pulls them upside down and hoists them 5 feet above the ground by their foot.

The trap requires to be set up under a tree branch, a building's rafters, or similar place where there is something for the rope to be looped over and must then be hidden along a tree trunk, the wall, or some other structure. You must have a counterweight that weighs as much as the creature you are attempting to snare or more, and a trip wire releases the counterweight. The target can attempt to cut the rope with a slashing weapon (AC 5, 5 hit points) or use an action to escape the grapple with the DC equal to your Snare Save DC.

Launcher Trap


  • Craft DC 15
  • Craft Time 1 hour
  • Setup Time 1 action
  • Material Price 30 gp
  • Materials Metal, Wood
  • Weight 20 lbs

You create a false floor trap that utilizes a heavy spring, that when sprung, launches a creature backwards. If a medium sized creature walks into the trap, the springboard suddenly launches and the creature must succeed on a Strength saving throw or be thrown back 1d6 x 5 feet, taking damage as if they feel backwards for every 10 feet they are flung backwards. They then land prone. The trap must be placed on the ground and then covered with loose debris and fills up a 5-foot square.

A small or smaller creature that activates this trap has disadvantage on the Strength saving throw.

Needle Trap


  • Craft DC 15
  • Craft Time 1 hour
  • Setup Time 10 minutes
  • Material Price 10 gp
  • Materials Metal
  • Weight 1 lb

You disassemble the locking mechanism of a door, chest, or similar object and then reassemble it with your trap carefully placed within it. The trap is trigged when the lock is opened without the proper key, like using thieves' tools, and causes a sharp needle to spring out. You must make a Snare Attack roll against the target's AC, dealing 1d4 piercing damage to them on a success. The needle can be poisoned, delivering a contact poison when the trap is sprung and you successfully hit the creature. The trap can later be reset, no check required, by spending an action to reload a new needle.

Snarecrafter Tools

Portal Trap


  • Craft DC 15
  • Craft Time 1 hour
  • Setup Time 10 minutes
  • Material Price 20 gp
  • Materials Metal, Wood
  • Weight 20 lbs

This trap is installed on one side of a doorway and, when the door is opened, springs out with several large stakes protruding from it. If a creature opens the door, and is within 5 feet of the door, they must succeed on a Dexterity saving throw and step 5 feet back or take 2d10 piercing damage as the portal trap springs open and covers the doorway with a large plank of wood covered in spikes.

To reactivate the trap after it has been sprung requires an action. When the trab has been sprung, it blocks the doorway and creatures on either side of it have three quarters cover from each other. A creature can push the trap aside by using an action to push it open, it then immediately closes after them. A creature can smash the trap using a bludgeoning weapon and making an attack against it (AC 5, 20 hit points).

Spike Pit Trap


  • Craft DC 12
  • Craft Time 10 minutes
  • Setup Time 1 hour per 10 feet deep x 5 feet wide
  • Material Price 2 gp per 5 feet of the trap's ground
  • Materials Cloth, Wood
  • Weight 10 lbs per 5 feet of the trap's ground

You dig a pit and place sharpened stakes at the bottom of the trap. You then cover the hole with a large cloth anchored at the pit's edge and then camouflaged with debris. Anyone who steps on the cloth must succeed on a Dexterity saving throw or fall, along with the cloth, to the bottom of the trap where they take 2d6 piercing damage plus taking damage based on the pit's depth, typically 1d6 x 10 feet fallen. Retrieving the spikes from the bottom only requires 10 minutes of time unless you are also wanting to fill in the pit.

Stake Spitter


  • Craft DC 15
  • Craft Time 1 hour
  • Setup Time 1 action
  • Material Price 10 gp
  • Materials Metal, Wood
  • Weight 10 lbs

You construct a thin wooden box that is 5 feet wide and 10 feet long with a stake under tension by a spring. When a creature steps on the front of the trap, it launches the stake through a small slit on the back of the trap towards them, and the creature must succeed on a Dexterity saving throw or take 2d8 piercing damage. The trap can later be reset, no check required, by spending an action to reload a new stake.

Variant Rules

Custom Traps

Custom traps can be constructed based on the GM's discretion. To determine a trap's DC, you can use the following conditions to help determine it.

If a trap is very simple and has no moving parts, like a simple pit, it is DC 10 to craft it. If the trap requires multiple moving parts or requires complex mechanical movements, the DC instead is DC 15. If the trap mimics the effects of a spell, like an alarm spell, the DC to craft is 10 + twice the spell's level.

In addition, it typically takes at least 1 minute to create a very simple trap, while a more complicated trap takes 10 minutes. Some very complex traps take 1 hour or several days to build depending on the size and scale of the trap. Cost and weight is based on the amount of materials required. Most simple pieces of wood are about 5 sp per 6-inch by 1-foot section, while metal of a similar size are 2 gp.

Scaling Damage

Instead of having a flat amount of damage a trap can deal based on the examples provided here and in the Dungeon Master's Guide, you can instead have it track based on the crafter's proficiency bonus and the Craft DC of the trap using the chart below. A crafter's trap would deal damage equal to the Craft DC's damage times their proficiency bonus plus any additional damage like from falling or if the trap is poisoned.

The price and time to construct a trap can also be determined by the Craft DC, though the DM may decide to adjust any of these factors based on the trap being built.

Scaling Damage
Craft DC Damage Craft Time Cost
10-11 d4 1 minute 1-5 gp
12-13 d6 10 minutes 5-10 gp
14-16 d8 10 minutes - 1 hour 10-20 gp
17-19 d10 1 hour 20-50 gp
20+ d12 1 hour+ 50+ gp

The DM could decide that a character can improve a current trap by rebuilding part of it by attempting a Craft DC at a higher DC. This could improve the damage of the trap, per the chart above, or have another effect per the DM's discretion.

Snarecrafter Tools

Tattoo Supplies

I need to review these rules, so let's stick with what I currrently have at the approved rules

Tattoo Supplies

Thieves' Tools

These tools are some of the most popular tools for adventurers, explorers and... ahem, the more unruly among us. These tools are highly valuable to unlock doors, disable traps, and to get inside of chests not meant for you.

Thieves' Tools

Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Your tools weigh 1 lb and costs 25 gp.

Using Your Tools

Thieves' Tools are designed for use on foiling traps and opening locks. These tasks, while some of them can be avoided using skills and magic, are far less dangerous if you remove them permanently. When you attempt to disarm a trap or open a lock, you must make a Dexterity check contested by the Disarm DC or Lock DC of the trap or lock, respectively. You can add your proficiency modifier to these checks if you are proficient with Thieves' Tools.

Types of Locks

There are a variety of locks that can be unlocked by using your Thieves' Tools. Each trap highlighted below has a variety of conditions for opening them. You must be able to fulfill each requirement before the lock can be opened.

Breaking Locks

Each lock also has a Break DC, and can be broken open by expertly applying strength at a particular angle, this requires an Investigation check against the Break DC of the lock and then a Strength check. If you are proficient in Thieves' Tools, you make the Investigation check with advantage. On a success, you know how to properly apply strength to break it and you, or someone else under your direction, can make a Strength check against the Break DC of the lock, breaking it on a success. On a failed Strength check, the lock may become damaged and unable to be opened using your Thieves' Tools, this is based on the DM's discretion.

Mundane Locks

Mundane locks are the typical locks found on storefronts, footlockers, and guarding private studies. These locks are relatively simple with only a few pins or springs keeping ne'er-do-wells out. Depending on the quality and construction, these locks are relatively simple to circumnavigate, though some of the masterwork locks can keep all but the most accomplished thieves out.

Spring Locks and Pin Locks

In most cities, there are two different types of locks that can be found in a variety of locations, the Spring Locks and the Pin Locks. Spring Locks are cheap and easy to produce, though they can easily be brute forced opened. Pin Locks are more complicated and harder to produce, causing them to be more expensive and more difficult to break open.

Example Locks
Lock Type Lock
DC
Break
DC
Weight Cost
Spring Lock - - - -
Single 10 7 .5 lbs 5 gp
Double 13 10 1 lb 7 gp
Triple 16 13 1.5 lbs 10 gp
Pin Lock - - - -
Double 12 15 1 lb 7 gp
Triple 15 18 1 lb 10 gp
Five 18 21 1.5 lbs 20 gp
Masterwork Spring Lock 20 17 2 lbs 20 gp
Masterwork Pin Lock 22 25 3 lbs 50 gp

Exotic Locks

There are a variety of exotic locks that can be found over the course of an adventurer, and they each require a different way of solving them. The following are only a few types of locks found in an adventure with a few examples of their requirements to be opened, unless you have the proper key.

Most exotic locks can not be broken open with brute force.

Dual Lock

This lock has a corresponding twin lock that must also be opened at the same time, they are typically anywhere from 10 to 30 feet apart from each other, if not further away to dissuade crafty criminals from opening them. These locks typically have the same Lock DC and they must be opened at the exact same time or the locks might be permanently destroyed and can not be attempted again.

To open a Dual Lock, this requires two sets of Thieves' Tools and at least two people attempting this check at the same time. If one fails the check by 5 or more, the locks are permanently destroyed. If they failed the check by less than 5, they can attempt one more time before the locks permanently are destroyed.

If one of them fails the check, both must repeat the check to open the lock. This lock can only be opened if both succeed on their check at the same time.

Casting the spell Knock unlocks only one of the locks and must be done at the same time as the other lock is picked open.

False Lock

This lock is not actually a lock, but rather a cleverly disguised lock designed to confuse and thwart would be thieves. When an attempt is made on this lock, there are special pins in the back that will constantly reposition themselves and will act as if the lockpicker has failed in their attempt to pick the lock. A suspicious lockpicker can succeed on an Investigation check to determine that the lock they are working on is a False Lock, the DC is based on DM's discretion with DC 15 being the average for these type of locks.

Thieves' Tools

Multi-Stage Lock

Multi-Stage Locks require quick fingers and a great deal of skill to properly unlock. They have multiple stages in the lock, and they must be quickly dealt with in order to properly bypass this lock. These types of locks require 2 or more successful checks in a row to unlock.

Certain Multi-Stage Locks might require certain portions of it to be unlocked in a set order. To bypass these locks, a lockpicker must succeed on an Investigation check against the Lock DC to properly map out which portions of the lock must be worked on and in what order.

Mystic Lock

These locks are deeply tied to the ebb and flow of magic and require the lockpicker to be able to cast spells in order to unlock it. While attempting to unlock the lock, the lockpicker must succeed on the Lock DC as well as expend a spell slot of an appropriate level, depending on the quality of the lock and DM discretion, in order to open the lock. On a failed check, they can reattempt but must expend another spell slot in the attempt.

Time Lock

Time Locks are used heavily by the long-lived races and often require multiple checks over an extended period of time.

Elven Designs

A favorite among elves is to tie the lock to the cycles of the moon, and a lockpicker must succeed on 2 or more checks across different cycles of the moon to successfully unlock a Time Lock.

Dwarven Designs

Dwarves might set up a Time Lock that must be picked while an earthquake is active.

Gnome Designs

Gnomes might set up a Time Lock that requires you to sing a certain song, pushing pins into place at set intervals in the song, in order to open it.

Wreck Lock

This lock is designed for wrecking and destroying lockpicks, even if the lockpicker is successful in their attempt. When a lockpicker fails a check to pick the lock, their lockpick is destroyed by a heavy pin or tumbler coming down and snapping the pick. The heavy pin then returns to its position and will rearm itself for any other attempts.

Per the DM's discretion, a wary lockpicker can attempt to remove their lockpick before it is crushed by succeeding on a Dexterity saving throw to remove their lockpick in time. They have disadvantage on the saving throw if they failed the initial lockpick check by 5 or more.

Certain Wreck Locks have a built in heavy pin that will always descend as part of unlocking the lock. If a lockpicker is successful in unlocking certain Wreck Locks, they must succeed on a Dexterity saving throw to remove their lockpicks in time against the DC of the lock. If they succeeded in the attempt to unlock the lock by 5 or more, they make this saving throw with advantage.

Types of Traps

Some traps can be disarmed before they disarm adventurers, explorers and looters. These traps can be small and simple like a spring trap, to as deadly and complicated like a magical explosion triggered by mundane means. These traps are all dangerous to the careless adventurer and require a practice hand to disarm them.

If a trap is not properly disarmed, it immediately goes off. The person in charge of disarming the trap might have advantage on any checks or saving throws related to the trap if they failed the check by 4 or less, per DM's discretion and the circumstances involving the trap.

Mundane Traps

Mundane traps are the typical traps that most adventurers encounter in long lost dungeons and ancient ruins. These are typically simple and involve pits, crossbows, giant boulders, collapsing ceilings and spring needles.

Traps and the Dungeon Master's Guide

On page 120 of the Dungeon Master's Guide are examples of mundane traps and typical Save DCs and Damage of the traps. The chart below is from page 121.

The traps are separated into three categories: Setback, Dangerous, and Deadly.

Setback traps are designed to keep creatures away and typically won't kill anything.

Dangerous traps are designed to severely hurt creatures and might end up killing anyone not properly equipped or strong enough.

Deadly traps are designed for killing and only the most experienced of adventurers can survive them.

A recommended Disarm Trap DC has been added to these charts.

Trap Save DCs and Attack Bonuses
Trap Danger Save DC Attack Bonus Disarm DC
Setback 10-11 +3 to +5 12-14
Dangerous 12-15 +6 to +8 15-17
Deadly 16-20 +9 to +12 18-20
Damage Severity by Level
Character Level Setback Dangerous Deadly
1st-4th 1d10 2d10 4d10
5th-10th 2d10 4d10 10d10
11th-16th 4d10 10d10 18d10
17th-20th 10d10 18d10 24d10
Thieves' Tools
Examples of Traps
Trap Trigger Perception DC Saving Throw DC /
To Hit
Damage Damage on Success Disarm DC
Pit Trap Trip Wire 10 Dexterity, 10 1d10 bludgeoning None 12
Swinging Door Pressure Plate 12 Dexterity, 12 2d10 piercing None 14
Falling Ceiling Trip Wire 14 Dexterity, 12 4d10 bludgeoning Half 14
Spring Trap Failed Lockpick 16 Dexterity, 14
Constitution, 12
1d4 piercing plus
4d10 poison
Dexterity, None
Constitution, Half
15
Crossbow Trap Trip Wire 14 +4 to hit 1d10 piercing None 12
Swinging Blade Pressure Plate 18 +12 to hit 10d10 slashing Half 20

Exotic Traps

Certain traps do not follow the same guidelines as typical traps and are far more dangerous to adventurers and explorers. These traps often include magical elements and often times are downright dirty in the tricks they employ. Not every exotic trap can be disarmed with Thieves' Tools.

These traps are included for inspiration in your games.

Antipathy Trap

By using the spell Sympathy/Antipathy, wizards can safely guide curious explorers and adventurers away from their homes. These traps are incredibly difficult for the common thief to bypass, and can't simply be disarmed.

Hidden Lock Traps

These traps are hidden inside of locks and will spring out on a failed check when attempting to unlock the lock. These springs shoot out a small needle coated in poison to kill, severely wound or to knock unconscious the lockpicker.

Petrification Trap

Petrification traps are designed to petrify and halt adventurers from alerting others about the traps. These traps can include the head of a medusa or similar creatures that can petrify by looking at the creature, though certain magics must be used to enable these abilities to function in death. Other times, a Petrification Trap will just be a pit trap with a basilisk at the bottom, ready to petrify anyone who falls in.

These can be disarmed by finding the activating pressure plates, trip wires or other mechanisms to reveal whatever is causing the petrification.

Sphere of Annihilation

Sometimes highly powerful archmages will be concerned that a normal trap isn't good enough for thieves and will design a system to instantly destroy any proof that someone tried to break into their wizardly towers. These traps are often hidden inside of the Darkness spell or the stone floor is simply an illusion and an unwary traveler will fall into the sphere.

Some of the more clever wizards have taken to hiding a Sphere of Annihilation under the plumbing in their towers so that their waste is instantly destroyed by it, this also makes it impossible for thieves to sneak in through the sewers.

These traps can't simply be disarmed unless the traps have some sort of mechanism that triggers them.

Magic Items for Thieves

Thieves' Tools can come in a variety of materials or allow the use of them from a distance. These items are designed for thieves, though adventurers and explorers might find them very useful.

Adamantine Picks

This set of lockpicks are crafted out of adamantine and can be not be destroyed by Wreck Locks or even by most mundane objects. They are incredibly resilient to damage and top thieves prize these above anything else in their toolkit.

Gloves of a Thief

These black gloves have a variety of small pockets worked throughout the gloves where a thief can hide their lockpicks from being detected. Creatures have disadvantage on checks to notice the thieves' tools.

Skeleton Key

This key is often times considered a myth. This key has been enchanted to open any mundane lock as if it could cast the Knock spell. While many claim to be willing to sell their keys, most if not all of them are fakes or enchanted with just a small amount of magic to deceive unwary buyers.

10 Foot Pole

While most adventurers claim they have a 10 foot pole, none can hold a candle to this device. This pole is actually a foot long and looks to be made of pure obsidian. When it is within 10 feet of a trap, it glows with a blue light and gives off a small humming noise. Unfortunately for many who have used this device, it isn't always reliable and often confuses a locked door for a trapped door or similar situations.

Ghost Tools

These tools are special in that a lockpicker doesn't have to be directly against the lock to use them. These tools allow a lockpicker, from up to 30 feet away, to attempt to pick a lock by sending out ghostly forms of their tools to interact with the lock. The user must still perform the check to open the lock and anyone watching closely can see their hands and fingers moving while working with these tools. Wreck Locks can still destroy these tools as the tools mimic the ghostly forms.

Thieves' Tools

Tinker's Tools - v 1.1

Your set of tools may be dirty and grimy, your blueprints smudged up, but that's never stopped you from creating wonderful and magnificent creations!

Tinker's Tools

The following text replaces the text found on pg. 85 of Xanathar's Guide to Everything


Tinker's Tools include a variety of hand tools, saws, screwdrivers, wrenches, small oil dropper, rubber tubing, and other strange gadgets.

Tinker's Tools weigh 10 lbs and cost 50 gp.

Crafting

To craft an object, you must have proficiency in the use of tinker's tools and you must know the object you wish to craft. After choosing the item to craft, you then must gather the required ingredients and then begin crafting the item.

You can craft three different types of objects: Mundane, Mechanical, and Magical. Generally, the more complex an item is, the more likely it is going to be magical. Crafted items, once created, last until they are broken and any item that is more complex than Mundane requires a blueprint to build.

Using Your Tools

When you wish to construct an object, you must first have blueprints to work from, unless you are attempting to make a Mundane object.

Blueprints

To create blueprints, you must spend 8 hours working on your blueprints and then make an Intelligence (Tinker's Tools) check. The DC is determined by the type of object you are attempting to create and it's complexity. When you are creating your blueprints, there are no gold costs for this day. On a failed check, you make no progress for this day and must spend another day creating a set of blueprints.

Crafting the Object

Once you have your blueprints, you can begin assembling your object. You must gather the raw materials and then spend several hours crafting the item. The raw materials are abstracted out into a gold cost for the object, and you must spend that amount of gold for every 8 hours of work on the object. Once you finish 8 hours of work on the object, you must attempt a Dexterity (Tinker's Tools) check to make progress on your object.

On a failed check, the gold cost for the past 8 hours is expended but you make no progress on your object. You must pay the gold cost again and re-attempt the check after 8 hours.

The DC for crafting an object is based on the object you are attempting to create and it's complexity.

Mundane Objects

Mundane objects are simple items that don't require much work to produce. They often feature very few moving parts and very simple in their construction. These items don't require a blueprint to produce them, only time and a few raw materials.

Mechanical Objects

For more complex and mechanical pieces, Mechanical objects use a tiny bit of magic but largely rely on your engineering abilities and skill. These objects are often seen as marvels of magic by the general population, even if they use no magic in them. These items require a blueprint to produce them due to their complexity.

Magical Objects

For some of the most complicated objects, magical objects are a blend of magic and technology that must be powered and can only work if magic is placed in them. While a tinkerer doesn't have to be proficient in magic to craft such an item, they need something magical to power the item. This could be miasma, residue from a slain elemental, or something else that contains magic in its essence.

This tool will use miasma as it's base, but your world may feature something else like a runestone with a small reservoir of magic.

Miasma

This strange, blue-white liquid gas is known as miasma and is produced as a by-product by alchemists and can even be harvested in the Elemental Chaos. Miasma is highly magical and volatile, capable of exploding in a poisonous gas that strangles and suffocates those unlucky enough to be touched by it.

This liquid gas can be bought from a Tinkerer's Guild, alchemist, or other suitable locations for 15 gp for 1 vial. This vial can then be used to provide the necessary magic to power your Magical Objects for a certain amount of time as decided by the object. To remove an old vial from a gadget, you must spend an action to carefully remove it, and then use another action to insert a new vial.

Using your Objects

With your tools, you can create problem-solving objects to help you on your adventures, or just make life easier. These objects are largely restricted to solving problems in the world, not necessarily for harming your opponents. These objects can be as complicated as a breathing apparatus to allow you to breathe underwater to a bag of ball bearings to trip up your foes.

Malfunctions & Magical Objects

After each use, a Magical object has been put under strain and may suffer from a Malfunction or even a Catastrophic Failure. To determine what strain your object has gone through, after each use of the object and no matter how long, you must roll a Dexterity (Tinker's Check) against the Malfunction DC of the object.

On a failed check, the object suffers a Malfunction and the object is not usable until you take a short rest to repair it (no check required). If you fail the check by 5 or more, your object suffers a Catastrophic Failure and is broken. To repair your object, you must spend half the time required to build the object, this requires you to pay the gold cost if it will take more than 8 hours to repair the object.

Workshops

Some objects you might wish to create might make travel with them impossible. The DM may decide that some objects are too large or heavy to carry around, forcing you to use a workshop to work on the object.

Complexity

The complexity of an object is based on its designation; Mundane, Mechanical, and Magical.


  • Mundane objects are the easiest to create and have the lowest DC, as well as require the least amount of time to craft. These objects can't malfunction.
  • Mechanical objects require some engineering skill and have higher DCs.
  • Magical objects are complex and require a power source to charge them. They are prone to malfunctioning and breaking down.
Sample DCs
Object Type Craft DC
Abacus Mundane 8
Backpack Mundane 5
Mechanical
Mechanical
Gills Magical 13
Wings Magical 16

Mundane Objects

Abacus

A standard tool used to make calculations.


  • Complexity Mundane
  • Crafting Time 1 hour
  • Cost 1 gp
  • Materials Needed Any
  • Craft DC 8

Backpack

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot / 30 pounds of gear.


  • Complexity Mundane
  • Crafting Time 1 hour
  • Cost 1 gp
  • Materials Needed Cloth, Leather
  • Craft DC 5

Ball Bearings (Bag of 1,000)

As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.


  • Complexity Mundane
  • Crafting Time 8 hours
  • Cost 5 sp
  • Materials Needed Metal
  • Craft DC 8

Book

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.


  • Complexity Mundane
  • Crafting Time 8 hours
  • Cost 12 gp 5 sp
  • Materials Needed Parchment
  • Craft DC 8

Grappling Hook

When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion.


  • Complexity Mundane
  • Crafting Time 1 hour
  • Cost 1 gp
  • Materials Needed Metal
  • Craft DC 5

Hourglass

A standard hourglass used to measure the passage of time.


  • Complexity Mundane
  • Crafting Time 8 hours
  • Cost 12 gp 5 sp
  • Materials Needed Glass, Metal, Sand
  • Craft DC 8

Spyglass

Objects viewed through a spyglass are magnified to twice their size.


  • Complexity Mundane
  • Crafting Time 16 hours
  • Cost 500 gp
  • Materials Needed Glass, Metal
  • Craft DC 8

Mechanical Objects

Alarm Clock

This hourglass is attached to a set of weights that produces a great noise when the sand runs out after a certain amount of time. Any creature asleep within 15 feet of the alarm clock awakens when the time runs out. As an action, you can set the time to up to 8 hours.


  • Complexity Mechanical
  • Blueprint DC 13
  • Crafting Time 16 hours
  • Cost 15 gp / 8 Hours
  • Materials Needed Glass, Metal, Sand
  • Craft DC 13

Automatic Lockpicker

This automatic lockpicker fits easily into a lock and, as an action, you can attempt to pick a simple lock with it. Instead of making a Dexterity (Thieves' Tools) check to pick the lock, you can instead make a Dexterity (Tinkerer's Tools) check.


  • Complexity Mechanical
  • Blueprint DC 15
  • Crafting Time 24 hours
  • Cost 10 gp / 8 Hours
  • Materials Needed Metal, Wood
  • Craft DC 15

Grappler Attachment

This attachment is designed to be equipped onto a heavy crossbow. When the crossbow is fired, it shoots out a grappling hook attached to a 50-foot rope. This does not create the grappling hook, the rope, or the heavy crossbow.


  • Complexity Mechanical
  • Blueprint DC 10
  • Crafting Time 8 hours
  • Cost 10 gp
  • Materials Needed Metal, Wood
  • Craft DC 10

Hidden Blade

A dagger is incorporated into a device operated by a wrist. As an object interaction, a creature can flick their wrist and a dagger appears. This device is large enough to carry a dagger or other small objects per the DM's discretion.


  • Complexity Mechanical
  • Blueprint DC 13
  • Crafting Time 16 hours
  • Cost 10 gp / 8 Hours
  • Materials Needed Metal, Wood
  • Craft DC 13

Improvised Light Crossbow

This hastily constructed crossbow operates like a light crossbow and allows you to add your proficiency bonus to the attack roll for any attack you make with it.


  • Complexity Mechanical
  • Blueprint DC 13
  • Crafting Time 16 hours
  • Cost 6 gp / 8 Hours
  • Materials Needed Linen, Metal, Wood
  • Craft DC 13

Windup Toy

This small windup toy bears a vague resemblance to a duck. As an action, you can wind up this toy and release it on the ground. Roll initiative for this toy, and on its turn will walk up to 30 feet in a straight line. On its next turn, it produces a huge amount of noise, like that of cymbals crashing together. It produces this noise a number of rounds equal to the number of feet it walked, divided by 5.


  • Complexity Mechanical
  • Blueprint DC 13
  • Crafting Time 16 hours
  • Cost 5 gp / 8 Hours
  • Materials Needed Cloth, Metal
  • Craft DC 13

Magical

Gills

This device allows you to breathe underwater, so long as no magical effect is stopping it. This does not purify the water you are breathing, so if it is laden with poison or salt, you will suffer the effects, like salt making you thirstier than normal.


  • Complexity Magical
  • Blueprint DC 20
  • Crafting Time 24 hours
  • Cost 30 gp / 8 Hours
  • Materials Needed Rubber, Metal
  • Duration per Vial 10 minutes
  • Craft DC 20
  • Malfunction DC 18
  • Catastrophic Failure 13

Night Goggles

This device allows you to see in the dark up to 30 feet away from you as if you had darkvision. It has no effect on magical darkness. While on, your googles give off a dim green glow for 15 feet from you. If the device suffers a Malfunction while you are wearing it, it short circuits and your eyes are blasted by a bright white light. This effect impairs your vision for 1 hour, giving you disadvantage on any checks that require sight.


  • Complexity Magical
  • Blueprint DC 18
  • Crafting Time 16 hours
  • Cost 20 gp / 8 Hours
  • Materials Needed Glass, Metal, Wood
  • Duration per Vial 1 hour
  • Craft DC 18
  • Malfunction DC 15
  • Catastrophic Failure 10

Trumpet Horn of Comprehension

This device appears to be a set of clunky earmuffs with arcane runes etched into the frame. While it is powered and you hold it up to your ear, you can understand the literal meaning of any spoken language that you hear, though it comes across as slightly distorted as if hearing it through a tube. ___

  • Complexity Magical
  • Blueprint DC 15
  • Crafting Time 8 hours
  • Cost 10 gp / 8 Hours
  • Materials Needed Horn, Metal, Wood
  • Duration per Vial 1 hour
  • Craft DC 15
  • Malfunction DC 13
  • Catastrophic Failure 8

Wings

This device allows you to fly up to 50 feet up. Upon losing power, it will glide to the ground and deposit you safely on the ground, unless you suffer a Malfunction while up in the air. It can only hold you and half your maximum carrying capacity. While flying with this pack, your Fly speed is equal to half your Speed.


  • Complexity Magical
  • Blueprint DC 20
  • Crafting Time 24 hours
  • Cost 30 gp / 8 Hours
  • Materials Needed Cloth, Metal, Wood
  • Duration per Vial 10 minutes
  • Craft DC 20
  • Malfunction DC 18
  • Catastrophic Failure 13

Determining DCs

Mundane Objects

Most Mundane objects are very easy to craft and only take a few hours at most. To decide on a DC, the DM should decide how many moving parts or pieces the object is made out of and reference the chart below:

Complexity DC Average Cost Hours
Simple 5 1 gp / 8 hours 8 Hours
Complex 8 2 gp / 8 hours 16 Hours
Intricate 10 5 gp / 8 hours 24 Hours

Mechanical Objects

Mechanical objects are more complex than the Mundane and involve some skill to produce them. To decide on a DC, the DM should decide how many moving parts of pieces the object is made out of and reference the chart below:

Complexity DC Average Cost Hours
Simple 10 5 gp / 8 hours 8 Hours
Complex 13 10 gp / 8 hours 16 Hours
Intricate 15 15 gp / 8 hours 24 Hours

Most Mechanical objects will rarely be made with magic and instead require the marvels of science and technology.

Magical Objects

Magical objects are extremely complex and require a large amount of skill and magic to operate. To decide on a DC, the DM should decide how powerful it is compared to similar spells and reference the chart below:

Complexity
(Spell Level)
DC Average Cost Hours Duration
Simple
(1st-level)
15 10 gp / 8 hours 8 Hours 1 hour
Complex
(2nd-level)
18 20 gp / 8 hours 16 Hours 1 hour
Intricate
(3rd-level)
20 30 gp / 8 hours 24 Hours 10 minutes

Most Mechanical objects will rarely be made with magic and instead require the marvels of science and technology.

Variant Rules

Expending Spells

Instead of requiring material to fuel a Magical object, you can instead require that the character expends a spell slot of an appropriate level and the object works for the listed duration in its statblock.

Exploding Miasma

If you want a mechanical effect associated with mishandled miasma, a character may throw the vial of miasma. A miasma vial has a range of 30 ft, and it explodes in a 5 ft diameter sphere and all creatures in that area must succeed on a DC 12 Dexterity saving throw. On a failure, they take 2d4 fire damage, or half on a success. The creature must then succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute, they can repeat this save at the end of their turn. If you throw more than one miasma vial at the same time, it increases the amount of fire damage by 1d4 up to a maximum of 10d4 fire damage.

Magical Runes

If you dislike the idea of a magical gas such as miasma, you could have small etched rune stones laced with latent magic that can power a Magical object.

Mechanical Only

Not all tinkerers can create magical devices, you may decide that a tinkerer can only create Mundane and Mechanical objects.

Tinker's Tools

Vehicles v.1

Vehicles can in all shapes and sizes, from the massive galleons that prowl through the waves to small chariots pulled by a single horse to even a balloon pulling a basket into the skies. An individual typically specializes in one of three vehicles, though they may learn additional vehicles thanks to their background or training. Those vehicle options are Air, Land, or Water vehicles.


  • Air. Many worlds may not have access to the newest forms of transportation. Airships are the newest techno-magical marvels created by ingenious tinkerers and wizards. From hot air balloons to massive ships kept afloat by captured air elementals, taking to the skies brings with it many dangers.
  • Land. Probably the most common type of vehicle, land vehicles are wagons, chariots, howdahs, and more. Those who have mastered these types of vehicles are often merchants, caravan leaders, or trained athletes.
  • Water. From ships with sails billowing in the wind to small rowboats and more, those with training in water vehicles lead a dangerous life. Drowning is the least of their worries as they know what horrors lurk beneath the surface and how the seemingly gentle waves can suddenly turn.

Controlling a Vehicle

Most of the time, there is no action or check required in order to guide a vehicle you are proficient with. When a vehicle is required to make a saving throw or ability check, and you are in control of the vehicle meaning that you are at the helm, you can add your Proficiency Bonus to the vehicle's total. If you are not at the helm, the vehicle does not gain the benefits of your experience and does not add your bonus to it's total.

In addition, while you are at the helm and in control of the vehicle, you can add your Proficiency Bonus to the vehicle's Armor Class. If a vehicle requires multiple creatures at it's helm, only one creature can add their bonus to the AC of the vehicle.

If you are at a component on the vehicle other than the Helm, you might be able to add your Proficiency Bonus to that component's Armor Class, saving throws, or ability checks, based on the DM's discretion.

Miscellaneous Skills

A wide variety of situations might rise up over the course of gameplay that may relate to your experience on a vehicle. Some of these situations could include:

  • Tying Knots.
  • Recalling information about locations you've been.
  • Recalling rumors and myths.
  • Finding possible smuggling locations.
  • Determining what a vehicle is transporting.

Dangerous Situations

In the normal process of controlling a vehicle, no check is required by the operator at the helm. There are rare circumstances where a vehicle is forced to make a saving throw or ability check or suffer damage, being destroyed or any other circumstance. Typical DCs, and examples for each type of vehicle, can be found below.

Air Vehicles
DC Examples of Danger
5 Very Easy. A non-essential rope snaps.
10 Easy. The rudder becomes jammed and you must work out the issue.
15 Moderate. Heavy winds (20+ miles per hour) from a powerful storm are causing the vehicle to sway.
20 Hard. Hurricane winds (100+ miles per hour) are tossing the vehicle around.
25 Very Hard. A primordial from the Plane of Air is attempting to pull you out of the sky.
30 Nearly Impossible. The vehicle has 0 hit points and is plummeting.
Land Vehicles
DC Examples of Danger
5 Very Easy. A large rock on the road causes the vehicle to bounce.
10 Easy. Must make a detour along a rocky hill as the road ahead is flooded.
15 Moderate. Being chased by other vehicles and need to make a sudden turn.
20 Hard. Going downhill at full speed with no way to stop yourself.
25 Very Hard. A powerful spellcaster splits the earth open beneath the vehicle.
30 Nearly Impossible. The vehicle is split in half and you are moving at terrifying speeds.
Water Vehicles
DC Examples of Danger
5 Very Easy. A shark rams the side of the vehicle.
10 Easy. The winds keep shifting directions.
15 Moderate. Trying to find a cleverly disguised smuggling location.
20 Hard. A whirlpool is pulling the vehicle in.
25 Very Hard. The Kraken's tentacles are pulling the vehicle under the waves.
30 Nearly Impossible. The vehicle is on fire and it's movement is 0.
Vehicles

Taking Damage

When a vehicle suffers damage, the amount of damage it suffers is based on the threat or the size of the object, creature, or structure that is interacting with it. See the chart below for typical damage based on the severity of the threat.

Crashing

If a vehicle crashes into a creature or object, the vehicle must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull (for water and air vehicles) or it's frame (land vehicles) based on the size of the creature or object it crashed into.

If a creature is struck by a vehicle, it must make a Dexterity saving throw with a DC equal to 10 + the vehicle's Strength modifier, taking damage based on the vehicle's size on a failed save, or half as much damage on a successful save.

If an object is struck by a vehicle, it must make a Constitution saving throw with a DC equal to 10 + the ship's Strength modifier, taking damage based on the vehicle's size on a failed save, or half as much damage on a successful save. An object has an amount of hit points as determined by the DM. The chart below offers suggested hit points based on size.

Damage Chart
Threat Object or
Vehicle Size
Bludgeoning
Damage
Typical Hit Points
for an Object
Very Minor Small 1d6 10
Minor Medium 1d10 20
Moderate Large 4d10 80
Serious Huge 8d10 160
Deadly Gargantuan 16d10 320

The DC for crashing into a creature or object may increase if the winds are pushing the vehicle to move faster, if they are made of a special material like adamantine, or other circumstances as determined by the DM.

Examples in Play

The following are examples of dangerous situations that a vehicle may be placed in. Each example specifies what type of vehicle is used in the example, though many can be adjusted to fit a different vehicle.

Dangerous Winds


  • Vehicle Type Air or Water
  • Severity Moderate
  • DC 15

Sudden powerful gusts of winds are sweeping through the air. The sails, balloons, or other fabric-based components of the vehicle are blown and tossed about. The pilot can make a DC 15 Intelligence (Vehicle) check, on a success they have enough time to order the sails drawn up or to navigate the vehicle out of harm.

On a fail, the vehicle is struck by heavy winds and the sails, balloons, or other fabric components of the vehicle suffer 22 (4d10) bludgeoning damage for every minute they are subjected to the wind. The wind lasts for 1d4 x 10 minutes. In order to put away the sails, it requires a DC 15 Strength (Athletics) check from the crew hoisting the sails. To navigate out of the wind, it requires a DC 15 Dexterity (Vehicle) check to safely navigate the winds and move out of their path. The check can be made once per minute.

Leaks


  • Vehicle Type Air or Water
  • Severity Minor
  • DC 10

A leak has formed on the hull or balloon of the vehicle. In order to be seen, the pilot can make a DC 10 Wisdom (Vehicle) check, on a success they notice the leak either by walking the ship and noticing it, or the crew has successfully seen it.

While the leak is there, the vehicle either starts taking on water or it begins descending from the sky. For every hour that the leak is present, the vehicle begins sinking 1d10 feet. In order to repair the leak, a creature must repair it with a DC 10 ability check using an appropriate tool, like Carpenter's Tools or Woodcarver's Tools (for wood), or Leathework's Tools or Weaver's Tools (for cloth). If those tools are not available, the pilot can attempt a DC 10 Intelligence (Vehicles) check to staunch the leak until it can be taken into port and fixed. The ship will be unable to ascend higher than it currently is at. A creature can attempt the check once per hour.

Broken Movement


  • Vehicle Type Air, Land, Water
  • Severity Serious
  • DC 20

The helm of the vehicle has stopped functioning and the pilot is immediately aware of it. The danger is not the helm malfunctioning but the danger that the vehicle is now in. The pilot can make a DC 20 Intelligence or Wisdom (Vehicles) check to realize that they are about to crash into a huge object. This object could be a mountain top, a floating mote of earth, an underwater rock, a massive pothole in the road filled with water, or a huge creature.

The vehicle will crash into the object in a matter of seconds and the pilot must make a DC 20 Intelligence (Vehicles) check in order to realize the problem and fix it. This could be the chain has jumped off it's tracks on a ship, the horses are not listening to your commands, the elemental powering the airship is weakening, or something else that is affecting the ship. On a failed check, the vehicle crashes into the huge object and must make a DC 10 Constitution saving throw or the hull or frame takes 8d10 bludgeoning damage.

Vehicles

Vehicle Components

All vehicles share the same types of components and are used for the same basic purposes. A component represents many different things but are for a singular purpose.


  • Hull/Frame. A hull (Air/Water) or frame (Land) is the basic form of the vehicle and is what supports all other components. If the hull/frame is ever reduced to 0 hit points, the vehicle is destroyed.
  • Control. How the vehicle is controlled, this is where the helm is located.
  • Movement. How the vehicle moves, the helm controls this component. If this is destroyed, the vehicle's speed is reduced to 0 unless it is what is holding the vehicle aloft. In which case, the vehicle begins falling towards the ground.
  • Weapon. The combat capability of a vehicle, not all vehicles carry weapons.

A vehicle might have special components not listed here, if so it will be described in the vehicle's stat block.

Example Vehicles

The following are a few examples of different vehicles, more vehicles can be found in the Baldur's Gate: Descent into Avernus (2019) by Wizards of the Coast, Ghosts of Saltmarsh (2019) by Wizards of the Coast, or Unearthed Arcana - Of Ships and Seas (2018) by Wizards of the Coast.

Creating Your Own Vehicle

When creating your own vehicle, there are few things to keep in mind. Land vehicles will often rely on beasts of burdens in order to move them, in which case the Armor Class, Hit Points, and speed of those components will be determined by that beast as well as if it has any barding. A land vehicle relying on a beast can only travel for 8 hours a day, attempting to push the beast to travel for longer may require a Constitution saving throw or become exhausted per the DM's discretion.

In addition, to determine how many hit points the hull or frame has, refer to the chart below:

Constitution
Modifier
Hit Points Damage Threshold
+0 50 -
+1 100 10
+2 200 10
+3 300 15
+4 400 15
+5 500 20

If you wish to remove the vehicle's damage threshold, increase it's hit points by 200.


Cart


  • Large vehicle (10 ft. x 15 ft.)
  • Creature Capacity 1 crew, 5 passengers
  • Cargo Capacity .5 tons
  • Travel Pace 3 miles per hour (24 miles per day)

STR DEX CON INT WIS CHA
12 (+1) 7 (-2) 10 (+0) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the cart can take the move action below. It can't take this action if it has no crew.

Move. The cart can use its helm (reigns) to move with its horse.

Frame

Armor Class 8
Hit Points 100 (damage threshold 10)

Control: Helm (Reigns)

Armor Class 15
Hit Points 20
Movement Move up to the speed of the vehicle's horse, with one 90-degree turn. If the helm is destroyed the cart can't turn.

Movement: Draft Horse

Armor Class 10
Hit Points 19
Speed (land) 40 ft. (requires at least 1 crew)

Movement: Wheels (2)

Armor Class 15
Hit Points 20; -5 ft. to speed per 5 damage taken
Speed (land) see Movement: Draft Horse

Features

A cart has the following features:


  • Frame. The vehicle has a open, wooden frame that can carry heavy creates.
  • Helm. The vehicle uses reigns for its helm, and they must be used to move the cart.

Cart Storage

The storage of the vehicle has the following features:


  • Railing. The cart has a 2-foot-high rail covered in wood around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Vehicles

Hot Air Balloon


  • Huge vehicle (15 ft. x 15 ft.)
  • Creature Capacity 1 crew, 9 passengers
  • Cargo Capacity .5 tons
  • Travel Pace 5 miles per hour (120 miles per day), only with the wind

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the vehicle can take the move action below. It can't take this action if it has no crew.

Move. The vehicle can use its helm to move with its balloon.

Hull: Basket

Armor Class 15
Hit Points 100 (damage threshold 5); if reduced to 0 hit points, all occupants and supplies plummet to the ground unless they hang on to the ropes connected to the balloon.

Control: Helm

Armor Class 15
Hit Points 50
Movement Move up to the speed of the vehicle's movement component. If the helm is destroyed, the vehicle can't ascend.

Movement: Balloon

Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken; if reduced to 0 hit points, the vehicle plummets to the ground.
Speed (hover) 20 ft. ascend or descend; the wind controls where it goes

Features

A hot air balloon has the following features:


  • Balloon. The vehicle has a balloon that is 50 feet wide and 70 feet tall.
  • Helm. The vehicles uses a burner for its helm, and must have fuel to power the flame or it can not rise and begins to descend.
  • Rigging. Rigging on the vehicle can be climbed without an ability check.

Hot Air Balloon Basket

The basket of the vehicle has the following features:


  • Sand Bags. Twelve sandbags line the hot air balloon, one sand bag can be dropped from the balloon as an action which causes the hot air balloon to immediately rise 20 feet.
  • Railing. The deck has a 3-foot-high rail covered in wood around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Vehicles


Hulk


  • Gargantuan vehicle (80 ft. by 25 ft.)
  • Creature Capacity 40 crew, 30 passengers
  • Cargo Capacity 175 tons
  • Travel Pace 4 miles per hour (96 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 5 (-3) 20 (+5) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the hulk can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.

Fire Ballistas. The hulk can fire its ballistas. DMG, ch. 8

Move. The hulk can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.

Hull

Armor Class 15
Hit Points 500 (damage threshold 20)

Control: Helm

Armor Class 18
Hit Points 50
Movement Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the hulk can't turn.

Movement: Oars

Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 20 ft. (requires at least 20 crew)

Movement: Sails

Armor Class 12
Hit Points 100; -10 ft. speed per 25 damage taken
Speed (water) 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind

Weapon: Ballista (2)

Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Weapon: Naval Ram

Armor Class 20
Hit Points 100 (damage threshold 10)
The hulk has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the hulk.


Features

A hulk has the following features:


  • Ceilings. The ceilings in the lower decks are 8 feet high.
  • Flat-Bottomed. The hulk has a flat bottom and can sail in as little as 3 feet of shallow water, provided it has no cargo. This ship is not designed for the open sea but rather rivers.
  • Light. Hanging lanterns cast bright light throughout the ship.
  • Rigging. Rigging on the ship can be climbed without an ability check.
  • Sails. The hulk has two 20-foot-tall masts with sails.

Hulk Deck

The decks of the hulk have the following features:


  • Ballista. A ballista is mounted on the fore and stern. Ten ballista arrows are stacked and secured nearby each one.
  • Decks. A cog has three decks, the main deck, and two holds for cargo and sleeping quarters.
  • Oars. Twenty benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.
  • Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Vehicles

Weaver's Tools

From crafting exquisite dresses to shoddy garments meant to fool guards, you can weave cloth and thread together to produce jaw dropping gowns... or just repair broken seam on a backpack.

Weaver's Tools

Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.


Weaver's Tools weigh 5 lbs and cost 1 gp.

Sewing and Stitching

Creating clothes and weaving fabrics, you know the value of sturdy traveling clothes, the importance of a dashing jacket or the importance of sparkling fabrics.

To craft your clothes, you must spend at least 4 hours a day working on your clothes. This can be done around a camp fire, in a comfortable inn or even in the back of a wagon. Once you have completed a number of days required, you must then roll a Weaver's Tools (Dexterity) check against the DC of the clothes you are working on.

On a success, you complete the design. On a failed check, you realize there is a fault in the clothes and they must be repaired. See Repairs for more information.

Types of Clothes

As varied as the races and culture of your world, so too are the designs of clothing. Some clothes are only good for dances, others are required to go hiking in, while some are only good to show off your wealth. When you begin sewing your clothes, you must decide on the design before you can begin crafting. You can not change the design during your weaving, instead you must start over from the beginning.

Measurements

When creating your design, you need the measurements of who you are crafting the clothes for. So long as you have a bit of paper to write down the measurements, or have the creature with you at all the times you are crafting, you can make progress on their clothes.

If you don't want to force your companion to be with you every time you are working on their clothes, you can simply take down their measurements and keep that with you. No action required. If you are trying to make clothes for someone you can't take their measurements of and don't have them available, you can make a Weaver's Tools (Intelligence) check against a 15 DC. If you fail the check, you are unable to create your design as you can't figure out their measurements.

Repairs

If your clothes, or someone else's clothes, are damaged during your adventures, you must spend a quarter of the days (rounded down) required to restitch seams and replace broken fabric. During this time, the clothes are unable to be worn and grant no benefits. Once the repairs are completed, and the time has elapsed, you must succeed on a Weaver's Tools (Dexterity) check agianst the DC of the design you are repairing, you ahve advantange on this check if the clothes were originally designed by you.

On a success, they are repaired and can be used like usual. On a failed roll, you must restart the process on repairing them.

Cloth and Materials

Certain designs and cloths are better suited for certain tasks over others, and some may require better materials. Depending on the design, and the purpose of them, the cost of the materials may make certain designs exorbitantly expensive. The cost for materials will be listed with the desired design.

When creating your designs, you must have the appropriate bolts of cloths avaiable, or have access to a loom and cotten to produce your fabrics. This takes up to a day, or more depending on the design or style, to produce enough fabric to make a single outfit and does not count toward the number of days to sew your outfit. Silk and Cotton are the only materials that can be on a loom.

Designs

The designs of your clothes may lend themselves to dancing, climbing or swimming. When you begin design your clothes, you must first determine what type you are working on. Once you decide on the Design, you can begin crafting the clothes. After you have completed the clothes, they may provide a benefit based on their design. Only the creature that the clothes were designed for can utilize this benefit, if anyone else tries to wear the clothes, they do not fit properly and receive no benefit from the clothes.

Example Designs
Design Day(s) Gold Cost DC Special
Attribute?
Common Clothes 3 0.4 10 No
Costume Clothes 6 4 11 No
Fine Clothes 7 12 12 No
Traveler's Clothes 5 1.8 11 No
Climber's Outfit 10 15 13 Yes
Dancer's Outfit 10 16 13 Yes
Bedazzled Outfit 14 12+ 15 Yes
Wetsuit 10 15 13 Yes

Full Days Work

Each design is assumed that you are working only 4 hours per day on the outfit. The number of days can be decreased if you are working longer hours per day, per the DM's discretion.

Weaver's Tools

Outfit Designs

Common Clothes

A common set of clothes that any Weaver could've made. These provide very little protection on long journeys.


  • Material Cost: 4 sp
  • Materials: Simple Cottong
  • Days to Weave: 3 Days
  • Weaver's DC: 10
  • Special: None

Costume Clothes

A common set of clothes that match a style of costume that most performers like to wear.


  • Material Cost: 4 gp
  • Materials: Cotton, Dye
  • Days to Weave: 6
  • Weaver's DC: 11
  • Special: None

Fine Clothes

A common set of clothes worn by the upper classes as part of their everyday wear.


  • Material Cost: 12 gp
  • Materials: Quality Cotton, Simple Silks
  • Days to Weave: 7
  • Weaver's DC: 12
  • Special: None

Traveler's Clothes

A common set of clothes worn by adventurers and traveling merchants. They provide minimal protection on long journeys against the elements.


  • Material Cost: 1 gp 8 sp
  • Materials: Sturdy Leather, Sturdy Cotton
  • Days to Weave: 5
  • Weaver's DC: 11
  • Special: None

Climber's Outfit

Hard leather vambraces, knee pads and loose clothing that allows for maximum moveability while climbing the hardest surfaces. These clothes are durable and help protect you while climbing.


  • Material Cost: 15 gp
  • Materials: Sturdy Leather, Sturdy Cotton
  • Days to Weave: 10
  • Weaver's DC: 13
  • Special: When worn and used for climbing, you have advantage on any checks to avoid or bypass hazards while climbing.

Dancer's Outfit

An outfit that is form fitting and made of beautiful silk. This outfit is great for performers who are performing a ballet or some sort of dance routine.


  • Material Cost: 16 gp
  • Materials: Soft Silks and Cottons, Dyes
  • Days to Weave: 10
  • Weaver's DC: 13
  • Special: When worn and used for dancing, you gain a +2 bonus to any checks made for dancing and performing.

Wetsuit

This suit is designed for allowing you to swim quickly and efficiently through the waves.


  • Material Cost: 15 gp
  • Materials: Sturdy Silks
  • Days to Weave: 10
  • Weaver's DC: 13
  • Special: When worn and used for swimming, you gain a +2 bonus to any checks made for swimming and staying afloat for long periods of time.

Cold Weather Outfit

The adverse cold has no catch on you, and you can weather through some of the toughest blizzards.


  • Material Cost: 20 gp
  • Materials: Sturdy Leather and Cotton, Thick Cotton Padding
  • Days to Weave: 10
  • Weaver's DC: 13
  • Special: While wearing this outfit, you have advantage on any checks or saving throws to deal with penalties due to cold weather. Has no effect on spells or magical effects.

Assassin's Outfit

These clothes are designed with the assassin in mind and is made from mottle black and gray silks to help break up your silhouette in low light situations.


  • Material Cost: 25 gp
  • Materials: Soft Cottons
  • Days to Weave: 13
  • Weaver's DC: 15
  • Special: While in dim light or darkness, you have advantage on any Stealth checks so long as you are not wearing any armor and wearing this outfit.
  • Special 2: Per the DM's discretion, you could craft this out of leather to gain the benefits of wearing leather armor, though costs, time to craft and DC may increase.
Weaver's Tools

Sprinter's Outfit

This outfit applies soft tensions to your muscles, while still being loose enough to not hamper movement. While wearing this outfit, you can feel it relaxing your muscles.


  • Material Cost: 16 gp
  • Materials: Sturdy Cotton, Soft Silks
  • Days to Weave: 7
  • Weaver's DC: 13
  • Special: While wearing this outfit you can dash an extra time during Chase sequences.

Bedazzled Outfit

This outfit is bedazzled with gems, metals and expensive materials meant to catch the eye of anyone in the room.


  • Material Cost: 12+ gp, adding gems, silks or metals increases the costs
  • Materials: Soft Silks, Gems, Strings of Metal Woven into the Design, Other
  • Days to Weave: 14
  • Weaver's DC: 15
  • Special: While wearing this outfit, you can use it to attract the attention of others, maybe to help your allies slip past guards or to catch the eye of the prince for an assassination attempt. Woven into the garment can be gems, metals that flow through the gown or a number of other objects.
    The base Outfit provides a +1 bonus on any checks for distracting, attracting attention or similar checks. For every 50 gp in gems, expensive silks or metals added to this gown, you gain an additional +1 bonus. This bonus has a maximum equal to the Weaver's Dexterity score.

Disguised Robes (Professor)

Maybe you are trying to sneak into a university, or you really are a professor. With these disguised robes, you can be anyone you need to be.


  • Material Cost: 15+ gp, depends on the outfit attempting to craft
  • Materials: Silk, Cotton, Leather, Other
  • Days to Weave: 10+, depends on the complexity of the outfit attempting to craft
  • Weaver's DC: 11+, depends on the complexity of the outfit attempting to craft
  • Special: These robes can be created to disguise yourself as someone else, though they are specialty and you must create a new pair of robes specific towards what you are trying to disguise yourself as. In the example above, the DC and costs are based on trying to create the robes of a Professor at a university.
    While wearing these robes, you gain a +2 bonus to any deception, persuasion or similar checks to disguise yourself from detection.
Weaver's Tools

Woodcarver's Tools

Shaping and forming wood, you can carve wood and morph it into shapes useful for not only combat but art as well.

Woodcarver's Tools

Woodcarvers's tools consist of a carving knife, a gouge, a small mallet, and a small saw.


Your tools weigh 5 lbs and costs 2 gp.

Woodcarving

Carving wood into beautiful art or deadly weapons requires that you have materials present, because your expertise and tools are designed for wood, you must have wood handy. There are some types of wood, like hardwoods or magically enhanced wood, that might be more difficult to craft or have special properties you can impart into your projects.

When carving; you must succeed on a Dexterity (Woodcarver's Tools) check, and you can add your proficiency bonus if you are proficient with the tools.

Creating your Project

Woodcarving can be a very short process if you are crafting a simple statue that fits in your palm or it can be a week long endeavor to create beautiful designs on a man-sized totem. To carve wood, you must spend at least 10 minutes, or more depending on the project. A small wooden figure of a horse may only take a skilled carver 10 minutes, while a throne fit for a king may require several weeks or months.

Most simple projects require up to an hour to comple, the more elaborate the design, or the size required, the longer the piece takes to complete per the DM's discretion. Examples are given below.

Carving wood can be defined into 2 broad categories, detailed and scope.

Detailed

The detail of your carvings effects the length of time to complete your project. There are three categories for your projects: Vaguely, Lightly or Heavily detailed.

Vaguely detailed projects require at least 5 minutes to work an appropriately sized piece of wood plus the time it requires for the scope of the project. A vaguely detailed project consists of arrow shafts, a door wedge or other basic shapes.

Lightly detailed projects require at least 1 hour plus the time it requires for the scope of the project. Lightly detailed projects consists of multiple basic shapes combined to create figurines or slightly complicated designs like creating figurine of a horse but not showing any details like fur, hooves or similar.

Heavily detailed projects require at least 8 hours to carve plus the time it requires for the scope of the project. Heavily detailed projects consists of carved patterns or intricate shapes, like feathers on a bird or adding in the wrinkles on a wooden face.

All times represent the minimum for each project, and at the DM's discretion may take longer.

Scope

The scope of the project effects the length of time to carve out the shape in wood. The scope represents the size of your creations and there are three categories for the scope: Minute, Substantial or Immense.

Minute projects require at least 5 minutes to carve plus the amount of time it requires for the detail of the project. A minute project is something small enough to fit or be handled easily with a single hand. This includes things like figurines, arrow shafts or objects that weigh below 2 lbs.

Substantial projects require at least 1 hour plus the amount of time it requires for the detail of the project. A substantial project is something large size that can easily be handled with two hands, a shield or objects that weigh below 30 lbs.

Immense projects require at least 8 hours to create plus the amount of time it requires for the detail of the project. An immense project could be a throne, a pulpit, a wooden wall or anything that requires a lot of effort to move or multiple people to move about.

All times represent the minimum time to create projects of its scope, and at the DM's discretion may take longer.

Creating the Project

After the project is completed or 8 hours of work has been finished, whichever comes first, the crafter must succeed on a Dexterity (Woodcarver's Tools) check, adding their proficiency bonus if they are proficient in the tool. On a success, they make progress on their creation or the project is finished and ready to be used or adored. On a fail of 10 or less, they make no progress on the project, on a fail of 11 or more, they have broken or damaged the project in such a way as to decrease its value or must start over again on the project.

The DC for carving a project is dependent on the Detail and Scope of the project, DC starts at 8 plus the detail and scope bonuses. A Vaguely detailed project adds +1, Lightly detailed +3, and Heavily detailed +6. A Minute scope adds +1, Substantial scope +3, and Immense scope adds +6.

The DM may decide that certain details or sizes may raise or lower the DC, or adjust how often or how little you need to roll on a project. If you are creating a massive and immense throne, making a check every 8 hours maybe too much and you only need to make a check every 24 hours or so on it. The number of checks required is only a recommendation.

Limited Tools

To make the tools easy to carry around on your travels, you have very few tools and may not be able to work on projects of Immense size due to your tools and how heavy an object like that could be to carry.

If you have access to a workshop with a full set of carving tools, the DM may decide that on all checks you have advantage when carving projects or that it takes you a shorter time as you aren't limited by your tools.

Woodcarver's Tools

Searching for Materials

Before you can begin a project, you must first acquire your materials before you can begin. To create your project, you must find a suitable chunk of wood that is approximately the same size as the project you wish to create. You can always take wood away from a chunk, it is much harder to laminate additional material on to make it larger.

Unless you have some other means of gathering your material, you must journey through forests searching for the right chunks to use in your projects. The DC is dependent on the type of forests around you and the size of the project.

A few examples are provided on the next page.

Exotic Materials

Not all wood is the same, and certain materials, like hardwood, have special properties that is added to the project. A few examples are provided below.

Searching for Materials Example DCs
DC Density/Type of Forest Scope of Project
5 Extremely Dense,
Lots of Trees
Minute
8 Thinning Forest,
Mostly New Growth
Minute
10 Forest Dying to Disease,
Mostly Saplings
Minute
10 Extremely Dense,
Lots of Trees
Substantial
13 Thinning Forest,
Mostly New Growth
Substantial
15 Forest Dying to Disease,
Mostly Saplings
Substantial
15 Extremely Dense,
Lots of Trees
Immense
18 Thinning Forest,
Mostly New Growth
Immense
20 Forest Dying to Disease,
Mostly Saplings
Immense

The quality of the forest and the scope of the project can make it very difficult to find the right size of wood needed for your projects. There is the potential that you can buy the required chunk of wood in town with the following example prices provided.

Material Pricing
Type of Wood Weight Cost
Softwood 1 lb 2 cp
Hardwood 1 lb 1 gp
Petrified Wood 1 lb 2 gp
Dragon Burned 1 lb 5 pp

Softwood

Softwood is the typical wood used by most woodcarvers for their projects, it is cheap and easy to come by. It has an AC of 10 and 5 Hit Points per inch of thickness.

Softwood breeds include Birch, Fir, Teak, and Walnut.

Hardwood

Hardwood is a common type of wood that is harder than regular wood, make it ideal for long lasting designs and even for weapons. If a weapon is made out of hardwood, it deals +1 damage on top of its normal damage. It has an AC of 10 and 10 Hit Points per inch of thickness.

Hardwood breeds include Mahogany, Oak, and Pine.

Petrified Wood

This wood has been petrified, either by a basilisk, somehow, or through a long process of fossilization. Due to how hard it is, when wielded as a weapon, and when you score a critical hit with it, it deals one additional die of damage, do not double that die. It has an AC of 15 and 3 Hit Points per inch of thickness due to its brittleness.

Dragon Burned

When a forest scoured by dragon fire, some trees are so enveloped in heat that some of the magic of the dragon's breath doesn't destroy it but rather infuses the wood with fire. When wielded as a weapon, this magical wood deals fire damage instead of its normal damage type. It has an AC and Hit Points of its origianl breed of wood but gains no other benefits from that breed.

Example Projects
Project Detailed Scope Time to Carve DC Number
of Checks
Arrow Vaguely Minute 10 min. 10 1
Temple Pulpit Heavily Immense 16+ hours 20 2+
Quarterstaff Vaguely Substantial 1 hour 12 1
Shield Vaguely Substantial 1 hour 12 1
Figurine of a horse Lightly Minute 1 hour 12 1
Owl Statue Heavily Substantial 9 hours 17 2
Intricate Whistle Heavily Minute 8 hours 15 1
Small Carving Board Vaguely Minute 10 minutes 10 1
Throne for
a Sprite
Heavily Minute 8 hours 15 1
Woodcarver's Tools

Gaming Sets

Gaming sets are the quick and easy way of gaining a large fortune, or finding yourself in debt to some scary guilds. Striding up to a gambling establishment can wind you up with a large bag of coin, some serious trouble with the owners, or new friends that are just as poor as you.

Gaming Sets

There are two types of gaming sets: dice or playing cards. By being proficient in one type of set, you are better with the odds at games of chance and each type of game may have special bonuses if you are proficient with the appropriate gaming set.

Gaming and Gambling

Not every match of dice or cards will result in gambling your hard earned gold, sometimes its about camaraderie with your party or acting as a distraction while the rest of your party sneaks past the guards.

In any case, certain establishments will have caps as to how much they are willing to bet per match, just like individuals will have their own limits. This guide will focus on three limits: Individual, Gambling Dens and Casinos.

Individuals will have the lowest limit as it is played informally and without a house having a large purse, followed by Gambling Dens and then Casinos.

Gambling Dens and Casinos are always assumed to have proficiency in all Gaming Sets and the DM can use that proficiency in their favor. Individuals may have proficiency if the DM chooses to give it to them. When the party is playing in a Gambling Den or Casino, the DM plays the role of the House and certain establishments may be willing to cheat. (See Sleight of Hand below.)

Running the Games

All games will involve a certain number of dice and all rolls should be rolled secretly from the other players.

Types of Games

Certain games will require playing cards and others will require dice. By having proficiency with one set, you can move the odds into your favor but only for that gaming set. This proficiency could mean you get to reroll a single dice, see the hand of the House or something else to help you tip the odds in your favor.

The House

The House should reveal their total after all players. This helps the house win in certain games of chance, and ensures that they can make decisions being the most informed at the table.

Sleight of Hand

Some characters, and establishments, are less trustworthy than others. If a character wishes to, they can roll a Sleight of Hand against the perception of the house. The DC is 5 + 2d10 to determine the Dexterity (Sleight of Hand) check against the House. This allows them to reroll one die. They must repeat the check to reroll more die.

If the House wishes to cheat, the DM can either roll against the passive Perception of the party or have the party make a Wisdom (Perception) check against the DC. If the DM rolls against the passive Perception of the party, they make a Dexterity (Sleight of Hand) check and add an appropriate modifier from the chart below. If the DM has the players roll a Wisdom (Perception) check, the DC is 5 + 2d10.

House's Proficiency
Expertise Sleight of Hand
Modifier
Poor +2
Average +4
Experienced +6
Master +8

Games of Chance

There are a wide variety of games for a table to take part in, and each have different rules to go along with them. You can create your own, or use the following games to put at your favorite gambling dens!

First to 21

All participants must first buy-in to the table, and then roll a d10, a d8, and a d6. After all dice have been rolled, going counterclockwise around the table, the House offers to let the players buy a single extra d4 to add to their total. After the buying of dice is completed, going clockwise around the table, the players can increase their bet up to the table maximum ending with the House last (who does not increase the bet). The players then reveal their rolls.

The goal is to get a total of 21, or be the closest at the table. If a player rolls over a 21, they bust and automatically lose. The House is the last to reveal their hand and automatically wins if everyone busts, including themselves.


  • Gaming Set: Cards
  • Proficiency: Reroll a single die once
  • Individual Buy-In: 1 gp
  • Gambling Den Buy-In: 4 gp
  • Casino Buy-In: 8 gp
  • d4 Cost: Half of Buy-In
  • Individual Maximum Bet: 3 gp
  • Gambling Den Maximum Bet: 10 gp
  • Casino Maximum Bet: 15 gp
  • Winner: Gets pot
  • House Earns: 5% of pot

The Highest Wins

All participants must first buy-in to the table, and then roll 4d6. After all dice have been rolled, each participant sets a single d6 they rolled in front of them. The last remaining 3 d6s are added together by the participant to create their total, but not yet revealed. The House then goes around the table counterclockwise allowing the participants to increase their bet up to the maximum. After all bets have been made, everyone reveals their total. The hand with the highest total wins the roll.


  • Gaming Set: Dice
  • Proficiency: Reroll a single die once
  • Individual Buy-In: 1 gp
  • Gambling Den Buy-In: 4 gp
  • Casino Buy-In: 8 gp
  • Individual Maximum Bet: 3 gp
  • Gambling Den Maximum Bet: 10 gp
  • Casino Maximum Bet: 15 gp
  • Winner: Gets pot
  • House Earns: 5% of pot

Roulette

All participants offer up a bet, up to the maximum bet, and the House then rolls a d20. The participants are able to bet on a certain number being rolled, even or odds and also a critical result. Each bet provides different odds: a single number bet provides 18 to 1 odds, even/odds bet is 1 to 1, while a critical is 9 to 1 odds.

On a win, the participant earns what they bet plus that number times the odds against them. So if a player wins on a single number bet, they earn what they bet plus 18 times the amount. On a loss, the House wins the bet.


  • Gaming Set: Dice
  • Proficiency: On a single number bet, you can choose two numbers
  • Individual Minimum Bet: 1 gp
  • Gambling Den Minimum Bet: 5 gp
  • Casino Minimum Bet: 10 gp
  • Individual Maximum Bet: 5 gp
  • Gambling Den Maximum Bet: 15 gp
  • Casino Maximum Bet: 20 gp
  • Winner: Their Bet + Odds
  • House Earns: Lost Bets

Guess the Number

The participants offer up a bet, up to the maximum bet, and they choose a number between 1 and 6. The House then rolls 3d6. If one die matches the player's number, they get their bet back plus an equal amount. If two dice match the player's number, they get their bet back plus twice the amount. If three dice match the player's number, they get their bet back plus three times the amount. House wins if none of the dice match.


  • Gaming Set: Dice
  • Proficiency: Reroll one die once
  • Individual Minimum Bet: 1 gp
  • Gambling Den Minimum Bet: 4 gp
  • Casino Minimum Bet: 8 gp
  • Individual Maximum Bet: 3 gp
  • Gambling Den Maximum Bet: 10 gp
  • Casino Maximum Bet: 15 gp
  • Winner: Their Bet + a number of times equal to the dice that have their number
  • House Earns: Lost Bets
  • Source: ProfQuirrell on Reddit

Gambit of Ord

Each card player rolls 1d8, keeping the die hidden. Each player has the chance to raise the bet, call the bet (meet it), or fold. It continues when all bets are equal.

Then each player rolls a 1d6, keeping it secret as well. A final chance to raise, call, or fold. Each remaining player rolls 1d4. They all reveal the 1d8, 1d6, and 1d4, adding them all together.

Winner takes 80% of the pot (the other 20% goes to the casino). Ties split the 80%.


  • Gaming Set: Cards
  • Proficiency: Reroll one die once
  • Individual Minimum Bet: 1 gp
  • Gambling Den Minimum Bet: 4 gp
  • Casino Minimum Bet: 8 gp
  • Individual Maximum Bet: 3 gp
  • Gambling Den Maximum Bet: 10 gp
  • Casino Maximum Bet: 15 gp
  • Winner: 80% of Pot
  • House Earns: 20% of Pot
  • Source: Matt Mercer

Blackjack (Variant to First to 21)

Each participant must first buy-in to the table and then roll a d6 and a d4 in secret. The House rolls a d6 publicly, but keeps their d4 secret. Then, going clockwise, the participants can hit to receive an extra d4 that they can roll and keep secret. After all hits are done, the House calls for any last bets, up to the maximum, going clockwise again.

The goal is to hit 10 or be the closest to it. Any who go over automatically lose. The House is the last to reveal their cards.


  • Gaming Set: Cards
  • Proficiency: See the House's hand
  • Individual Buy-In: 1 gp
  • Gambling Den Buy-In: 4 gp
  • Casino Buy-In: 8 gp
  • Individual Maximum Bet: 3 gp
  • Gambling Den Maximum Bet: 10 gp
  • Casino Maximum Bet: 15 gp
  • Winner: Gets pot
  • House Earns: 5% of pot

Ettin Heads

This simple game is very popular amongst goblinoids, possibly because it’s the only game they can understand. It’s also common amongst the lowest ranks in Waterdeep, such as rogues, ruffians and ragamuffins.

Play begins with everyone placing a coin in the pot. On your turn throw all four dice. If you throw a single pair (e.g. 4-4-2-6), the cry is "Bugbears!", and you must put an additional coin in the pot. If you throw two pairs (e.g. 2-2-4-4) the cry is "Ettin Heads!", and you take the pot.


  • Gaming Set: Dice
  • Proficiency: Reroll one die once
  • Individual Buy-In: 1 sp
  • Gambling Den Buy-In: 1 gp
  • Casino Buy-In: 2 gp
  • Winner: Gets pot
  • House Earns: 5% of pot
  • Source: Patreon, Caleb
Gaming Sets

HB Kits

Item Cost Weight
Armorer's tools 25 gp 13 lb.
Assayer's tools 20 gp 5 lb.
Baker's supplies 5 gp 8 lb.
Barber's or hairdresser's tools 3 gp 4 lb.
Basket maker's tools 1 gp 3 lb.
Beekeeper's tools 10 gp 5 lb.
Boat builder's tools 8 gp 6 lb.
Bookbinder's tools 5 gp 5 lb.
Bowyer's tools 5 gp 5 lb.
Bricklayer's tools 6 gp 8 lb.
Butcher's tools 10 gp 8 lb.
Carriage-builder's or cartwright's tools 50 gp 20 lb.
Chandler's tools 3 gp 5 lb.
Cooper's tools 10 gp 12 lb.
Dyer's tools 5 gp 4 lb.
Engraver's tools 2 gp 5 lb.
Fletcher's tools 1 gp 3 lb.
Furrier's tools 5 gp 5 lb.
Gardener's tools 2 gp 5 lb.
Glazier's tools 2 gp 3 lb.
Goldsmith's or silversmith's tools 20 gp 3 lb.
Hatter's or milliner's supplies 5 gp 3 lb.
Item Cost Weight
Joiner's tools 8 gp 6 lb.
Knitter's supplies 1 gp 1 lb.
Locksmith's tools 25 gp 5 lb.
Miller's supplies 20 gp 15 lb.
Miner's tools 5 gp 10 lb.
Net maker's tools 3 gp 5 lb.
Plowman's tools 5 gp 35 lb.
Rope maker's tools 3 gp 5 lb.
Saddler's tools 8 gp 6 lb.
Sailmaker's tools 5 gp 8 lb.
Scribe's supplies 20 gp 5 lb.
Sculptor's tools 10 gp 8 lb.
Shipwright's tools 30 gp 8 lb.
Spinner's tools 5 gp 5 lb.
Tailor's or clothier's tools 8 gp 5 lb.
Tanner's tools 3 gp 8 lb.
Thatcher's tools 2 gp 5 lb.
Undertaker's supplies 5 gp 5 lb.
Vintner's supplies 20 gp 9 lb.
Weapon smith's tools 20 gp 8 lb.
Wheelwright's tools 10 gp 12 lb.
Woodcutter's tools 1 gp 5 lb.

source

Gunsmith's Kit

You are on the cutting edge of technology, a fearsome presence of fire and thunder. The gods had made man, and your weapon has made them equal.

Gunsmith's Kit

Gunsmith's Kit include a variety of small hand tools, a rotary tool, metal files, a vial of oil, and a hammer.

Gunsmith's Kits weigh 10 lbs and cost 50 gp.

Building Firearms

With your kit, you have the ability to craft weapons out of raw materials and to push your creations out into the world. These firearms can take the form of muskets, pistols, revolvers or even grenades.

To create your firearm, you must first decide what firearm you wish to build and gather the required raw materials, this is abstracted out into a gold value. After spending the required gold, you must then begin working on your firearm. To make progress on your firearm, you must spend at least 4 hours working on it. After the required amount of time to produce the firearm is completed, you must then succeed on a Gunsmith's Kit (Intelligence) check against the DC of the firearm you are creating.

On a successful check, the firearm is complete and ready to be used so long as you have ammunition available. On a failed check, you must spend time on repairs, see the Repairs section for more information.

Cleaning and Maintenance

At the end of every day that you fired a firearm, you must spend 30 minutes cleaning and maintaining the weapon and you must have your gunsmith's kit on you. If you are unable to do this, the DM may decide that your gun is jammed if you roll a 1 on the attack roll and you are unable to use that firearm until you are able to spend time to maintain and clean it. You must do this for every firearm that you fired that day. This can be done over the course of a long or short rest, though maintaining and cleaning multiple firearms may take you too long to gain the benefits of a long rest.

Creating Ammunition

In order for your firearm to work properly, you must produce your own ammunition for the weapon. Upon a piece of ammunition being fired, it is destroyed.

Repairs

If your weapon is ever broken, or you are using the variant rules for Misfiring, you must spend time and gold to fix the weapon. You must spend a quarter of the time it takes to build the weapon and spend a quarter of the firearm's cost in repairs.

After you finish this time and spend the required gold, you must then make an Intelligence (Gunsmith's Kit) check against the DC of the firearm. On a successful check, the firearm is fixed and ready to be used. On a failed check, you must repeat this process by spending the required time and gold to make repairs to the firearm.

Smokepowder

Smokepowder, also known as gunpowder, is a volatile substance used in the creation of ammunition and grenades. You must have access to smokepowder or be unable to produce ammunition.

What is Smokepowder?

If you don't want blackpowder or gunpowder in your world and wish to keep firearms magical in nature, you might consider using smokepowder.

This white powder is the remains of slain Fire Elementals. When a Fire Elemental is killed, it leaves behind a goo known as pyrejelly that burns like slow embers, though it is notoriously sticky and can cause problems for any who try to handle it. It burns for days after the elemental is killed until the last of the fuel sputters out and all that remains is a black hunk of rock. Alchemist are then able to that blackened rock and mix it with certain chemicals, removing any impurities, and produce a pure white substance known as Smokepowder.

New Weapon Properties

Firearms have special properties related to their use along with requiring special ammunition.

Ammunition. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Gunsmith's Kit. Each firearm uses its own unique ammunition and is destroyed upon being used.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). You must have one free hand to reload a firearm.

Explosives

Smokepowder Keg / Powder Horn

Setting fire to a container full of smokepowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of smokepowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Grenades

As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Gunsmith's Kit
Firearms
Item Cost Damage Weight DC Time Properties
Early Era
Martial Ranged Weapons
Pistol 250 gp 1d8 piercing 3 lb. 12 24 hours Ammunition (range 30/90), loading
Musket 500 gp 1d10 piercing 10 lb. 15 28 hours Ammunition (range 40/120), loading,
two-handed
Early Era Ammunition
Bullets (10) 3 gp - 2 lb. 5 1 hour
Developed Era
Martial Ranged Weapons
Palm Pistol 50 gp 1d4 piercing 1 lb. 10 20 hours Ammunition (range 40/160), light, reload 1
Pistol 150 gp 1d8 piercing 3 lb. 12 28 hours Ammunition (range 60/240), reload 4
Musket 300 gp 1d10 piercing 10 lb. 15 28 hours Ammunition (range 120/480), reload 1,
two-handed
Revolver 250 gp 1d8 piercing 5 lb. 15 30 hours Ammunition (range 80/320), heavy, reload 6
Blunderbuss 300 gp 2d6 piercing 10 lb. 18 36 hours Ammunition (range 15/60), heavy, reload 1,
two-handed
Developed Era Ammunition
Palm Pistol Bullets (20) 2 gp - 2 lb. 5 1 hour
Pistol Bullets (20) 4 gp - 2 lb. 7 1 hour
Musket Bullets (20) 5 gp - 2 lb. 10 1 hour
Revolver Bullets (20) 4 gp - 2 lb. 10 1 hour
Blunderbuss Bullets (5) 5 gp - 2 lb. 13 1 hour
Special Ammunition
Hollow Bullets +20 gp - 2 lb. +3 +2 hour
Non-lethal Bullets +5 gp - 2 lb. +1 +1 hour
Tracer Bullets +30 gp - 5 lb. +5 +3 hour
Explosives
Grenade, fragmentation 30 gp - 1 lb. 15 12 hours
Grenade, smoke 15 gp - 2 lb. 13 12 hours
Grenade launcher 100 gp - 7 lb. 15 20 hours Ammunition (range 120), loading,
two-handed

What Era?

Depending on the development of firearms in your world, you may allow access to Early Era firearms or also allow Developed Era firearms. Prices are created with the idea that guns exist in that era only. If you are in a Developed Era, you may consider reducing the cost of Early Era firearms by half or more.

Special ammunition and explosives are assumed you are in the Developed Era, though characters in the Early Era can craft them but the cost is doubled for them.

Special Ammunition

Regular bullets don't always cut it when it comes to fighting off the hordes threatening the world. To construct these bullets, you create ammunition like normal but the cost, time, and DC is increased based on the special ammunition.

Hollow Bullets

These bullets deal normal damage, and on a hit the target must make a Constitution saving throw DC 12 or begin bleeding at the start of their turn. At the start of every turn, they take 1d4 bleeding damage. This effect lasts until they use an action to staunch the wound or they are healed magically. If you hit a creature with multiple hollow bullets, the damage dealt at the beginning of their turn increases by +1 per bullet.

Gunsmith's Kit

Non-lethal Bullets

These bullets are designed to deal bludgeoning damage instead of piercing damage. Every time you fire these bullets and knock a creature to 0 hit points, you knock them unconscious instead of killing them.

Tracer Bullets

These bullets can easily be seen as they flash across the battlefield. On a hit, a creature is illuminated by glowing light and they are easier to be seen. The next attack against them gains advantage and if the creature was invisible, they are visible until the next attack against them.

Variant Rules

Alien Firearms

If you wish to include alien weaponry in your campaign, these weapons fire lasers and rely on energy cells for its ammunition. These weapons are typically far to advanced for a character to create them.

Item Damage Weight
Martial Ranged Weapons
Laser pistol 3d6 radiant 2 lb.
Antimatter rifle 6d8 necrotic 10 lb.
Laser rifle 3d8 radiant 7 lb.
Ammunition
Energy cell - 5 oz.

Exotic Materials

Firearms could be crafted from obscure and arcane materials to really make them feel special and unique. A few examples are provided below.

Dragon Bone Stock

By combining portions of a mighty dragon to your weapon, you can choose to infuse your bullets with elemental energy based on the type of dragon bone used. Once per day as a bonus action, you can cause the magic of the dragon bone to crackle around your barrel. For the next minute, all ammunition fired from your weapon is considered magical and instead of dealing piercing damage, deals an elemental damage appropriate for the dragon bone used.

Elemental Powder

Every elemental is different and just as a fire elemental produces smokepowder, other elementals produce their own type of powder. Water Elementals produce a volatile substance that can only fire if submersed in water, allowing you to fire your firearm freely underwater with no penalities. The powder from an air elemental ejects bullets as faster speeds and they travel twice as far as normal, while Earth Elementals produce a powder that causes bullets to deal an additional 1d4 thunder damage on a successful hit.

Dead Man's Trigger

You've taken the essence of a powerful undead and transferred its undead cruelty into your trigger. Once per day, if you are knocked to 0 hit points, you can immediately fire your firearm at the creature who attacked you. You then fall prone and drop whatever you were holding.

Misfire

If you would prefer to express the chaotic nature of early firearms by providing a chance for a gun to Misfire regularly, you can assign a Misfire chance to the weapon.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Dexterity (Gunsmith’s Kit) check, DC equal to 8 + misfire score. If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Misfire score
Item Property
Pistols Misfire 1
Muskets Misfire 2
Revolvers Misfire 2
Blunderbuss Misfire 2
Grenades Misfire 3
Special Ammunition +1 Misfire

Errata

1.1

Adjusted gun damage die and properties

Gunsmith's Kit

Learning New Proficiencies

Adventuring is difficult and dangerous work, with not a lot of chance for self-improvement. Sometimes, you just want a moment to relax and focus on your hobbies like picking up a new language, skill, tool, or weapon to keep your mind off the ancient evil hurtling towards the planet, who is intent on destroying all life. This proficiency system is meant for the purpose of learning additional proficiencies as you journey across the world and visit exotic locales and try new things.

Just because the life of an adventurer is filled with danger, doesn't mean you can't pick up a tool for retirement.

Training

In order to learn a new language, skill, tool, or weapon, you must train at least 4 hours a day. During this time you are practicing and, after you practice, you can attempt a Training Check in order to increase your understanding.

You can gain a new proficiency in a language, skill, tool, or weapon. The DM may decide that other proficiencies can be learned in this way.

Limited by Intelligence

You can only learn an additional number of proficiencies equal to double your Intelligence modifier (minimum 1).

Training a Proficiency

You must first select which language, skill, tool, or weapon you are going to be training and practicing, and then determine the appropriate ability for that proficiency.

The appropriate ability is based off of what is being trained on and the ability helps determine how quickly you can pick up the new proficiency. See the chart below.

Proficiency and Ability
New Proficiency Ability Required
Language Intelligence
Skill Varies
Tool Varies
Weapon Strength or Dexterity
Skill and Ability

The ability for skills is determined by the ability most commonly associated with them, see page 174 of the Player's Handbook (2014) for more information.

Tool and Ability

The ability for tools is determined by the DM, though a chart further below provides suggestions.

Weapons and Ability

All melee weapons require Strength, unless they have the finesse property. All ranged weapons require Dexterity.

Training Your New Proficiency

Once you have selected what you wish to train, and have chosen the proper ability score, you can then spend four hours and at the end of practice, you can then roll a d20. This is your Training Check and on the result of a 1, you have successfully made progress on training your new proficiency. You can now roll a d12 instead of a d20 when you make your next Training Check.

The Training Check die continues to decrease in size on every result of a 1. This means that your Training Check die will begin as a d20, and then slowly get smaller as you increase your own understanding and make progress on your training. It goes from a d20 to a d12, d10, d8, d6, and last a d4.

Once you roll a 1 on a d4, you mark a Training Success and you must gain a number of Training Successes equal to your Proficiency Bonus. Once you gain a number of required Training Successes, you are considered proficient.

You can only make a Training Check once per day. If you practice for an additional 4 hours a day, for a total of 8 hours, on a result of a 1 or 2 on the die, you can make progress and move on to the next die. Spending additional time training has no additional effect on a d4.

Relevant Abilities

Your relevant ability modifier, that you choose when you first began training, allows you to automatically succeed and make progress on your Training Check a number of times equal to the ability modifier, up to a maximum of five times. This means that your die size automatically decreases a number of times equal to your modifier. See the chart below.

Ability Modifier Your Starting Die Size
+0 d20
+1 d12
+2 d10
+3 d8
+4 d6
+5 d4

If you are a 2nd level Cleric with a +3 bonus to Wisdom and you wish to learn the Medicine skill, you would start out with a d8 for your Training Check. At the end of 4 hours where you practiced and studied medicine, anatomy, and health - you would then roll a d8. On a roll of 1, you would then move on to a d6 for the check. You would repeat this Training Check until you gained 2 successes on a d4 die.

Cost of Training

Every day you attempt to practice, it requires a certain amount of gold in order to cover supplies and materials needed. This cost does not cover the cost of purchasing a weapon or tool, and before you can begin training you must purchase one first. This cost is 2 gp per day, this covers materials, memberships, or other required goods. The DM may determine that certain services or supplies cost more.

Training Help

If you are able to find someone to help you train, when you roll your Training Check, you can make progress and move down to a smaller die on the result of a 1 or 2. If you spend 8 hours training with your helper, you can instead choose to re-roll the die and take either result.

A trainer provides no additional benefits on a d4.

Tools and Abilities

Below are suggestions for key abilities to be used to determine the starting die size for gaining a tool proficiency.

Tool Set Ability
Alchemist's Supplies Intelligence
Brewer’s Supplies Wisdom
Calligrapher's Supplies Intelligence
Carpenter's Kit Strength
Cartographer's Tools Wisdom
Cobbler's Tools Dexterity
Cooking Utensils Intelligence or Wisdom
Climbers Kit Strength
Disguise Kit Charisma
Forgery Kit Dexterity
Gaming Sets Dexterity or Wisdom
Glassblower's Tools Dexterity
Gunsmith's Kit* Intelligence
Healer’s Kit Wisdom
Herbalism Kit Wisdom
Jeweler's Tools Dexterity
Leatherworker's Tools Dexterity
Mason’s Tools Strength
Musical Instruments Charisma
Navigator's Tools Wisdom
Painter's Supplies Dexterity
Poisoner's Kit Intelligence
Potter's Tools Dexterity
Scrollscriber's Supplies* Intelligence
Smith’s Tools Strength
Thieves' Tools Dexterity or Intelligence
Tinker’s Tools Intelligence
Wandmaker's Tools* Dexterity, Intelligence,
or Wisdom
Weaver's Tools Dexterity
Woodcarver's Tools Dexterity

*Tool created by Dump Stat Adventures

Variant Rules

A few variant rules are provided to better customize this system for your own table.

Variant Rule: Armor Proficiency

The DM may decide to allow characters to gain a proficiency in armor instead of taking the feats provided in the Player's Handbook. In order for a character to gain an armor proficiency, they must be proficient in at least one piece of armor from the previous category, except for light armor that does not have qualifications.

This means if you want to be proficient in a set of heavy armor, you must have at least one proficiency in light armor, and one proficiency in medium armor.

Variant Rule: Cost of Trainers

The cost of trainers can vary greatly depending on what you are working on, suggested prices are provided below. Common and Uncommon are for determining the rarity of teachers. In a major city, it might be difficult to find someone to train you in Survival though it might be easier to find a sage to help teach you an ancient or forgotten language.

The rarity of certain teachers and trainers is based on where you are and is determined by the DM. A trainer could take on many forms, from a prestigious library to an old monk to a retired adventurer offering training as payment.

New Proficiency Cost of Trainer per 4 Hours
Uncommon Language 5 gp
Common Language 2 gp
Uncommon Skill 10 gp
Common Skill 5 gp
Uncommon Tool 6 gp
Common Tool 3 gp
Uncommon Weapon 5 gp
Common Weapon 2 gp

Variant Rule: Incremental Bonus

The DM may decide to give characters a partial bonus to their new proficiency based off of the number of successes they have made on their d4 die. This means if you have a +3 Proficiency Bonus and have only succeeded on your new proficiency two times, you can still get a +2 bonus to the roll instead of the full +3 bonus.

Credit

For more information about this, check out Dump Stat Adventures post - Learning New Proficiencies.

PHB 2024

Tools

A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the following entries:

  • Ability. This entry lists the ability to use when making an ability check with the tool.
  • Utilize. This entry lists things you can do with the tool when you take the Utilize action. You can do one of those things each time you take the action. This entry also provides the DC for the action.
  • Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see "Crafting Equipment" later in the chapter.
  • Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency.

Tool Proficiency

If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.

Your features might give you proficiency with a tool. A monster has proficiency with any tool in its stat block.

Artisan's Tools

Artisan's Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency.

Alchemist's Supplies (50 GP)

  • Ability: Intelligence
  • Weight: 8 lb.
  • Utilize. Identify a substance (DC 15), or start a fire (DC 15)
  • Craft. Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume

Brewer's Supplies (20 GP)

  • Ability: Intelligence
  • Weight: 9 lb.
  • Utilize. Detect poisoned drink (DC 15), or identify alcohol (DC 10)
  • Craft. Antitoxin

Calligrapher's Supplies (10 GP)

  • Ability: Dexterity
  • Weight: 5 lb.
  • Utilize. Write text with impressive flourishes that guard against forgery (DC 15)
  • Craft. Ink, Spell Scroll

Carpenter's Tools (8 GP)

  • Ability: Strength
  • Weight: 6 lb.
  • Utilize. Seal or pry open a door or container (DC 20)
  • Craft. Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch

Cartographer's Tools (15 GP)

  • Ability: Wisdom
  • Weight: 6 lb.
  • Utilize. Draft a map of a small area (DC 15)
  • Craft. Map

Cobbler's Tools (5 GP)

  • Ability: Dexterity
  • Weight: 5 lb.
  • Utilize. Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10)
  • Craft. Climber's Kit

Cook's Utensils (1 GP)

  • Ability: Wisdom
  • Weight: 8 lb.
  • Utilize. Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15)
  • Craft. Rations

Glassblower's Tools (30 GP)

  • Ability: Intelligence
  • Weight: 5 lb.
  • Utilize. Discern what a glass object held in the past 24 hours (DC 15)
  • Craft. Glass Bottle, Magnifying Glass, Spyglass, Vial

Jeweler's Tools (25 GP)

  • Ability: Intelligence
  • Weight: 2 lb.
  • Utilize. Discern a gem's value (DC 15)
  • Craft. Arcane Focus, Holy Symbol

Leatherworker's Tools (5 GP)

  • Ability: Dexterity
  • Weight: 5 lb.
  • Utilize. Add a design to a leather item (DC 10)
  • Craft. Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin

Mason's Tools (10 GP)

  • Ability: Strength
  • Weight: 8 lb.
  • Utilize. Chisel a symbol or hole in stone (DC 10)
  • Craft. Block and Tackle

Painter's Supplies (10 GP)

  • Ability: Wisdom
  • Weight: 5 lb.
  • Utilize. Paint a recognizable image of something you've seen (DC 10)
  • Craft. Druidic Focus, Holy Symbol
2014 PHB Rules

Potter's Tools (10 GP)

  • Ability: Intelligence
  • Weight: 3 lb.
  • Utilize. Discern what a ceramic object held in the past 24 hours (DC 15)
  • Craft. Jug, Lamp

Smith's Tools (20 GP)

  • Ability: Strength
  • Weight: 8 lb.
  • Utilize. Pry open a door or container (DC 20)
  • Craft. Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets

Tinker's Tools (50 GP)

  • Ability: Dexterity
  • Weight: 10 lb.
  • Utilize. Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20)
  • Craft. Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunter's Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox

Weaver's Tools (1 GP)

  • Ability: Dexterity
  • Weight: 5 lb.
  • Utilize. Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10)
  • Craft. Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes

Woodcarver's Tools (1 GP)

  • Ability: Dexterity
  • Weight: 5 lb.
  • Utilize. Carve a pattern in wood (DC 10)
  • Craft. Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles

Other Tools

These tools support adventure and other pursuits.

Disguise Kit (25 GP)

  • Ability: Charisma
  • Weight: 3 lb.
  • Utilize: Apply makeup (DC 10)
  • Craft: Costume

Forgery Kit (15 GP)

  • Ability: Dexterity
  • Weight: 5 lb.
  • Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)

Gaming Set (Varies)

  • Ability: Wisdom
  • Weight:
  • Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
  • Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)

Herbalism Kit (5 GP)

  • Ability: Intelligence
  • Weight: 3 lb.
  • Utilize: Identify a plant (DC 10)
  • Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing

Musical Instrument (Varies)

  • Ability: Charisma
  • Weight: Varies
  • Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
  • Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)

Navigator's Tools (25 GP)

  • Ability: Wisdom
  • Weight: 2 lb.
  • Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)

Poisoner's Kit (50 GP)

  • Ability: Intelligence
  • Weight: 2 lb.
  • Utilize: Detect a poisoned object (DC 10)
  • Craft: Basic Poison

Thieves' Tools (25 GP)

  • Ability: Dexterity
  • Weight: 1 lb.
  • Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)

Crafting Equipment

Using the rules below, characters can make nonmagical items, Potions of Healing, and Spell Scrolls.

Crafting Nonmagical Items

To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal price.

Tools

This chapter's "Tools" section lists which tools are required to make certain items. The DM assigns required tools for items not listed there.

You must use the required tool to make an item and have proficiency with that tool. Anyone who helps you must also have proficiency with it.

2014 PHB Rules

Raw Materials

To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The DM determines whether appropriate raw materials are available.

Time

To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP.

If an item requires multiple days, the days needn't be consecutive.

Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the DM might allow more assistants.

Brewing Potions of Healing

A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work).

Scribing Spell Scrolls

A spellcaster can transfer a spell to a scroll and create a Spell Scroll, using the rules below.

Time and Cost

Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive.

Prerequisites for the Scribe

To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus.

Cantrips

If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level.

NOTE

if the rules here conflict with the Homebrew Rules for such crafting, let me know.

2014 PHB Rules
 

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