Tools
Tools: These items are specialty ones that character can gain Proficiency with. Some are utilized to create useful common items such as potions, arrows, and clothes while others have very specific uses for utilizing certain skills such as disguises with the Disguise Kit or unlocking your way into secured building with Thief’s Tools. Each utilizes a specific Skill (listed below), which when used by a Character that has both the appropriate Tool and the Proficiency with it grants them the ability to utilize it in a specific way. For example, having both Proficiency with Smith’s Tools and access to those tools can utilize the Athletics Skill to make a Smithing Check. Note how this can be used even with a Character that does not have Proficiency with Athletics, but the Character can still add that Skill’s associated Attribute Modifier
Alchemist’s supplies [Nature] - 50 gp (5kg): Alchemical Items such as Potions and Poisons
Brewer’s supplies [Nature]- 20 gp (6kg): Alcoholic Beverages
Calligrapher's tools [Sleight of Hand] - 10 gp (3kg): Copying and Analyzing Written Works, Writing Spell Scrolls
Carpenter’s tools [Sleight of Hand] - 8 gp (3kg): Specialty Furniture, Staves, Sculptures
Cartographer’s tools [Survival] - 15 gp (2kg): Maps and Framed Maps, assistance with Traveling Checks
Cobbler’s tools [Sleight of Hand] - 5 gp (3kg): Boots, Sabatons
Cook’s tools [Survival] - 1 gp (4kg): Enhancing Food
Disguise tools [Sleight of Hand] - 25 gp (1kg): Hiding appearances
Enchanter’s tools [Arcana] - 50 gp (3kg): Creating Magic Items
Fisherman’s tools [Athletics] - 1 gp (1kg): Acquiring Food
Glassblower’s tools[Sleight of Hand] - 30 gp (4kg) - Potion Vials, Spyglass
Herbalism tools [Nature] - 5 gp (2kg): Herbal Salves, Poison Cures
Jeweler’s tools [Sleight of Hand] - 25 gp (1kg): Rings, Necklaces, Gemstones
Jotun tools [Arcana] - 50 gp (5kg): Enchanting Weapons and Armor
Leatherworker’s tools [Sleight of Hand] - 5 gp (3kg): Light Armor, Gloves, Hides
Mason’s tools [Athletics]- 10 gp (5kg): Statues, Houses
Navigator’s tools [Survival] - 20 gp (3kg): Advantage on Survival over Long Distances, Ability to lead travel
Painter’s tools [Sleight of Hand] - 10 gp (3kg): Paintings
Poisoner’s tools [Nature] - 50 gp (2kg): Poisons
Potter’s tools [Sleight of Hand] - 10 gp (2kg): Statues, Clay Tools
Smith’s tools [Athletics]- 20 gp (3kg): Metal Weapons and Armor
Tinker’s tools [Investigation] - 50 gp (6kg): Mechanical Items, Magical Mechanisms
Thief’s tools [Sleight of Hand] - 1 gp (1kg): Unlocking Objects, Stealing Items
Weaver’s tools [Sleight of Hand] - 1 gp (2kg): Robes, Hats, Clothing
Woodcarver’s tools [Sleight of Hand] - 1 gp (1kg): Bows, Wooden Effigies
Crafting Rules
General Rules
The following things are required to perform Crafting: Crafting Tools that pertain to your item of choice (such as Alchemist’s Tools for making a Potion), Proficiency with them, a Workbench, and at least 1GP worth of materials (related to the desired craft) must be on hand. The Workbench can take many forms (see below) where you can spend time without interruption or worry at a minimum, though there are specialized locations which can provide additional benefits to that specific item
Work is measured in Workdays or Work Weeks, where a day utilizes 8 Hours and a Week utilizes 6 Workdays. In general a Workday produces 7 SP worth of material for a Crafter Proficient with their craft of choice. In addition, the skill of the crafter and the materials will further enhance the results. As a baseline Crafters with +4 to their Tools (such as a Lv.1 Character with 14 Intelligence and Proficiency with Alchemist’s Tools) can produce 10 SP (1 GP) with 5 SP of materials, those with +8 can produce 20 SP, and those with +12 can produce 40 SP. Higher quality items have a starting material cost of 1 GP but can go all the way up to 10 GP, these keep the ratios of profit based on total crafting skill
Non-magical crafting is common but it doesn’t always require just Artisan Tools. There are some instances where additional things would be required, such as the use of a Forge for the crafting of a Suit of Armor
For Unimportant or nonspecific Ingredients the general monetary cost will always have a specific GP value attached to it, along with the type of Tool that it is suited for. For instance a City likely houses a local Alchemist or Herbalist that can Sell “Supplies”. For ease a GM can decide to allow players to buy “500GP of Alchemical Supplies” or “Herbalist Supplies worth 150 GP” from this shop, which should include the specific things required for their craft. If there is a specific item (such as a rare flower) involved, see the above note to figure out a specific way to acquire this ingredient. If random Ingredients cannot be bought (as the players could be lost in the woods) then you can say that these ingredients are not available in this area you can change the DC listed below by a level to make it seem more difficult. Players can in general search for raw materials while Traveling at a casual pace
Crafting Stations - The most general places where work can be done apply to all locales where a character can be safe, uninterrupted, and have easy access to their tools and materials
Crafting Stations - These specific places enhance the possibility for creating items. Most that have been stocked provide a +1 bonus to all crafting rolls for their associated craft [such as an Alchemist’s Bench (for Alchemy) or a Forge (for Smithing)] in addition to unlocking additional crafting options. Stations that have been exceptionally well-stocked can provide additional bonuses, with Master-Level Stations providing a +5 bonus due to the extremely high quality materials and tools there. If the GM chooses not to require rolls (such as for following a recipe the Character knows well) they can choose to have a Workbench reduce the time required by a similar factor to the increase in quality instead. Most Basic Crafting requires a DC10 check of the appropriate tool, such as concocting a basic potion or making a simple eating knife. As things become more elaborate (or the desired effect more precise, such as a Superior Healing Potion or a supremely sharp Longsword) this DC increases appropriately
If a character would like to build a Crafting Station (or the type of which should be in an area) the general quality should fall along these lines of a Common: 100 GP, Uncommon: 1000 GP, Rare: 5000 GP, Very Rare: 10,000 GP, or Legendary: 100,000 GP
Research
Reverse Engineering Magic Items - This represents the time and effort required to formulate plans for the item they have, how it works, and how well they can recreate it. This normally requires an extended ability check, not being applicable to be assisted via Bardic Inspiration or the Guidance Cantrip. The gold cost can be paid for with specific ingredients or by going to a shop of the GM’s discretion. In addition the Ability Check is performed at the end of the research session. Upon a failure nothing can be rewarded but the method I use, which I also think is better all-around, is to reduce the subsequent attempt by 1. If the player’s roll is very close, such as failing by exactly 1, I will lower the next roll by 2 instead as a nod to that. In general these use the following DCs, Non-magical (DC8, 1D, 25GP), Common (DC10, 2D, 50 GP), Uncommon (DC15, 3D, 200 GP), Rare (DC20, 1WW, 2k GP), Very Rare (DC 25, 6WW, 20k GP)
Crafting Examples (LR = 8 Hours/Long Rest) (WW = Workweek or 6 days) (SR = 1 Hour/Short Rest)
Alchemist’s Kit - 1LR - Acid, Alchemist’s Fire, Antitoxin, Oil, Perfume, or Soap - Costing ½ the item’s gold value in raw materials
Brewer’s Kit - 1LR - 6 Gallons of Purified Water - 10L of Purified Water - Requires 20L of Impure Water
Cartographer’s Kit - 2WW (1SR per day Travelling) - A Map - Requires blank high quality Paper, ink, and a quill
Cobbler’s Kit - 1D - Hidden compartment in a pair of shoes
Cooking Tools - 1SR - A Tasty Meal - Sufficient Food
Disguise Kit - 1LR - A Disguise - Sufficient Materials
Forgery Kit - 1SR - A Forged Document - Paper, Ink, a Quill, and an Example Document
Healing Potions (Requires Proficiency with Alchemy or Herbalism Kits (Herbalism Kits produce herbal Salves instead of Potions))
Healing - 1 D - 25 gp
Greater Healing - 1 WW - 100 gp
Superior Healing - 3 WW - 1 000 gp
Supreme Healing - 4 WW - 10 000 gp
Herbalism Kit - 1LR - Antitoxin, Oil, Perfume, Salve, Soap - Costing ½ the item’s gold value in raw materials
Spell Scrolls - You must know the Spell, have the magical Ink and Paper required for Wizard Spellbooks, and the time to do so all in one go. If this process is interrupted then it must be started over from scratch at a later time. In addition if the crafter has a Spell Attack Bonus or Spell Save DC less than what is listed below that is what is utilized instead.
Cantrip - 1 D (15 GP) Save DC 13/Spell Attack Bonus +5
1st Level Spell - 1 D (30 GP) Save DC 14/Spell Attack Bonus +6
2nd Level Spell - 3 D (100 GP) Save DC 15/Spell Attack Bonus +7
3rd Level Spell - 1 WW (250GP) Save DC 16/Spell Attack Bonus +8
4th Level Spell - 2 WW (500GP) Save DC 17/Spell Attack Bonus +9
5th Level Spell - 4 WW (1000GP) Save DC 18/Spell Attack Bonus +10
6th Level Spell - 6 WW (2500GP) Save DC 19/Spell Attack Bonus +11
Weaver’s Kit - 1LR - an Outfit - Sufficient Cloth
Woodcarver’s Kit - 1SR - 5 Arrows or Bolts - Enough Wood (1LR = 20 Arrows)