Tools

Contents

Tools Manipulation (INT)

Tools are essential for specializing in certain tasks and can offer significant utility for you and your party. Each tool has its own unique purpose and uses. You can check all the tools here

Tools can be used with either your Tools Manipulation skill, or another specified skill. The Thief’s tools require either the Tools Manipulation skill or the Sleight of Hand skill to be used for example.

Learning or forgetting Tools: If your Tools Manipulation bonus changes, the number of tools your character knows could also change. This would represent your character either learning or forgetting how to use a tool for example.

The number of Tools you know how to use as shown in the Tools Known table:

Tools Known Table
Tools Manipulation Bonus Number of Tools Known
0 or less
No tool known
+1 or +2
1 tool known
+3 or +4
2 tools known
+5 or +6
3 tools known
+7 or +8
4 tools known
+9 or +10
5 tools known
+11 or more
6 tools known

Here is a list of all the tools you can learn:

Tools Table
Tools Skill Used
Alchemist Tools
Arcana or Tools Manipulation
Calligrapher's Tools
Sleight of Hand or Tools Manipulation
Construction's Tools
Concentration or Tools Manipulation
Cooking's Tools
Nature or Tools Manipulation
Disguise Tools
Deception or Tools Manipulation
Explorer's Tools
Nature or Tools Manipulation
Herbalist Tools
Nature or Tools Manipulation
Hunter's Tools
Nature or Tools Manipulation
Medicine Tools
Medicine or Tools Manipulation
Musician Tools
Performance or Tools Manipulation
Poisoner's Tools
Nature or Tools Manipulation
Smith's Tools
Concentration or Tools Manipulation
Spellcraft Tools
Arcana or Tools Manipulation
Thief's Tools
Sleight of Hand or Tools Manipulation

Tools in Detail

Alchemist’s Tools

Skills used: Arcana or Tools Manipulation

You can analyze different potions and determine their effects. If you have the right materials, you can also create your own potions.

Calligrapher’s Tools

Skills used: Sleight of Hand or Tools Manipulation

You can write with incredible precision. You can imitate someone else’s writing, forge documents and draw maps with incredible precision if necessary.

Construction’s Tools

Skill used: Concentration or Tools Manipulation

You know how to build and modify structures. With enough time, you can construct a small wooden house or even your own warfare catapult. You can be creative enough to build almost any structure that you can think of. However, constructing structures requires time and resources. 

Cooking Tools

Skills used: Nature or Tools Manipulation

You know how to prepare delicious food. During rests, you can whip up a nice meal for your group to enjoy, helping them to rest and recover more effectively.

Disguise Tools

Skills used: Deception or Tools Manipulation

You have expertise in altering the physical appearance of yourself and others. This includes changing hair color, skin tone, and facial features.

Explorer’s Tools

Skills used: Nature or Tools Manipulation

You know how to locate yourself in any situation and are prepared for any type of environment. You know how to navigate in the open sea, how to prepare equipment to safely explore, and even how to not get caught by traps.

Herbalist Tools

Skills used: Nature or Tools Manipulation

You know how to utilize plants to make herbal recipes and how to grow plants and take care of a garden.

Hunter’s Tools

Skills used: Nature or Tools Manipulation

You learn how to deploy traps for your prey, making you an exceptional hunter. You can deploy a bear trap or build a hidden trap hole filled with spikes, for example.

Medicine Tools

Skill used: Medicine or Tools Manipulation

You have experience with healing wounds and with medical supplies. You know how to craft Med Kits, and you also gain advantage when using them.

Musician’s Tools

Skill used: Performance or Tools Manipulation

You have experience with instruments, music sheets, and musical arrangements in general. You know how to put on a good show at any time and in any place.

Poisoner’s Tools

Skills used: Nature or Tools Manipulation

You know how to produce and manipulate poisons. You can produce those poisons and coat them in weapons or food.

Smith’s Tools

Skills used: Concentration or Tools Manipulation

You know how to create or repair any weapons and armors. With enough materials, you can create any weapon. You can also create magical weapons with magical materials.

Spellcraft Tools

Skills used: Arcana or Tools Manipulation

By using magical gems, you can create magical scrolls and runes, which can produce multiple magical effects.

Thief’s Tools

Skills used: Sleight of Hand or Tools Manipulation

You know how to pick any lock, disable any trap and can pickpocket someone more easily.

Alchemist's Tools

Skills used: Arcana or Tools Manipulation

You can analyze different potions and determine their effects. If you have the right materials, you can also create your own potions.

Creating Potions

With 3 hours of work and the necessary Alchemical Materials, you can attempt to produce potions. You must then make a Check with the Tool’s skill (Arcana or Tools Manipulation) to see if you can create the potion.

If the result is equal or higher than the Check DC on the Alchemist’s Potions Table, you succeed in creating the potion. If you fail, the potion is ruined and you just waste the materials needed.

Alchemical Materials

To create a potion, you need to use an Alchemical Material.

Normal Potions require Common Alchemicals, while Magical Potions require Magical Alchemicals. There is also Relical Potion, but they require Relical Alchemicals, which are really hard to find.

Common Alchemicals are normally considered a Common Thing, while Magical Alchemical are normally considered a Rare Thing. Relical Alchemical are always considered a Relical Thing, no matter where you are.

However, in places where magic is common, a Magical Alchemical could also be considered a Common Thing.

Alchemist's Potions Table
Potion Type Type of Alchemical Needed Check DC
Common Potions
Common Alchemical
10
Uncommon Potions
Common Alchemical
15
Rare Potions
Magical Alchemical
15
Very Rare Potions
Magical Alchemical
20
Relical Potions
Relical Alchemical
25

You can find a list with every Potion you can create in the Potions Lists in the Consumables Items Section here

Calligrapher's Tools

Skills used: Sleight of Hand or Tools Manipulation

You can write with incredible precision. You can imitate someone else’s writing, forge documents and draw maps with incredible precision if necessary.

Altering Documents & Imitating Writing

With 1 hour of work, you can alter a document or imitate someone’s writing using the Calligrapher’s Tools.

You can alter anything in the document, as long as it retains some of its original content. So you can alter the names on an invite list, but you could not transform an invite list into an academic paper for example.

To imitate someone’s writing, you need at least a whole phrase written by the person you are imitating.

A creature can make an Investigation Check with a DC of 10 + Tool’s skill (Sleight of Hand or Tools Manipulation) to analyze a document you forged or the handwrite you copied.

On a success, the creature notices that the document is forged or that the handwrite was copied. On a fail, the creature doesn’t notice the falsification.

Drawing Maps

You can also use the tools to draw precise maps. Whenever a creature uses the map that you drew, the quality of the map will affect how difficult it is for the creature to locate itself.

To locate itself, the creature must then make an Investigation Check with a DC of 20 – Tool’s skill (Sleight of Hand or Tools Manipulation). On a success, the creature can locate itself with no problems. On a failure, the creature remains lost even with the map.

Making Signs and Drawings

You can use these tools to make incredible signs or drawings and impress people. You can use those signs for artistic, business, or even just personal purposes.

You can also make drawings of people or objects without any difficulty to show to someone else if necessary, too.

Construction's Tools

Skill used: Concentration or Tools Manipulation

You know how to build and modify structures. With enough time, you can construct a small wooden house or even your own warfare catapult. You can be creative enough to build almost any structure that you can think of. However, constructing structures requires time and resources.

Analyzing Structures

With the help of these tools, you can analyze any structure and immediately determine its age, utility and materials.

Building Something

You can build almost any type of structure with these Tools. However, depending on the size of it, it might take more time, people and materials to build that structure as shown in the Construction Table.

Construction Table
Size Check DC Materials/ Labor Complexity Time
Tiny
10
Abundant
Very Simple
1 hour
Small
10
Very Common
Simple
1 day
Medium
15
Common
Simple
1 week
Large
15
Uncommon
Normal
1 month
Enormous
20
Rare
Very Complex
6 months
Gigantic
20
Very Rare
Very Complex
1 year
Colossal
25
Very Rare
Insanely Complex
5 years or more

Keep in mind that this table is simply a guide. Some places may have advanced technology that makes it easier to construct things. In those cases, the Complexity and the Rarity of Materials / Labor may change.

Size of Structure

Each Size represents the scale of the structure you are working on. The size of the structure is determined by the GM, but here are some examples of the sizes:

  • Tiny Structure: a stool or a corner table
  • Small Structure: a chair or a small table
  • Medium Structure: A door or a large table
  • Large Structure: A shack or a chariot
  • Enormous Structure: A small house or catapult
  • Gigantic Structures: A house or a ship
  • Colossal Structures: A castle or a large ship

Construction’s Materials/ Labor

You will need both materials and labor in order to build things. The coins you need to spend will then depend on the rarity of the materials and labor, as well as the complexity of the project. Take a look at the economy rules in the Adventuring section to learn more, which you can find here.

Getting Materials & Labor

You can either buy the materials or extract them in some way. For example, you could chop down some trees to obtain materials for a house. Use your environment to your advantage, and if it seems reasonable, you can use whatever you see fit to build something, as long as your GM approves.

Some larger structures also require more people to assist as labor. The individuals helping to construct the structure do not need to know how to use construction tools; you only need to coordinate their efforts to build the structure. How you coordinate them and convince them to help you is entirely up to your character.

Keep in mind that the cost of materials and labor will depend on their rarity and complexity. Take a look at the economy rules in the Adventuring section to learn more, which you can find here.

Quality of Construction

The quality of materials and labor will greatly affect the construction.

If you use materials or labor with a higher complexity level than necessary, you can create a high-quality construction. Conversely, if you use materials or labor with a complexity level one lower than necessary, you create a poor-quality construction.

When making a poor-quality construction, you must make a Check with the Tool’s skill (Concentration or Tools Manipulation) using the DC from the Construction Table. This Check is made after half the time of the construction has passed. On a failure, the construction fails and half of the materials and labor costs used are wasted.

Time Building

Some Constructions require long periods of time to be built. You don’t need to spend exactly all that time building the structure. All creatures that are working on the structure need to spend about 4 hours per day building the structure.

Rushing a Construction

You can try to rush the construction and complete it in less time, but there is a chance of failure, which would result in more time needed to finish. To rush, you must make a Check with the tool’s skill (Concentration or Tools Manipulation) to see if you succeed.

If your result equals or exceeds the Check DC on the Construction Table, you succeed in rushing, and the time needed to build the structure is halved (rounded down). If you fail, the time needed to build increases by 50% instead.

Note that you can only attempt to rush the same construction twice. If you are making a High-Quality Construction, you have advantage on the Rush Check, while you have disadvantage on the Check for a Poor Quality Construction.”

Reforming a Structure

To reform something, it counts as if you were building a structure that is one size smaller than the structure you are reforming. So if you are reforming a small boat (Large Structure) for example, it would count as if you were building a medium size structure. A tiny structure can easily be reformed and needs only a couple of minutes.

Cooking Tools

Skills used: Nature or Tools Manipulation

You know how to prepare delicious food. During rests, you can whip up a nice meal for your group to enjoy, helping them to rest and recover more effectively.

Cooking

During a Long rest, you can make one meal for the party to eat. Whenever you start cooking, you choose the complexity of your meal, and use the right Cooking Ingredients for it, shown in the table. The number of people you can serve is equal to the Ingredients used for the meal.

When you start cooking, you must make a Check with the Tool’s skill (Nature or Tools Manipulation) to see if you successfully cook your meal.

If the result is equal or higher than the Check DC on the Cooking Table, you succeed in cooking and not only is the meal delicious, but it also heals a specified amount of HP. On a fail, the meal is ruined and it just tastes bad.

Cooking Table
Dish Complexity Check DC HP regained Ingredients Required
Simple
10
3 HP
Common
Made with Love
15
6 HP
Common
Gourmet
15
10 HP
Exotic
Delicacy
20
20 HP
Exotic

Cooking Ingredients

There are 2 types of ingredients: Common and Exotic

Common Cooking Materials are things that are easily found, such as bread, normal meat, eggs and so on.

Exotic Materials are considered Uncommon Things, or even Rare Thing depending on where you are. A special kind of fruit or a special type of fish are examples of exotic Cooking Ingredients.

Ingredients Quality

Ingredients can be Fresh, Old, Rotten, or Preserved.

When you use a Fresh Ingredient, you make the Check to Cook with advantage. When you use a Old Ingredient, you make a normal Check to Cook. If you use a Preserved Ingredient, you make the Check to Cook with disadvantage.

However, if you are using Rotten Ingredients, you automatically fail the Check to Cook, and all creatures that ate the meal must succeed on an Endurance Save (DC 10) or become Poisoned (0, until they finish a Long rest).

An Ingredient is considered Fresh when used on the same day that you obtain it. However, your GM will determine how long it takes for an Ingredient to become Old or Rotten. Meat usually takes a day to become Old, and two more days before is Rotten, while eggs can take about a week to become Old and up to 3 weeks to become Rotten.

In any case, you can choose to Preserve an Ingredient if possible, quintupling the time it takes to become Rotten.

Since there are many types of food to use as ingredients and different durations of Fresh, Old, Rotten and Preserved; the determination is made by the GM.

Disguise Tools

Skills used: Deception or Tools Manipulation

You have expertise in altering the physical appearance of yourself and others. This includes changing hair color, skin tone, and facial features.

Disguising as another Person

With 1 hour of work, you can use Disguise Tools to change the appearance of any creature.

When creating a disguise, you can choose to simply make the person unrecognizable or make them resemble another creature you have seen at least once. However, you cannot alter their height, weight, or other similar characteristics.

A creature can make an Investigation Check with a DC of 10 + the Tool’s skill (Deception or Tools Manipulation) to determine if the creature is in disguise. On a success, the creature can see through the disguise, and on a fail, they will not notice the disguise.

Enhance Looks

With 1 hour of work, you can use the Disguise Tools to make a creature look Tougher or more Beautiful than normal.

If you make a creature more Beautiful, that creature gains advantage on Persuasion Checks, but also has disadvantage on Intimidation Checks until it finishes a Long rest.

If you make a creature look Tougher, that creature gains advantage on Intimidation Checks, but also has disadvantage on Persuasion Checks until it finishes a Long rest.

Explorer's Tools

Skills used: Nature or Tools Manipulation

You know how to locate yourself in any situation and are prepared for any type of environment. You know how to navigate in the open sea, how to prepare equipment to safely explore, and even how to not get caught by traps.

Preparing for Exploration

Before you go to a dangerous environment, such as a cave or a mountain, you can spend 1 hour setting up the necessary equipment for those environments for you and for other 6 creatures with you.

You can prepare the following types of equipment:

  • Climb equipment: You can prepare some ropes, for a specific vertical and climbable surface. A creature becomes immune against being Knocked Prone while climbing that surface.

  • Illumination equipment: You can prepare lamps or any type of similar equipment that sheds 15 feet of light around a creature, without the need of using any hands. This light last for about 4 hours

  • Swimming equipment: You can prepare equipment to swim faster and breathe for more time. While using this equipment, a creature gains an extra 10 feet of swimming movement and can maintain twice as much time without breathing while underwater, but that creature is also considered to be in harsh terrain while out of water.

Spotter

With the help of these tools, you can easily spot things.

Your Passive Perception becomes equal to 10 + your Tool’s skill (Nature or Tools Manipulation) + your Tier.

Find Directions

You can always tell in which direction North is.

Herbalist Tools

Skills used: Nature or Tools Manipulation

You know how to utilize plants to make herbal recipes and how to grow plants and take care of a garden.

Creating Herbal Recipes

Herbal Recipes are a great resource that are easier to find than potions, but also less powerful.

During a Short or Long rest, you can create Herbal Recipes by using the necessary Herbs, as shown in the Herbal Plants Table.

As an Action, a creature can use 1 Herbal Recipe with a Free Hand. That creature can also apply a Herbal Recipe to any willing target within 5 feet using that Action as well.

Finding Herbs

You can search for herbs in any environment with enough vegetation or wildlife.

When searching for herbs, you must make a Check using your Tool’s skill (Nature or Tools Manipulation) to see if you successfully find the herb.

Depending on the result of this Check, you can extract 1 Common, Uncommon, or Rare herb, as mentioned on the Herbal Plants Table. If the Check result is below 10, you fail and don’t extract any herbs. In that case, you must wait another day to search for herbs again.

If you search for herbs for about 1 hour, you make this Check with disadvantage. If you search for about 2 hours, you make this Check normally. And if you search for about 4 hours, you make this Check with advantage.

Creating your Garden

You can also create your own garden in order to have a reliable source of herbs for your Recipes.

When creating your Garden, you can plant a maximum of 5 Herbs, which have a growing time as shown in the Herbal Plants table. After that time, you can harvest your Garden and gain twice as much herbs that you initially planted.

You must spend 30 minutes per day taking care of your Garden to maintain it.

Herbs Expiration

Most herbs and herbal Recipes last for about 1 week.

Herbal Plants Table
Recipe Check DC Time to Grow
Common
10
1 week
Uncommon
15
2 weeks
Rare
20
3 weeks

You can find a list with every Herbal Recipes you can create in the Herbal Recipes Lists in the Consumables Items Section, which you can find here.

Hunter's Tools

Skills used: Nature or Tools Manipulation

You learn how to deploy traps for your prey, making you an exceptional hunter. You can deploy a bear trap or build a hidden trap hole filled with spikes, for example.

Creating Traps

With 1 hour of work, you can deploy one trap of your choice.

When a creature enters an area within 15 feet of the trap, it must make a Reflex Save against the tool’s skill (Nature or Tools Manipulation), or suffer from the trap’s effects.

Discovering Traps

A creature immediately notices your trap if it has a Passive Perception equal or higher than 10 + your Tool’s skill (Nature or Tools Manipulation). Otherwise, that creature doesn’t notice anything different in its environment without further inspection.

Traps List

Here are some traps and their following effects:

  • Bear Trap: The creature takes 1d12 thrust damage, and becomes Immobilized while the trap is active. A creature can use its Action to make an Athletics Save against the Tool’s skill (Nature or Tools Manipulation), disarming the trap on a success.

  • Net: A creature becomes Contained and Immobilized. A creature can use its Action to make an Athletics Save against the Tool’s skill (Nature or Tools Manipulation), destroying the Net on a success. You can capture up to 9 tiny creatures, or up to 6 small creatures, or up to 3 Medium creatures, or only 1 Large creature with the Net.

  • Trap Hole: A Large or smaller creature falls in a 10-feet-deep hole in the ground lined with spikes, taking 1d10 thrust damage and becoming Knocked Prone. A creature can still climb out of the hole.

Creating your own Traps

You can always be creative and come up with your own ideas for a Trap. As long as your GM allows it, there is no problem.

Just keep in mind that a trap should do no more damage than 1d12, and that a trap should have an approximate power as the other 3 traps examples above.

Medicine Tools

Skill used: Medicine or Tools Manipulation

You have experience with healing wounds and with medical supplies. You can better use Med Kits.

Diagnosis

You can make 1 Medicine Check (DC 15), to diagnose a creature. On a success, you discover what is wrong with it.

Using Med Kits

With the help of the Medicine Tools, you also gain advantage to the Medicine Checks you make for Med Kits.

You can find all the Med Kits here.

Stop Bleedings

With the help of the Medicine Tools, you also gain advantage on Medicine Checks you stop Bleedings.

Cure Poisons

With the help of the Medicine Tools, you also cure Poisons. As an Action, you can choose 1 Poisoned creature within 5 feet of you to give an antidote. That creature then stops being Poisoned.

Musician's Tools

Skill used: Performance or Tools Manipulation

You have experience with instruments, music sheets, and musical arrangements in general. You know how to put on a good show at any time and in any place.

Performing a Show

With the aid of musical instruments, you can perform a musical show that can help you in numerous ways.

If you perform well, you can earn coins, gain reputation points (RP), or create a distraction, for example.

When you perform, you need to make 1 Check using the Tool’s skill (Performance or Tools Manipulation). The DC of this Check will depend on the standard of your audience, as shown in the Performance Table below.

On a successful Check, you will earn the audience’s respect, gaining Coins and RP as shown in the Performance Table. However, if you fail the Check, you will instead lose that amount of RP on the table, giving you a bad reputation.

Performance Table
Audience Standard Check DC RP Coins
Very Low
5
-
-
Low
10
-
2d6 Copper
Medium
15
1
2d6 Silver
High
20
2
2d6 Gold
Very High
25
4
5d6 Gold
They want a Legend
30
10
2d4 Platinum

Poisoner's Tools

Skills used: Nature or Tools Manipulation

You know how to produce and manipulate poisons. You can produce those poisons and coat them in weapons or food.

Coating Weapons with Poison

During a Short or Long rest, you can coat a weapon or up to 2 pieces of ammunition with poison. The weapon must deal slash or thrust damage.

The poison lasts for 12 hours or until you hit an Attack. If using ammunition, the poison ends when you either hit or miss the Attack.

The creature hit by the coated weapon or ammunition must succeed on an Endurance Save against your Tool’s skill (Nature or Tools Manipulation) or suffer from the coated poison’s effects.

Poisoning Foods

You can poison food in case you want to get away with murder. Any creature that eats that food must succeed on an Endurance Save against your Tool’s skill (Nature or Tools Manipulation), or suffer from the effects of the applied poison.

Finding Poisons

You can search for poisons in any environment with enough vegetation and wildlife.

When you search for poisons, you must make a Check using the Tool’s skill (Nature or Tools Manipulation) to see if you successfully find any. Depending on the result of this Check, you can extract 1 Common, Uncommon, or Rare poison, as indicated on the Types of Poisons Table. If the Check result is below 10, you fail to extract any poisons. You must wait another day to search for poisonous plants again.

If you search for poisons for about 1 hour, you make this check with disadvantage. If you search for about 2 hours, you make the check normally. If you search for about 4 hours, you make this check with advantage.

Extracting poison

During a Short or Long rest, you can also extract poisons from poisonous creatures that you have successfully hunted.

To extract the poison, you must make a check with the Tool’s skill (Nature or Tools Manipulation). The Check DC will be determined by the potency of the poison you are extracting.

If the result is equal to or higher than the Check DC on the Types of Poisons Table, you succeed in extracting the poison. On a failure, you waste the poison from the hunted creature.

Poison Expiration

Most poisons last for about 1 week after being extracted.

Types of Poisons Table
Poison Potency DC
Common
10
Uncommon
15
Rare
20

You can find a list with every Poisons you can create in the Poisons Lists in the Consumables Items Section, which you can find here.

Smith's Tools

Skills used: Concentration or Tools Manipulation

You know how to create or repair any weapons and armors. With enough materials, you can create any weapon. You can also create magical weapons with magical materials.

Forging Armors & Shields & Weapons

By working for 8 hours, you can create any Armor, Shield or Weapons using the necessary materials.

When you finish forging an equipment, you must make a Check using the Tool’s skill (Concentration or Tools Manipulation) to see if you successfully forge it.

If the result is equal or higher than the Check DC on the Forging Table, you succeeded in forging the equipment. On a fail, you just waste the Materials used.

Forging Table
Equipment Type Check DC
Buckler, Light Armor, Brawl Weapons, Light Weapons
10
Medium Armor, Finesse Weapons, Martial Weapon, Medium Shields
12
Heavy Armor, Heavy Weapon, Great Shield
15

Forging Materials

You can use Metal, Wood, or Leather Materials to forge equipment. The type of material you use must be the same as the material the equipment you’re making is made of.

The rarity of those Materials will depend on where you are. If you are in a city with high technology, Metal might be considered a Very Common Thing, but in a simple village, Metal might be considered a Rare Thing, for example.

Forging Standard

You can set 3 Forging Standards when creating any equipment: a Low, Normal or High Standard.

If you set High Standards, you make the Check to Forge with advantage. If you set Low Standard, you make the Check to Forge with disadvantage.

The Forging Standard will also determine the Complexity and the cost of what you are creating.

Check the Economy rules in the Adventuring section to see how Money is used, which you can find here.

Forging Standard Table
Forging Standard Complexity
Low Standard
Very Simple
Normal Standard
Simple
High Standards
Normal

Example: If you set a Low standard (Very Simple Complexity) to build a sword, you will need to spend 1-10 Coins. If you set a High Standard (Normal Complexity) to build a sword, you will need to spend 20-50 Coins. If Metal was Rare, you would need to use Gold Coins. If Metal is Very Common, you would need to use Copper Coins.

Fixing Equipment

During a Long rest, you can fix only 1 equipment, removing all its Corrosion Points if any.

Forging Special Items

You can also create any Special Items with the Smith’s Tools. However, in order to create Uncommon or rare Special Items, you need to use Special Materials.

When creating such Special Items, you then use the Check DC of the Special Forging Table instead of the normal Forging Table to create that item.

You must use both the normal Material and Special Material when creating a Special Item.

Special Forging Table
Rarity Material Required Check DC
Common
None
15
Uncommon
Uncommon Material
15
Rare
Rare Material
20
Very Rare
Very Rare Material
25
Relical
Relical Material
30

Special Upgrade

You can also transform a Normal Item into a Special Item by using Special Materials.

The Special Item must be of the same category as the Normal Item, so you cannot transform a Boot into a magical Sword, for example.

You must then make a Check using the Tool’s skill (Concentration or Tools Manipulation) to see if you successfully upgrade it or not.

If the result is equal or higher than the Check DC on the Special Forging Table, you succeed, and you then upgrade the equipment. On a fail, only the Special Material is wasted.

You only need to use the Special Material when upgrading a Normal Item, and you don’t need to use Normal Materials.

Spellcraft Tools

Skills used: Arcana or Tools Manipulation

By using magical gems, you can create magical scrolls and runes, which can produce multiple magical effects.

Analyzing Runes & Magical Scrolls

You can use these Tools to analyze any type of Runes and Magical Scrolls, determining all of its properties, such as its power and possible effects.

Creating Magical Scrolls

With 3 hours of work, you can create Magical Scrolls using Magical Gems. When you do so, you must make a Check using the Tool’s skill (Arcana or Tools Manipulation).

If the result is equal or higher than the Check DC on the Spellcraft Table, you succeed, and you can then create one Magical Scroll with the same rarity as the Magical Gem used. On a fail, you waste the Magical Gem instead.

When you create a Magical Scroll, you can choose any spell from any Class to inscribe on that scroll. Any creature can then use a Rod to cast the chosen spell from that Magical Scroll you made. Once the Magical Scroll is used, it loses all its effects, and it cannot be used again.

The maximum level of the spells in the Magical Scroll is determined by its rarity, as shown in the Spellcraft Table.

Creating Runes

Runes are magical signs inscribed in an equipment, which can be used to activate a magical effect. Once a Rune is used, it disappears and it cannot be used again. A creature can only carry 1 Rune, which must be inscribed in an equipment which it is attuned with in order to be used.

With 3 hours of work, you can inscribe Runes in any equipment by using Magical Gems. When you do so, you must make a Check using the Tool’s skill (Arcana or Tools Manipulation).

If the result is equal or higher than the Check DC on the Spellcraft Table, you succeed and you then inscribe a Rune with the same rarity as the Magical Gem used. On a fail, you waste the Magical Gem instead.

Magical Gems

The rarity of Magical Gems can greatly differ depending on where you are. A city full of wizards is probably very used to magic and spells and might consider a Common Magical Gem a Very Common Thing. On the other hand, a small village might consider a Common Magical Gem as a Very Rare Thing, for example.

Spellcraft Table
Rarity Max. Spell Level Check DC
Common
Level 1
15
Uncommon
Level 2
15
Rare
Level 4
20
Very Rare
Level 6
25
Relical
Level 8
30

You can find a list with every Runes you can create in the Consumable Section, which you can find here.

Thief's Tools

Skills used: Sleight of Hand or Tools Manipulation

You know how to pick any lock, disable any trap and can pickpocket someone more easily.

Disarming Traps

As an Action, you can make a Check using the Tool’s skill (Sleight of Hand or Tools Manipulation) to disarm traps within 15 feet of you. You must have noticed the trap in order to disarm it first.

On a success, you disarm the trap with no problems. On a fail, you trigger the effect of the trap.

This Check DC is equal to Save DC of that Trap.

Opening Locks

When attempting to open a lock, you must make a Check using the Tool’s skill (Sleight of Hand or Tools Manipulation) to determine whether you successfully open it.

If the result is equal to or greater than the Check DC on the Lock Table, you succeed in opening the lock. On a fail, you are unable to open it.

You can open a lock in three ways: the normal way, a careful way, or a reckless way.

  • The careful way provides advantage on the Check to open the lock, but requires 10 minutes of work.
  • The normal way takes 1 minute to open, and the Check is made normally.
  • The reckless way only requires an Action to open the lock, but the Check is made with disadvantage.
Lock Table
Lock Difficulty Check DC
Common
10
Complex
15
Common Safe Lock
20
Complex Safe Lock
25
Bank Lock
30

Pickpocketing

Whenever you try to pickpocket someone, you can make a Check using the Tool’s skill (Sleight of Hand or Tools Manipulation) with advantage.