5E - Tools of the Realms

by Darkenneko

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Tools of the Realms

0.6
Part 1 | Introduction & Skills

Tools of the Realms

THE VAST WORLD OF DUNGEONS AND dragons is filled with talented individuals. This house rule booklet brings over systems that better utilize the artisan's tools located in the PHB. WotC brought minor tweaks with XGtE, but that merely turned them from useless items to barely mundane. This brings unique systems for each tool with the exception of Herbalism & Alchemist as I utilize Dalagrath's system.

New Skill Checks

Currently, there is no set skill or attribute assigned to artisan tools skill checks in Dungeons & Dragons 5th Edition. For the purpose of the following mechanics all artisan tools skill checks will be done with an appropriate modifier and then add their proficiency bonus if they are proficient with the tool they are using.

For most artisan tools, either Intelligence or Wisdom make sense but it is ultimately up to the DM based on the check being done.

A work in progress

Everything in this booklet is considered a work in progress, even the most complete looking artisan tool's. I'm always open to feedback on the things I've created and always look forward for good criticism or new ideas.

Alchemist's Supplies

ALCHEMIST'S SUPPLIES ENABLE A character to produce useful concoctions, such as acid or alchemist's fire.

Alchemist's Supplies XGtE Pg. 79

Components. Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

Arcana. Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.

Investigation. When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.

Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weight 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.

Example Activities
Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20

Alchemical Creations (Extended)

Just like Herbalism, there is currently no set Alchemy skill in 5th Edition Dungeons & Dragons. Towards that purpose, a character would use their Intelligence or Wisdom modifier, whichever is highest, and then add their proficiency bonus if they are proficient with alchemist’s supplies.

Alchemy Modifier = WIS or INT Modifier + your

proficiency bonus if proficient with Alchemist Kits

Intelligence or Wisdom is the attribute modifier for Alchemist Supplies.

Ingredient Listing

The following is a quick reference for ingredients.

Ingredient Listing

Alchemist's Journal

Each alchemist keeps a journal with their equipment to record their findings and to keep recipes. These journals are highly prized by other alchemist and rarely shared with others. When an alchemist starts out, they typically know one common recipe and one rare recipe and can expand their recipes by trading notes with others like them, finding old an alchemist's journal or experimenting with ingredients.

Note. The recipes below are not all inclusive.

The Process of Alchemy

When a player would like to craft a potion, they would announce it to their DM. Players can perform Alchemy Attempts, which are the equivalent to Rituals. This process takes 10 minutes to complete and results in a single vial of paste, powder, or liquid.

To start a basic Alchemy Attempt, you would select a base ingredient to work with. Base ingredients have the term Effect in front of the description. When crafting, you can only have one of these base ingredients unless an ingredient says otherwise, such as Bloodgrass.

Once you have your base ingredient, you can add other ingredients that have the Potion Modifier, Toxin Modifier or Special term in front of the description. You can only have one Effect ingredient and up to three Modifier ingredients in a single concoction. Secondly, there are Enchantment ingredients. These require Elemental Water as their base ingredient, which then you would select the Enchantment ingredient for the Alchemy Attempt.

Now that you have selected your ingredients, you’d find the total difficulty number and roll an Alchemy Attempt DC check.

Alchemy Attempt DC = 10 + all ingredient difficulty

modifiers combined

On a successful Alchemy Attempt roll, you create the vial of paste, powder, or liquid. On a failure, the vial’s contents don’t look exactly like they should. It is up to the DM to decide whether the character knows if the potion will work correctly.

Crafting Potions

The two different types of potions are Effects and Enchantments.

An simple Effect potion normally is either a healing-like substance, while Enchantment potions produce a spell-like effect. For example, Wisp Stalks give the effect of making the consumer of the potion to turn invisible for 1 hour. While the healing-like substances can be altered by Potion Modifier ingredients, all of the Enchantment potions cannot.

Crafting Potions (Cont.)

An example of a potion that you can create using Alchemy: Potion of Delayed Potent Healing. Starting with Wild Sageroot, combine it with Milkweed Seeds and a touch of Gengko Brush. This potion has a Alchemy Attempt DC of 14. The resulting mixture should give off a bluish-green glow in the water, with the remnants of the brown Gengko Brush swirling around. When ingested, this potion provides (8d4/2) healing over the course of two rounds

Common Recipes

Small Healing Potion

A basic potion crafted from Wild Sageroot, when the light pink roots are crushed up and combined with water they create a red potion.


  • Crafting DC: 10
  • Ingredients: Wild Sageroot
  • Ingredient Cost: 15 gp
  • Effect: When ingested, this potion provided 2d4 + Alchemy Modifer healing.
  • Effect Duration: Immediate

Potion of Delayed Potent Healing

This mixture gives off a bluish-green glow in the water, with the remnants of the brown Gengko Brush swirling around.


  • Crafting DC: 14
  • Ingredients: Wild Sageroot, Milkweed Seeds, Gengko Brush
  • Ingredient Cost: 70 gp
  • Effect: When ingested, this potion provides 4d4 healing over the course of two rounds.
  • Effect Duration: Two rounds

Rare Recipes

Potion of True Strike

This potion's container seems to hold a silver looking liquid.


  • Crafting DC: 15
  • Ingredients: Elemental Water, Arrow Root
  • Ingredient Cost: 140 gp
  • Effect: +1 to attack rolls when applied to a weapon
  • Effect Duration: 1 minute

Potion of Gaseous Form

This potion's container seems to hold fog that moves and pours like water.


  • Crafting DC: 16
  • Ingredients: Elemental Water, Blue Toadshade
  • Ingredient Cost: 200 gp
  • Effect: DMG pg. 187
  • Effect Duration: DMG pg. 187

Potion of Delayed Greater Healing

This mixture has a light purple glow in the water, with remnants of the brown Gengko Brush swirling around.


  • Crafting DC: 18
  • Ingredients: Wild Sageroot, Dried Ephedra, Gengko Brush, Milkweed Seeds x2
  • Ingredient Cost: 125 gp
  • Effect: When ingested, this potion provides 8d6 healing over the course of two rounds.
  • Effect Duration: Two rounds

Brewer's Supplies

BREWING IS THE ART OF PRODUCING beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.

Brewer's Supplies XGtE Pg. 79

Components. Brewer's Supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.

History. Proficiency with brewer's supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.

Medicine. This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.

Persuasion. A stiff drink can help soften the hardest heart. Your proficiency with brewer's supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.

Potable Water. Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.

Example Activities
Activity DC
Detect poison or impurities in a drink 10
Identify alcohol 15
Ignore effects of alcohol 20

Brewing (Extended)

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 an Brewer's Supplies Check, and if you are proficient in Brewer's Supplies, you may add your Proficiency Bonus to the check.

Intelligence is the attribute modifier for Brewer's Supplies.

Brewed Recipes

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 brews and 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.

The Process

When determining what beverage you wish to brew, you must gather the requisite ingredients first for the recipe. After that, you can then begin the process of brewing by creating your mash and then boiling that mixture of grains and spices, this can be done in a short or long rest. You will then make a Brewer's Supplies check based off of the DC of the recipe you are attempting, if you fail the check the mash can still be turned into the beverage, but it will have not have any Effects.

Once you are finished boiling your mash, you can then filter it out and add it in 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, as determined by the recipe, your brew will be finished and ready to be drunk! You must make a Brewer's Supplies check based off of the DC of the recipe you are attempting, if you fail the check the fermented beverage does not have any Effects.

There are only two checks required when creating the brew, after boiling of the Mash and once fermentation has been completed.

Drinking

A character can only benefit from one Brewed Beverage per short rest, if they drink any more they gain no additional benefits and retain the benefits, even if they have ran out, of the first drink.

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.

Recipes
Item Fermenting Time DC Special Ingredients Ingredient Cost
Ale 2 Days 10 1 sp
Blood Moon Wine 5 Days 16 The blood of children 25 gp
Dragon's Porter 15 Days 20 Blood of a dragon 25 gp
Dwarven Courage 3 Days 13 10 gp
Fairy Wine 10 Days 18 Pixie, fruit from the Fey Wild 50 gp
Unicorn Tears 20 Days 16 Unicorn Tears 50 gp

Recipes on next page.

Brewed Recipes

Ale

The backbone of every tavern across the realms, ale is a type of beer brewed using a warm fermentation method, resulting in a sweet, full-bodied and fruity taste.


  • Fermenting Time: 2 Days
  • Brew DC: 10
  • Special Ingredients: N/A
  • Ingredient Cost: 1 sp
  • Intoxication Modifier: +1
  • Effect: N/A
  • Effect Duration: N/A

Blood Moon Wine

This ruby colored wine has metallic swirls that populate the goblet. It's packed with lots of ice and when ingested fills you with an other-worldy vitality. You gain a number of temporary hit points equal to half the Brewer's level (rounded up).


  • Fermenting Time: 5 Days
  • Brew DC: 16
  • Special Ingredients: The blood of children
  • Ingredient Cost: 25 gp
  • Intoxication Modifier: +4
  • Effect: Gain a number of temporary hit points equal to half the brewer's level. The temp HP doesn't end early.
  • Effect Duration: N/A

Dragon's Porter

This fiery porter creates a delightful burning sensation in your mouth and your throat. While ingested, you have resistance based on the color of dragon added to the brew. The porter looks like liquified gold and is made with the blood from a dragon.


  • Fermenting Time: 15 Days
  • Brew DC: 20
  • Special Ingredients: Blood of a dragon
  • Ingredient Cost: 25 gp
  • Intoxication Modifier: +3
  • Effect: Gain resistance to an elemental type based on the dragon added to the brew.
  • Effect Duration: 1 hour

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
  • Intoxication Modifier: +1
  • Effect: Advantage on saving throws against the Frightened condition
  • Effect Duration: 1 hour

Fairy Wine

Fairy Wine is green and tastes like fruit. It's created by brewing a live pixie over a long period of time while constantly adding fresh fruit from the Fey Wild. The longer the pixie lives, the better the wine comes out.


  • Fermenting Time: 10 Days
  • Brew DC: 18
  • Special Ingredients: Pixie, Fruit from the Fey Wild.
  • Ingredient Cost: 50 gp
  • Intoxication Modifier: +5
  • Effect: After drinking a cup of fairy wine, the person drinking rolls a d10. They gain a spell slot equal to the roll. On a score of 10, they instead find themselves wracked with guilt of the deceased fairy and lose one of each available spell slot they have available.
  • Effect Duration: 24 hours

Unicorn Tears

Unicorn Tears, also known as Liquid Rainbow is secretly made from the actual tears of a unicorn. Observing the unicorn tears of any volume greater than a shots worth is like gazing into a portal that subconsciously draws weaker willed mortals into consuming it. Consuming unicorn tears has a slight addictive effect along with being highly hallucinogenic. It will also suppress any curses currently effecting the one drinking if they're good-aligned.


  • Fermenting Time: 20 Days
  • Brew DC: 16
  • Special Ingredients: Unicorn Tears
  • Ingredient Cost: 50 gp
  • Intoxication Modifier: +5
  • Effect: Supresses any curses currently effecting the drinker if they're good-aligned. Disadvantage on Wisdom saving throws.
  • Effect Duration: 2 hours

Calligrapher's Supplies

CALLIGRAPHY TREATS WRITING AS A delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.

Calligrapher's Supplies XGtE Pg. 79

Components. Calligrapher's supplies include ink, a dozen sheets of parchment, and three quills.

Arcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.

History. This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.

Decipher Treasure Map. This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts.

Example Activities
Activity DC
Identify writer of nonmagical script 10
Determine writer's state of mind 15
Spot forged text 15
Forge a signature 20

Calligraphy (Extended)

Calligrapher's are key components for many pieces of everyday life. Most calligrapher's work as freelancers roaming the land in search of people that need their skills. It takes many hours and revisions to get exactly what the patron asks for so a calligrapher must be patient. Below is a list of activities/jobs a calligrapher can take, the difficulty, and an estimate for how much one would pay for it which is subjective and up to the DM for final pay.

Intelligence is the attribute modifier for Calligrapher's Supplies.

Activities
Activity DC Reward
Identify writer of nonmagical script 10 25 gp
Determine writer's state of mind 15 50 gp
Spot a forged text 15 100 gp
Write up official document 15 100 gp
Transcribe magical scroll 20 200 gp
Forge a signature 20 200 gp

Freelance Work

Calligrapher's can lend their talents to local business to create a variety of marketing material for them. This includes things like pamphlets, brochure, signs, menus, or anything else used to draw the eye of passerbys.

You can spend a work day, 8 hours, crafting these for a business of your choice, roll a Calligraphy check and based based on the size of the populace and the type of business the DM will provide you a set of wages for your work. The chart below is an example and is on a daily rate.

Freelance Average Pay Rate
Business Size Pay
Small (Ex. Cobbler, Blacksmith ) 5 - 15 Cp
Medium ( Ex. Popular Tavern, Library ) 30 - 90 Cp
Large ( Ex. Military Commission, Wizard ) 1 - 25 Sp
Huge ( Ex. Royalty, Country ) 50 Sp - 5 Gp

Maps (INWORK)

Having a hand crafted map provides a number of benefits when it comes to transversing the world. Maps come in different qualities and completion rates that will provide different bonuses depending on how far along the cartographer is on creating his map.

Every location has to be mapped a number of times equal to half the travel points required to explore it. You will record the % of your map completion based on how much travel points are left to complete the map. To gain benefits from an incomplete map, you must roll a set of percentile die and be even to or less than your current progress. Areas can also only be completed if each notable site has been recorded, which also enables one ability to travel to the notable site specifically.

Carpenter's Tools

SKILL AT CARPENTRY ENABLES A PLAYER to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

Carpenter's Tools XGtE Pg. 80

Components. Carpenter's Tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

History. This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.

Investigation. You gain additional insight when inspecting areas with wooden structures, because you know tricks of construction that can conceal areas from discovery.

Perception. You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.

Stealth. You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.

Fortify. With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.

Temporary Shelter. As part of a long rest, you can construct a lean-to or similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.

Example Activities
Activity DC
Build a simple wooden structure 10
Design a complex wooden structure 15
Find a weak point in a wooden wall 15
Pry apart a door 20

Woodworking (Extended)

If you can dream it, you can probably build it with the help of your Carpenter's Tools. It just may require a large purse of gold, a lot of time, and a near endless supply of wood and other materials.

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

Unlike other tools, you need access to large quantities of wood. If you find yourself wanting to create a massive structure 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.

Strength is the attribute modifier for Carpenter's Tools.

Land

If the structure players wish to build will be on owned land in a kingdom or other governed region, players must typically buy the land to be allowed to build by the local government, at a price determined by its size and location. The player will need to acquire a royal charter (a legal document granting permission to oversee the estate in the name of the crown), 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.

The price of land typically runs between 100 gp and 1,000 gp for a small to well-sized plot, but can stretch upwards of 5,000 gp for a large, expansive plot. The DM determined land prices, and not all land is inherently for sale.

Building

Once you have the necessary paperwork, you can begin construction of your structure. Each day you spend working on your structure, you remove 1 additional day from the total construction time of the structure.

Multiple characters may work on a structure for its entire construction time in this way to secure this benefit multiple times.

Not all buildings are made entirely out of wood, it's up to the DM's discretion on this. You can assist someone building something with Mason's Tools.

Fortresses, Temples, & Strongholds

Warlock Homebrew has a massive selection of very polished homebrew materials. The one in question is for player-owned structures and I'll refer to it when it comes to players wanting to own their very own structures/plots of land.

Fortresses, Temples, & Strongholds

Cartographer's Tools

USING CARTOGRAPHER'S TOOLS, YOU can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.

Cartographer's Tools XGtE Pg. 80

Components. Cartographer's Tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.

Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.

Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.

Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.

Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activities.

Example Activities
Activity DC
Determine a map's age and origin 10
Estimate direction and distance to a landmark 15
Discern that a map is fake 15
Fill in a missing part of a map 20

Cartography (Extended)

Crafting a map requires 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 the details of their map during their long rest, there is no check required.

Wisdom is the attribute modifier for Brewer's Supplies.

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. - 10 ft.)
20 sq./min 30 sq./min 40 sq./min
City
(1 sq. - 100 ft.)
2 sq./min 3 sq./min 4 sq./min
Province
(1 hexes - 1 mi.)
2 hexes/hr., 18 hexes/day 3 hexes/hr., 24 hexes/day 4 hexes/hr., 30 hexes/day
Kingdom
(1 hexes - 6 mi.)
1 hexes/3hrs., 3 hexes/day 1 hexes/2 hrs., 4 hexes/day 1 hexes/1.5 hrs., 5 hexes/day
Continent
(1 hexes - 60 mi.)
1 hexes/3.25 days 1 hexes/2.5 days 1 hexes/2 days

Crafting Maps

While traveling across the lands you can craft maps to assist the navigator by keeping them appraised of the terrain and providing suggestions on where to move across the geography. At the beginning of every day you must pass your Cartographer's Tools check.

Cartography DC = Terrain Mystery DC + half the number

of travelers + Pacing

An area is not considered fully mapped until you've discovered all Notable sites, but well traveled roads only need to be mapped once to gain the benefit of utilizing a map.

Pacing
Slow Pace Normal Pace Fast Pace
-5 to Cartography DC +5 to Cartography DC

Traveling

While traveling if you have a map of the area, whoever is guiding the party gains advantage on his Navigation rolls.

Becoming Lost

If at the end of the day you've become lost, you're allowed to check against the terrain's Mystery DC to see if you are on one of your maps.

Upon success of your Cartographer's Tools check vs the Mystery DC of the terrain, you are no longer lost and the party can reorient themselves. This check can be repeated 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.

Cobbler's Tools

ALTHOUGH THE COBBLER'S TRADE CAN seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.

Cobbler's Tools XGtE Pg. 80

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

Arcana, History. Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.

Investigation. Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.

Maintain Shoes. As part of a long rest, you can repair your companion's shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.

Craft Hidden Compartment. With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.

Example Activities
Activity DC
Determine a shoe's age and origin 10
Find a hidden compartment in a boot heel 15

Shoemaking (Extended)

To craft a pair of shoes, you must spend at least 1 hour a day working on your shoes. This can be done during a long rest, around a camp fire, in a comfortable inn or even a workshop. Once you have completed a number of hours required, you must then roll a Cobbler's Tools 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.

Dexterity is the attribute modifier for Cobbler's Tools.

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.

Repairs

If your shoes, or another pair of shoes, are damaged during your adventuring days they are unable to be worn and grant no benefits. Once the repairs are completed and the time has elapsed, you must succeed on a Cobbler's Tools 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. They also gain the Maintain Shoes benefit and all adventurers with repaired/maintained shoes can travel up to 10 hours a day without making saving throws to avoid exhaustion.

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.

Shoe Blueprints
Design Hour(s) Cost DC Bonus
Lasts 2 1 gp 8 Yes
Common Shoes 10 1 sp 10 No
Costume Shoes 16 1 gp 11 No
Fine Shoes 24 3 gp 12 No
Traveler's Boots 14 2 sp 11 No
Climber's Boots 32 5 gp 13 Yes
Dancing Shoes 48 8 gp 13 Yes

Blueprints on next page.

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
  • Hours to Cobble: 2 hours
  • 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
  • Hours to Cobble: 10 hours
  • 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
  • Hours to Cobble: 16 hours
  • 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
  • Hours to Cobble: 24 hours
  • 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
  • Hours to Cobble: 14 hours
  • 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
  • Hours to Cobble: 32 hours
  • 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
  • Hours to Cobble: 48 hours
  • 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
  • Hours to Cobble: 24 hours
  • 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
  • Hours to Cobble: 48 hours
  • 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.

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
  • Hours to Cobble: 24 hours
  • 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
  • Hours to Cobble: 36
  • Cobbler's DC: 13
  • Special: While wearing these shoes and taking the Dash action, you can move an additional 10 feet as long as it's on ground. If you are wearing these and traveling, any creature following you has advantage on their checks to track you.

Snows 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: 4 gp
  • Materials: Sturdy Leather, Wood
  • Hours to Cobble: 24
  • Cobbler's DC: 14
  • Special: While wearing these shoes snowy terrain never imposes reduced movement.

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
  • Hours to Cobble: 48
  • 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
  • Hours to Cobble: 28
  • 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.

Cook's Utensils

ADVENTURING IS A HARD LIFE. WITH A cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.

Cook's Utensils XGtE Pg. 80-81

Components. Cook's Utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.

Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.

Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.

Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.

Example Activities
Activity DC
Create a typical meal 10
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15

Cooking (Extended)

The fine art of cooking is a coveted set of skills for many people. As an adventurer, you are not often graced with a full kitchen and have to make due with what you have available with you.

Recipes can be cooked during a short or long rest. The amount of portions created depends on each recipe, and after some time they will become Inedible, unless otherwise preserved.

To cook something, you choose how many times you wish to cook the recipe. At the end of the cooking time, you must make a Wisdom or Intelligence check (your choice), adding the proficiency bonus if you are proficient with Cook's Utensils, this is your cooking check.

On a success you create the amount of meals you chose. On a failure, all ingredients are wasted, and the meal does not provide any effects or is inedible. If you surpass the Cooking Check by 10 or more you will create a Gourmet version of the dish that may provide additional effects.

There are three levels of quality when it comes to meals, Typical, Gourmet, and Inedible. A typical meal is simply a routine meal meant to fill your hunger. Gourmet meals are the best of the best and require previous experience cooking that dish, but also the chef's best effort.

Intelligence OR Wisdom is the attribute modifier for Cook's Utensils.

Equipment

It's impossible to match a full stocked kitchen in the field, your equipment will play a role in the difficulty of each meal you cook. Trying to cook a gourmet meal in the field is many times harder than having a full set of cooking equipment and sanitized kitchen at your fingertips. Cooking equipment falls under three categories, Field Equipment, Home Equipment, and Professional Equipment. Field equipment adds +5 to the Cooking DC of a meal, Home Equipment +2, Professional Equipment -2.

Recipes

There are two types of recipes; Simple and Complex. Each dish type will provide their own unique challenges when it comes to a chef and their own unique benefits for those that consume them. A Simple recipe can be cooked on a campfire or similar source of heat. They include eggs, meats, and stews. These recipes take 1 hour to cook. A Complex recipe requires at a minimum Home Equipment to be cooked. They include broths, desserts, pastries, and soups. These recipes take 2 hours to cook and normally require a special ingredient.

Ingredients

Ingredients can be bought in bulk from most general good stores and have the following properties.

Name Cost Weight
Cooking Ingredients 1 gp 1 lbs.

Chef's Journal

Chefs can teach each other recipes and if you discover a chef's recipe book, you can also learn any recipes they've recorded.

You must spend an hour to make a progress of 10gp towards the cost of the recipe, which counts as light activity. During this time, you must have access to fresh samples of the special ingredient (if any), as well as a source of heat or fire.

When you reach 100gp of progress towards a recipe, you must succeed a Cooking check, on failure you lose 50gp worth of progress. You make this check every 100gp of progress, I.E. 100, 200, 300, etc.

Once your progress reaches the cost of the recipe, the ingredients for one recipe are consumed and you add that recipe to your Chef's Journal.

Cooking your Dish

To cook a dish, you must know the recipe or know what ingredients are required. After choosing a dish to cook, you must gather the required ingredients.

A character can only benefit from one Dish per short rest, if they eat any more they gain no additional benefits and retain the benefits, even if they have ran out, of the first dish.

Calculate your Cooking DC. This will be the following.

Cooking DC = Recipe DC + Equipment - Dish Experience

+ number of meals

Afterwards, roll vs the Cooking DC. If you do not meet or exceed the dish, you get a bad quality version of the dish. If you meet and exceed the dish, you get a typical dish. If your roll also beats the Gourmet DC, the dish will be a gourmet version and provide additional bonuses. No matter how many meals cooked, you gain only +1 (or +2 for Gourmet) Dish Experience.

Typical Quality. The dish has been cooked to an acceptable level and all benefits from eating the dish are gained. Awards +1 Dish Experience

Gourmet Quality. The dish has been cooked to perfection. Along with the benefits the meal offers, the players gain temp HP equal to the the chef's level. Awards +2 Dish Experience

Inedible. The dish is ruined, any positive effects are removed, eating the dish still provides nourishment, but those who consume it gain the Poisoned condition.

Signature Dish

After a chef has mastered a dish, he can then select a signature dish. This dish can be anything from mundane set of trail mix, to a plate of dragon meat. The chef must have maxed Dish Experience with this recipe to select it as a signature dish. After the chef has chosen his signature dish, he gains double proficiency anytime he goes to cook that dish.

Simple Recipes

Recipe Recipe Price Cooking DC
Baked Potato 10gp 6
Cockatrice Omelette 500 gp 10
Charcoal Roated Wolf 100 gp 10
Kobol-Ka-Bob 500 gp 10
Bullywug Leg 500 gp 9
Meatballs 300gp 8
Meat Kebabs 200gp 9
Roasted Meat 500gp 8

Complex Recipes

Recipe Recipe Price Cooking DC
Aboleth Filet 1,500 gp 25
Basilisk Steak 500 gp 20
Behir Brochette 1,450 gp 23
Beholder Eyestalk Soup 2,000 gp 24
Bread 25gp 10
Dragon's Broth 2,000 gp 25
Goblin Gumbo 500 gp 15
Hell Hound Ham 500 gp 17
Wild Boar Meat Pie 100 gp 16
Volcano Bread 100gp 14

Simple Recipes

Baked Potato

Recipe Price: 10 gp

A potato that has been heated.


  • Recipe DC: 6
  • Ingredient Cost: 2 cp per meal
  • Cooking Mastery: 10 Dish Experience
  • Portions Created: 1
  • Effect: N/A
  • Effect Duration: N/A
  • Inedible: 2 days

Bullywug Leg

Recipe Price: 500 gp

A bullywug's legs can be made into a quick meal with some oil and a fire.


  • Recipe DC: 9
  • Ingredient Cost: 2 gp per meal
  • Special Ingredients: Pair of bullywug legs.
  • Cooking Mastery: 20 Dish Experience
  • Portions Created: 1
  • Effect: A creature who consumes a portion of this meal gains the ability to make a standing leap. It's a long jump that can be up to 20 feet and its high jump can be used up to 10 feet, without a running start.
  • Effect Duration: 1 hour
  • Goes Rotten: 3 days

Cockatrice Omelette

Recipe Price: 500 gp

Unlike most recipes, this does not require a piece of the actual beast. One must manage to find an egg of the monstrosity to cook it into an omelette.


  • Recipe DC: 10
  • Ingredient Cost: 3 gp per meal
  • Special Ingredients: 1 Cockatrice egg
  • Cooking Mastery: 20 Dish Experience
  • Portions Created: 1
  • Effect: A creature who consumes a portion of this meal gains the ability to communicate with birds as if they shared a language.
  • Effect Duration: 1 hour
  • Goes Rotten: 1 day

Charcoal Roasted Wolf

Recipe Price: 100 gp

Wolves have amazing stamina and are surprisingly tasty if placed on a bed of charcoals.


  • Recipe DC: 10
  • Ingredient Cost: 1 gp per meal
  • Special Ingredients: 1 wolf or 1/2 a Dire Wolf
  • Cooking Mastery: 20 Dish Experience
  • Portions Created: 6
  • Effect: A creature who consumes a portion of this meal rolls a 1d6. On a 6, the creature loses 1 point of exhaustion.
  • Effect Duration: N/A
  • Goes Rotten: 4 days

Kobol-Ka-Bob

Recipe Price: 500 gp

Kobold's are small and numerous and due to their reptile like nature they taste good cooked under the right conditions.


  • Recipe DC: 10
  • Ingredient Cost: 2 gp per meal
  • Special Ingredients: 4 pounds of Kobold meat
  • Cooking Mastery: 25 Dish Experience
  • Portions Created: 4
  • Effect: A creature who consumes a portion of this meal gains darkvisions up to 60 feet.
  • Effect Duration: 10 minutes
  • Goes Rotten: 4 days

Meatballs

Recipe Price: 50 gp

Meatballs provide a hearty meal to all those that consume them, boosting their Constitution.


  • Recipe DC: 8
  • Ingredient Cost: 1 gp per meal
  • Cooking Mastery: 15 Dish Experience
  • Portions Created: 3
  • Effect: N/A
  • Effect Duration: N/A
  • Goes Rotten: 4 days

Meat Kebabs

Recipe Price: 50 gp

Kebabs can be made with a variety of meat, they're easy to prep and require little skill to cook.


  • Recipe DC: 9
  • Ingredient Cost: 1 sp per meal
  • Cooking Mastery: 15 Dish Experience
  • Portions Created: 4
  • Effect: N/A
  • Effect Duration: N/A
  • Goes Rotten: 5 days

Minced Moss Man Pie

Recipe Price: 100 gp

Finding an animated moss man is a struggle on its own, but if you're able to get your hands on one and harvest the moss it resembles more of a flesh in texture than leaves. The moss can be minced, seasoned and baked into a sort of vegetable alternate to a meat minced pie.


  • Recipe DC: 12
  • Ingredient Cost: 2 gp per meal
  • Special Ingredients: 2 pound of Moss Man meat
  • Cooking Mastery: 20 Dish Experience
  • Portions Created: 4
  • Effect: N/A
  • Effect Duration: N/A
  • Goes Rotten: 5 days

Roasted Meat

Recipe Price: 40 gp

Roasted meat is easy to make, but hard to master.


  • Recipe DC: 8
  • Ingredient Cost: 2 gp per meal
  • Cooking Mastery: 20 Dish Experience
  • Portions Created: 4
  • Effect: N/A
  • Effect Duration: N/A
  • Goes Rotten: 5 days

Complex Recipes

Aboleth Filet

Recipe Price: 1,500 gp

An Aboleth is a rare creature to find and even harder to kill due to it lurking underwater. If its meat is cooked at anything but the right temperature, the remaining mucus on the flesh may inflict a disease on the recipient.


  • Recipe DC: 25
  • Ingredient Cost: 6 gp per meal
  • Special Ingredients: 2 pounds of Aboleth meat
  • Cooking Mastery: 40 Dish Experience
  • Portions Created: 1
  • Effect: A creature who consumes a portion of this meal gains telepathy at a range of 30 feet. When a creature communicates with you, you learn its greatest desire if you can see it.
  • Effect Duration: 1 hour
  • Goes Rotten: 2 days

Basilisk Steak

Recipe Price: 500 gp

Basilisk meat is a tough ingredient to gather, due to the nature of the creature.


  • Recipe DC: 20
  • Ingredient Cost: 1 gp per meal
  • Special Ingredients: 1 pound of Basilisk meat
  • Cooking Mastery: 35 Dish Experience
  • Portions Created: 2
  • Effect: A creature who consumes a portion of this meal gains advantage on Constitution saving throws against the petrifying effect of basilisks.
  • Effect Duration: 8 hours
  • Goes Rotten: 8 days

Behir Brochette

Recipe Price: 1,450 gp

Behir meat can be prepared by picking out the safest parts to use as some muscle tissue is heavily imbued with electricity. Improper preparation can end up shocking the recipients.


  • Recipe DC: 23
  • Ingredient Cost: 6 gp per meal
  • Special Ingredients: 2 pounds of Behir meat
  • Cooking Mastery: 38 Dish Experience
  • Portions Created: 2
  • Effect: A creature who consumes a portion of this meal gains resistance to lightning damage.
  • Effect Duration: 4 hours
  • Goes Rotten: 4 days

Beholder Eyestalk Stew

Recipe Price: 2,000 gp

The eyestalks that a beholder possess can be infused into a delicious stew.


  • Recipe DC: 24
  • Ingredient Cost: 4 gp per meal
  • Special Ingredients: 1 Beholder eyestalk
  • Cooking Mastery: 40 Dish Experience
  • Portions Created: 2
  • Effect: A creature who consumes a portion of this meal gains the ability to use the following ability:

The user can use an action to target a creature. It must succeed on a DC 16 Strength saving throw or the user may move it up to 30 feet in any direction. It is restrained by this telekinetic grip until the start of the user's next turn or until the user is incapacitated.

The user can also target an object weighing 300 pounds or less that isn't being worn or carried, moving it up to 30 feet in any direction. The user can also exert fine control on objects with this ability, such as manipulating a simple tool or opening a door or container.

  • Effect Duration: 1 hour
  • Goes Rotten: 6 days

Bread

Recipe Price: 25 gp

This recipe mixes different flours to produce a fine loaf of bread.


  • Recipe DC: 10
  • Ingredient Cost: 2 sp per meal
  • Cooking Mastery: 20 Dish Experience
  • Portions Created: 1
  • Effect: +2 to Intoxication Saves
  • Effect Duration: 4 hours
  • Goes Rotten: 1 week

Dragon's Broth

Recipe Price: 2,000 gp

An expensive and rare dish, this versatile recipe can grant resistance. The meat is ground, seasoned with spices, and added to the broth along with the bones.


  • Recipe DC: 25
  • Ingredient Cost: 40 gp per meal
  • Special Ingredients: 10 pounds of Adult or older Dragon meat, 5 pounds of bones
  • Cooking Mastery: 40 Dish Experience
  • Portions Created: 2
  • Effect: A creature who consumes a portion of this meal gains resistance to the appropriate damage type.
Dragon Type Damage
Black, Copper Acid
Blue, Bronze Lightning
Brass, Gold, Red Fire
Green Poison
White, Silver Cold
  • Effect Duration: 8 hours
  • Goes Rotten: 2 days

Goblin Gumbo

Recipe Price: 500 gp

Goblin's aren't the cleanest of creatures and their meat requires a lot of preparation. But the stringy meat makes a good compliment with a mess of vegetables and provides a strong flavor to any stock.


  • Recipe DC: 15
  • Ingredient Cost: 4 gp per meal
  • Special Ingredients: 6 pounds of Goblin meat
  • Cooking Mastery: 25 Dish Experience
  • Portions Created: 4
  • Effect: A creature who consumes a portion of this meal gains the ability to take the Disengage or Hide action as a bonus action once.
  • Effect Duration: 1 hour
  • Goes Rotten: 1 week

Hell Hound Ham

Recipe Price: 500 gp

These monstrous dogs have certain cuts of their flesh that can grant part of their defense against heat and flames.


  • Recipe DC: 17
  • Ingredient Cost: 8 gp per meal
  • Special Ingredients: 8 pounds of Hell Hound meat
  • Cooking Mastery: 25 Dish Experience
  • Portions Created: 2
  • Effect: A creature who consumes a portion of this meal gains resistance to fire damage.
  • Effect Duration: 10 minutes
  • Goes Rotten: 6 days

Volcano Bread

Recipe Price: 100 gp

This complex recipe mixes different flours to produce a fine loaf of bread, with a mix of spices.


  • Recipe DC: 14
  • Ingredient Cost: 8 sp per meal
  • Cooking Mastery: 25 Dish Experience
  • Portions Created: 1
  • Effect: A creature who consumes a portion of this meal gains +2 to Intoxication Saves and takes 1d4 less Cold damage.
  • Effect Duration: 2 hours
  • Goes Rotten: 1 week

Wild Boar Meat Pie

Recipe Price: 100 gp

The meat from wild boars make excellent meat pies.


  • Recipe DC: 16
  • Ingredient Cost: 6 gp per meal
  • Special Ingredients: 6 pounds of Boar meat
  • Cooking Mastery: 30 Dish Experience
  • Portions Created: 4
  • Effect: A creature who consumes a portion of this meal can immediately make a saving throw with advantage against a poison affecting it, ending it on a success.
  • Effect Duration: N/A
  • Goes Rotten: 5 day

Disguise Kit

THE PERFECT TOOL FOR ANYONE WHO wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.



Disguise Kit XGtE Pg. 81

Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.

Deception. In certain cases, a disguise can improve your ability to weave convincing lies.

Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.

Performance. A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.

Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.

Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to done such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.

At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.

Example Activities
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid's appearance 20

Disguise (Extended)

When creating your disguise 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. The only exception to this are creatures with Powerful Build.

Dexterity is the attribute modifier for the Disguise Kit.

Creating a Disguise

Disguises come in three levels of complexity, Simple, Moderate, and Extensive. Each complexity requires a different amount of time to create, and each represent your ability to create a disguise on hand with what you have.

Simple Disguises

Simple disguises are plain and only include minor cosmetic changes that constitute adding a small superficial scar, blackening teeth, small temporary tattoos, applying a wig, changing simple clothing or any other small effect. Each simple disguise can be created in 10 minutes of work or less and include practicing the role.

Moderate Disguises

Moderate disguises are more complex costumes and cosmetic changes that constitute adding large scars, large temporary tattoos, dying hair color, cutting/styling hair, donning complex garments or other changes. Each disguise requires 1 hour of work to create and practice the role.

Extensive Disguises

Extensive disguises are the most complex costume and cosmetic changes that involve creating either entirely new changes or modifying ones full body. This includes entirely new personas, body tattoos and scars, and an overall change in person. This type of work typically requires 8 hours without being interrupted.

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) against your persona, Charisma (Persuasion, Intimidation, Performance, or Deception) whichever fits the personality you're playing.

That or they can make a Wisdom (Perception) against your costume Dexterity (Disguise Kit). In either instance if you're found out they will most likely take hostile action against you or call upon the guards. You can give yourself advantage on your costume save if you spend double the time working on your disguise.

If the person you're attempting to fool is personally close to whom you are disguised as, they make their rolls at advantage.

Fishing Tackle

THIS KIT INCLUDES A WOODEN ROD, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.



Fishing Tackle RotFM Pg. 11

At the end of each hour spent fishing on the lake, the character must make a DC 15 Wisdom (Survival) check. A failed check indicates no fish is caught during that hour. If the check succeeds, the character hooks a knucklehead trout and must make a Strength (Athletics) check contested by the fish's Strength check to pull it out of the water. The trout has advantage on its check. If the character fails the check, the trout escapes. A character who fails the check by 5 or more must succeed on a DC 10 Dexterity saving throw or be pulled into the frigid water.

Fishing Tackle (Extended)

The fishing tackle has received one entry on its use, in the Rime of the Frost Maiden official supplement when fishing for knucklehead trout. This extended fishing will expand on those rulesets and apply them generally to all fish.

Components. A fishing tackle includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Fishing. As part of a long rest or during your travels, as long as you're near a body of water you can spend some time fishing. These fish can be utilized by others using tools like the Cook's Utensils.

Strength is the attribute modifier for the Fishing Tackle.

Fishing

At the end of each hour spent fishing on the lake, the character must make a DC 15 Wisdom (Survival) check. A failed check indicates no fish is caught during that hour. If the check succeeds, the character hooks a fish and must make a Strength (Athletics) check contested by the fish's Strength check to pull it out of the water. The fish has advantage on its check. If the character fails the check, the fish escapes. A character who fails the check by 5 or more must succeed on a DC 10 Dexterity saving throw or be pulled into the water.

When a fish is hooked the DM will roll a % die to figure out what fish was hooked, these reflect the fishes rarity.

Equipment

When it comes to fishing, preparation is paramount. Bait is key when it comes to trying to catch a specific type of fish, it comes in the following four forms, Simple, Moderate, Rare, and Premium. There is also specific fish bait per fish that can be found or crafted by expert fishermen.

New Adventuring Gear

Item Cost Weight
Bait
  Simple Bait 5 cp 10 lbs
  Moderate Bait 5 sp 10 lbs
  Rare Bait 5 gp 10 lbs
  Premium Bait 25 gp 10 lbs
  Specific Bait 1/2 lb

Item Descriptions

This section describes items that have special rules or require further explanation.

Simple Bait. Simple bait is anything that can be found in the wild or easily crafted bait to get a fishes attention. It attracts few fish, but allows for adventurers and farmers alike to provide meals. All bait is bought in 10 lb bundles and each use takes 1/2 lb of bait.

Moderate Bait. Moderate bait is the most commonly used bait that catches a wide range of fish. It's inexpensive and easily procurable. All bait is bought in 10 lb bundles and each use takes 1/2 lb of bait.

Rare Bait. Rare bait is finely crafted to attract higher quality fish while keeping a decent range of types of fish. Rare bait is mostly utilized by nobles and higher class citizens. All bait is bought in 10 lb bundles and each use takes 1/2 lb of bait.

Premium Bait. Premium bait is hard to find and unique to each region. Premium bait is fine tuned to work with fish in the location it's crafted in but brings only the best fish. All bait is bought in 10 lb bundles and each use takes 1/2 lb of bait.

Specific Bait. Specific bait is hand crafted for only one type of fish. This bait is uniquely designed and only masters of the fishing craft can produce it. Unlike other baits, specific baits is usually a one time use, unless the DM decides to give you more.

Fish Types
Fish Bait Type Rarity Meat (lbs)
Quipper Simple 1-50% 2d4
Bass Simple 50-100% 2d4
Knucklehead Trout Moderate 1-35% 25+3d10
Reef Shark Moderate 36-70% 25+4d10
Hunter Shark Moderate 71-100% 25+4d10
Giant Shark Premium 100% 50+5d12

Fish Statblocks

This section is for the DM to utilize when determining the Strength check for the fish.


Quipper

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 1 (1d4-1)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 0 (10 XP)

Water Breathing. The shark can breath only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Bass

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4-1)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 8 (-1) 1 (-5) 7 (-2) 4 (-3)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 0 (10 XP)

Water Breathing. The shark can breath only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Knucklehead Trout

Small beast, unaligned


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (+0) 1 (-5) 6 (-2) 1 (-5)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 0 (10 XP)

Water Breathing. The trout can breath only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.


Reef Shark

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 22 (4d8+4)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

  • Skills Perception +2
  • Senses blindsight 30 ft., passive Perception 12
  • Languages
  • Challenge 1/2 (100 XP)

Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Water Breathing. The shark can breath only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.


Hunter Shark

Large beast, unaligned


  • Armor Class 12
  • Hit Points 45 (6d10+12)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)

  • Skills Perception +2
  • Senses blindsight 30 ft., passive Perception 12
  • Languages
  • Challenge 2 (450 XP)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points

Water Breathing. The shark can breath only underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.


Giant Shark

Huge beast, unaligned


  • Armor Class 13
  • Hit Points 126 (11d12+55)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)

  • Skills Perception +3
  • Senses blindsight 60 ft., passive Perception 13
  • Languages
  • Challenge 5 (1,800 XP)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points

Water Breathing. The shark can breath only underwater.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage.

| Perch | 1d6 | | Catfish | 2d6 | | Walleye | 2d6 | | Crappie | 1d4 | | Bluegill | 1d2 | | Rudd | 1d4 | | Bream | 2d4 | | Chub | 2d4 | | Pike | 3d6 | | Snook | 2d6 | | Salmon | 2d6 | | Trout | 2d4 | | Flounder | 2d6 | | Tarpon | 20+2d10 | | Sole | 2d4 | | Tuna | 10+2d8 | | Swordfish | 30+3d10 |

Forgery Kit

A FORGERY KIT IS DESIGNED TO DUP-licate documents and to make it easier to copy a person's seal or signature.

Forgery Kit XGtE Pg. 81

Components. 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.

Arcana. A forgery kit can be used in conjuration with the Arcana skill to determine if a magic item is real or fake.

Deception. A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.

History. A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.

Investigation. When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.

Other Tools. Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and a proficiency with a cartographer's tools to make a fake map.

Quick Fake. As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's intelligence (Investigation) check to spot the fake.

Example Activities
Activity DC
Mimic handwriting 15
Duplicate a wax seal 20

Forging (Extended)

The art of forgery is a long and strenuous process that takes ample amount of time and effort, combined with skill and delicacy. There are a number of articles a person can attempt to create a forgery of and each one will require its own specific set of requirements determined by the DM.

Intelligence is the attribute modifier for the Forgery Kit.

Creating a Forgery

Forgeries come in three levels of complexity, Simple, Detailed, and Extensive. Each complexity requires a different amount of time, and possibly unique materials to create.

Simple Forgery

Simple forgeries are plain and include minor bank scripts, a receipt from a local peddler, a quickly scrawled note, and many more. As part of a short rest, you can produce a simple forgery, no more than one page in length.

Detailed Forgery

Detailed Forgeries can come from people with actual power. Well known merchant, minor nobility, a captain of the watch. These level of forgeries have more requirements, maybe a certain nobles stamp, a specific signature, or even a peculiar wax used only by the individual. As part of a long rest, you can produce a document that is up to four pages long at simple forgery level or a single page at detailed forgery level.

Extensive Forgery

Extensive Forgeries, copies of priceless arts, orders from kings, scripts from beings of beyond. The level of these forgeries make them almost indistinguishable from their original. It takes a lot of time and investment in creating a forgery of this caliber and only the best can. Time requirements will vary from piece to piece and is up to the DM's discretion.

Perfection

While you are skilled with your tools, every document can be spruced up if you have time to spare. Whenever you create a forgery, you can decide to spend double the amount of time required to craft it ensuring every detail is right. Doing so gives investigation checks against your forgery disadvantage.

Interaction

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

The DC is 8 plus your Intelligence modifier, plus your Proficiency bonus if applicable.

Gaming Set

PROFICIENCY WITH A GAMING SET applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

Gaming Set XGtE Pg. 81

Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocket attempt.

Example Activities
Activity DC
Catch a player cheating 15
Gain insight into an opponent's personality 15

Gaming (Extended)

Games are a structured form of play, usually undertaken for enjoyment. Key components of games are goals, rules, challenges, and interaction.

Intelligence OR Wisdom is the attribute modifier for Gaming Sets.

Gaming Sets

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 gaming set 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 seperate proficiency.

Item Cost Weight
Dice set 1 sp
Dragonchess set 1 gp 1/2 lb.
Playing card set 5 sp
Three-Dragon Ante set 1 gp

Glassblower's Tools

SOMEONE WHO IS PROFICIENT WITH glassblower's tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.

Glassblower's Tools XGtE Pg. 82

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

Arcana, History. Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion's effect. (A potion might leave behind a residue, deform the glass, or stain it.)

Investigation. When you study an area, you knowledge can aid you if the clues include broken glass or glass objects.

Identify Weakness. With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.

Example Activities
Activity DC
Identify source of glass 10
Determine what a glass object once held. 20

Glassmaking (Extended)

Glassblowing is a forming technique that involves inflating molten glass into a bubble (or parison) with the aid of a blowpipe (or blow tube). A person who blows glass is called a glassblower, glassmith, or gaffer.

Glassblowing requires you to utilize a forge (or equivalent) to craft pieces. There are two different types of methods when it comes to creating pieces with glass, Free-blowing and Mold-blowing.

Dexterity OR Wisdom is the attribute modifier for Glassblower's Tools.

Free-blowing

A creative individual can craft nearly any shape with the free-blowing method. Although harder, there is no time spent preping a mold, but every piece comes out unique and may be near impossible to remake.

Mold-blowing

Mold-blowing is an alternative glassblowing method that came after the invention of free-blowing. A glob of molten glass is placed on the end of the blowpipe, and is then inflated into a wooden or metal carved mold. In that way, the shape and the texture of the bubble of glass is determined by the design on the interior of the mold rather than the skill of the glassworker.

Molds

Molds immensely drop the difficulty of crafting glass, but the quality of your product hinges strictly on the molds quality. For wood molds you need someone proficient with Woodcarver's Tools, for metal molds you need someone proficient with Smith's Tools. Crafting the mold requires a DC check in the respective artisan tools each day and a set amount of gold and time, they makes a progress of 10 gp a day. Wood molds are one time use, where metal molds can be used multiple times.

Wood Molds
Complexity Cost DC
Simple 20 gp 10
Standard 50 gp 15
Detailed 100 gp 20
Intricate 200 gp 25
Metal molds
Complexity Cost DC
Simple 120 gp 10
Standard 150 gp 15
Detailed 200 gp 20
Intricate 300 gp 25

The artisan's abilities directly effect the quality of the mold. If the artisan fails to meet the DC three times during the process, the material and consumed gold is lost. If the artisan meets the DCs at least half the alloted time, the mold is of Standard Quality. If at least half the alloted time the artisan beat the DC by at least 2, the mold is of High Quality. If the artisan beats the DC by at least 5 or more on at least half of the alloted time, the mold is of Masterwork Quality. The above covers small items, vases, pots, bowls, cups, and etc. When creating a mold smaller or bigger, the cost is increased by 250 gp and the DC is increased by +2.

Glassblowing

After decided on the method of glassblowing it's then up to the glassblower to start to create his piece. He will need to decide the Complexity, Size, and Level of Detail he plans on the piece having. If a mold has been created, all of these have already been decided.

Projects come in two types of complexity, Mundane and Exotic. Most mundane projects will fall inside the chart below, but an exotic piece will vary depending on the specifications and the DM.

Mundane Projects
Complexity Cost DC
Small Trinket 5 sp 8
Kitchenware 5 cp 10
Pottery 1 sp 12
Vial 5 sp 13

Exotic Projects

Exotic projects are normally specialized pieces that are specifically crafted for certain tasks, below is a couple of examples.

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: 14

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

Healer's Kit

PROFICIENCY WITH A HEALER'S KIT allows you stabilize your allies, identify poisons, toxins, diseases, and treat them appropriately.

Healer's Kit PHB Pg. 151

Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Healer's Kit (Extended)

When it comes to administering medicines, you must learn the proper 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 know three Procedures, but they can learn more by meeting with the local healers, hospitals, or finding books on health and wellness.

Wisdom is the attribute modifier for the Healer's Kit.

Performing a Procedure

When you perform a Procedure, you must have enough uses in your kit to perform the Procedure. You can use a short or long rest to organize your Healer's Kits and combine them together to a maximum of 10 uses.

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 addition effects that are unlocked if you take the Healer feat found on Page 167 of the Player's Handbook.

Furthermore, creatures under your care 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

Stabilization

As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points. This procedure does not count against the initial three you may 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 short and long rests.

Health Check Up

As an action, you spend one use of the kit to tend to a creature and restory 1d4 + Medicine (Wisdom) + Proficiency hit points to it.
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.
Special: You can only benefit from this effect once per long rest.

Cure Disease or Poison

As an action, you can expend two uses of the Kit to neutralize a known disease or poison afflicting a creature. If the target is affected by multiple known diseases or poisons, you choose which effect to end. If you do not know what disease or poison is afflicting the creature, any expended uses automatically fail.
Action Required: Action
Healer's Kit DC: 14
Uses Expended: 2
Healer's Feat: The DC is lowered by 3.
Advanced Procedure: By increasing the number of uses expended by 2, you can attempt to neutralize multiple diseases or poisons afflicting the target creature. For every extra two uses you expend, you can neutralize an additional disease or poison, and the DC is increased by 1.

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: 16
Uses Expended: 2
Healer's Feat: Uses expended is reduced by 1
Advanced Procedure: By expending 2 more uses, you can give that creature Resistance to the next two attacks that hit them. This increases the DC to 20. (1 use for Healer's Feat.)

Procedures (Cont.)

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 Throw 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: The effect lasts an additional minute.

Herbalism Kit

PROFICIENCY WITH AN HERBALISM KIT allows you to identify plants and safely collect their useful elements.

Herbalism Kit XGtE Pg. 82

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

Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify poisons.

Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.

Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.

Example Activities
Activity DC
Find plants 15
Identify poison 20

Herbalism (Extended)

While players are out traveling amongst the world, they might want to gather some local flora. This is known as Herbalism. Herbalism is mainly used to gather things like seeds, coral, mushrooms, or bark. It can also be used to gather very potent magical ingredients like ghostly stalks or water infused with the elements.

This action can occur during downtime if the party is out in the wilderness, or it can occur in the middle of the game as the party travels around. This is up to the DM, and they have final say amongst how much you gather and what you gather. This supplement will give a baseline on how to distribute these things.

Ingredient Listing

The following is a quick reference for ingredients.

Ingredient Listing

Performing Herbalism

There is currently no set Herbalism skill in 5th Edition Dungeons & Dragons. For purposes of this supplement, the player would use their Wisdom or Intelligence Modifier (whichever is higher) when trying to gather ingredients.

Herbalism Modifier = WIS or INT Modifier + your

proficiency bonus if proficient with Herbalism Kits

In between the dungeon delving, the sword slashing and the spell casting, the players usually have a period of rest. Many occasions call for a short or long rest during these times. Gathering plants or herbs is not considered a strenuous activity, and does not interrupt the resting periods that allow movement.

For these occasions, a player would announce to their DM that they would like to gather some plant life around the area. The player would then roll a DC 15 Herbalism check. Remember, a player can use a Herbalism Kit to increase their total modifier by their proficiency bonus if they are proficient with the kit as well.

A successful gathering attempt would result in the DM rolling 1d4 for how many ingredients were gathered, and then looking up the parties most relative terrain. Here the DM would roll for however many ingredients were gained.

Spell-Assisted Foraging

While there are no restrictions on who can gather ingredients for Alchemical purposes, some classes or races might have additional advantages. When a player casts a spell similar to locate animals or plants, they gain immediate knowledge on what type of plants are around, and the direction they are in. As a DM, roll against the Terrain Ecosystems tables in Appendix B (for the closest similar ecosystem) 1d4 times and let the player know what they would find. Additionally, they gain advantage on Herbalism rolls for those specific plants

Identifying Ingredients

After the player has gathered some ingredients, the DM can determine whether or not the character has past experience with it. This can be done either through a quick decision by the DM, or by rolling for the knowledge. If the second option is chosen, the player would perform an Herbalism check at a DC of 10 + DC Difficulty of the ingredient (see below for rare ingredients).

If the player fails the roll, the character does not recognize the ingredient enough to understand its purpose. Another attempt can be made after the player has researched more about the ingredient, or has another party member identify it for them. A player cannot roll again for the same ingredient if they do not already know what it is, or have gained insight on it.

If the player succeeded the roll, the character recognizes the ingredient and has a general idea of what it can do in a concoction. Additionally, if the player surpassed the DC by 5 or more, the character knows exact details about the ingredient and what it can be used for.

Herbalist's Journal

Each herbalist keeps a journal with their equipment to record their findings and to keep recipes. These journals are highly prized by other herbalist and rarely shared. When a herbalist starts out, they typically know three recipes and can expand their recipes by trading notes with others like them, finding an old herbalist's journal or experimenting with ingredients.

Jeweler's Tools

TRAINING WITH JEWELER'S TOOLS include the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.

Jeweler's Tools XGtE Pg. 82

Components. Jeweler's tools consists of a small saw and hammer, files, pliers, and tweezers.

Arcana. Proficiency with jeweler's tools grants you knowledge about the reputed mystical uses of gems This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.

Investigation. When you inspect jeweled objects, your proficiency with jeweler's tools aids you in picking out clues they might hold.

Identify Gems. You can identify gems and determine their value at a glance.

Example Activities
Activity DC
Modify gem appearance 15
Determine a gem's history 20

Jeweler's Tools (Extended)

To create jewelry, one requires the raw precious metal or other valuable material, as well as any gems desired for the end product. These gems can be pre-cut or uncut as desired. The jeweler's craft includes both setting the stones as well as cutting them to specifications. Of course, if you wish to simply cut raw gems into more valuable forms, you need only acquire the gems in question.

When beginning a jewelry or gemcutting project, you first determine the quality of jewelry you wish to make or the value to be added while modifying a gem based on the cut you wish to perform. After working for the listed time, make an appropriate tool proficiency check. Every 100 gp you designate towards a gem adds +1 to the DC starting at DC 11 adding 100 gp to the value for gems.

Success on this check produces the desired object, either a gem cut with your set value added or the quality of jewelry you designed and crafted. For jewelry crafted this way you will roll a percentile and the value of your piece will be that percentage based on the max value of the quality you made. Failure renders the product of poor quality and can be sold for half the material cost.

Dexterity or Intelligence is the attribute modifier for Jeweler's Tools.

Gemcutting and Jewelry
Action Material Cost DC Time to Complete
Craft necklace/amulet (Simple) 1/8 base value 10 1 day
Craft necklace/amulet (Mundane) 1/4 base value 15 3 days
Craft necklace/amulet (Complex) 1/2 base value 20 6 days
Craft necklace/amulet (Masterwork) 1/2 base value 25 10 days
Modify gem appearance (Simple) raw gem cost 10 4 hours
Modify gem appearance (Mundane) raw gem cost 15 1 day
Modify gem appearance (Complex) raw gem cost 20 5 days
Modify gem appearance (Masterwork) raw gem cost 25 10 days

Projects

Jewelry (Simple)

Material Cost: 1/8 base value

A piece of jewelry crafted to form a simple design.


  • Craft DC: 10
  • Time to Complete: 1 day
  • Max Value: 250 gp

Jewelry (Mundane)

Material Cost: 1/4 base value

A piece of jewelry crafted to form an mundane design.


  • Craft DC: 15
  • Time to Complete: 3 days
  • Max Value: 500 gp

Jewelry (Complex)

Material Cost: 1/2 base value

A piece of jewelry crafted to form a complex design.


  • Craft DC: 20
  • Time to Complete: 6 days
  • Max Value: 750 gp

Jewelry (Masterwork)

Material Cost: 1/2 base value

A piece of jewelry crafted to form an intricate design.


  • Craft DC: 20
  • Time to Complete: 10 days
  • Max Value: 1,000 gp

Projects (Cont.)

Modify Gem appearance (Simple)

Material Cost: raw gem cost

A gem cut to a simple design.


  • Craft DC: 10
  • Time to Complete: 4 hours
  • Max Value Added: 250 gp

Modify Gem appearance (Mundane)

Material Cost: raw gem cost

A gem cut to an mundane design.


  • Craft DC: 15
  • Time to Complete: 1 day
  • Max Value Added: 500 gp

Modify Gem appearance (Complex)

Material Cost: raw gem cost

A gem cut to a complex design.


  • Craft DC: 20
  • Time to Complete: 5 days
  • Max Value Added: 750 gp

Modify Gem appearance (Masterwork)

Material Cost: raw gem cost

A gem cut to an intricate design.


  • Craft DC: 25
  • Time to Complete: 10 days
  • Max Value Added: 1,000 gp

Land and Water Vehicles

PROFICIENCY WITH LAND VEHICLES covers a wide range of operations, from chariots to howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.

In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.

Land and Water Vehicles XGtE Pg. 82

Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operations.

Investigation, Perception. When you inspect a vehicle for clues or hidden information, your proficiency aids in noticing things that others might miss.

Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws.

Example Activities
Activity DC
Navigate rough terrain or water 10
Assess a vehicle's condition 15
Take a tight corner at high speed 20

Vehicles (Extended)

Water Vehicles

The official WotC Ghost of Saltmarsh supplement adds new mechanics to Sea Vehicles. All my personal tweaks will show up in the following, Ships of the Realms.

Land Vehicles

The official WotC Descent Into Avernus supplement adds new mechanics to Land Vehicles. All my personal tweaks will show up in the following, Vehicles of the Realms

Leatherworker's Tools

KNOWLEDGE OF LEATHERWORKING extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.


Leatherworker's Tools XGtE Pg. 82

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

Arcana. Your expertise in working with leather grants you added insight when you inspect magic items craft from leather, such as boots and some cloaks.

Investigation. You gain insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.

Identify Hides. When looking at a hide or a leather item, you can determine the source of the leather and special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.

Example Activities
Activity DC
Modify leather item's appearance 10
Determine a leather item's history 20

Leatherworking (Extended)

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

Dexterity is the attribute modifier for Leatherworker's Tools.

Mason's Tools

MASON'S TOOLS ALLOW YOU TO craft stone structures, including walls and buildings crafted from broke.

Mason's Tools XGtE Pg. 83

Components. Mason's tools consist of a trowel, a hammer, a chisel, brushes, and a square.

History. Your expertise aids you in identifying a stone building's date of construction and the purpose, along with insight into who might have built it.

Investigation. You gain additional insight when inspecting areas within stone structures.

Perception. You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.

Demolition. Your knowledge of masonry allows you to spot weak points in the brick walls. You deal double damage to such structures with your weapon attacks.

Example Activities
Activity DC
Chisel a small hole in a stone wall 10
Find a weak point in a stone wall 15

Masonry (Extended)

If you can dream it, you can probably build it with the help of your Mason's Tools. It just may require a large purse of gold, a lot of time, and a near endless supply of stone, clay, mortar, and other materials.

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

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.

Strength is the attribute modifier for Mason's Tools.

Land

If the structure players wish to build will be on owned land in a kingdom or other governed region, players must typically buy the land to be allowed to build by the local government, at a price determined by its size and location. The player will need to acquire a royal charter (a legal document granting permission to oversee the estate in the name of the crown), 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.

The price of land typically runs between 100 gp and 1,000 gp for a small to well-sized plot, but can stretch upwards of 5,000 gp for a large, expansive plot. The DM determined land prices, and not all land is inherently for sale.

Building

Once you have the necessary paperwork, you can begin construction of your structure. Each day you spend working on your structure, you remove 1 additional day from the total construction time of the structure.

Multiple characters may work on a structure for its entire construction time in this way to secure this benefit multiple times.

Not all buildings are made entirely out of stone, it's up to the DM's discretion on this. You can assist someone building something with Carpenter's Tools.

Fortresses, Temples, & Strongholds

Warlock Homebrew has a massive selection of very polished homebrew materials. The one in question is for player-owned structures and I'll refer to it when it comes to players wanting to own their very own structures/plots of land.

Fortresses, Temples, & Strongholds

Musical Instruments

PROFICIENCY WITH A MUSICAL INDI-cates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

Musical Instruments XGtE Pg. 83

History. Your expertise aids you in recalling lore related to your instrument.

Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Example Activities
Activity DC
Identify a tune 10
Improvise a tune 20

Composing Music (Extended)

While most think of a bard when told about an adventurer that plays an instrument, not all are attuned to the fine magic of the weave that make bard's music special. Some just wish to play an instrument as a hobby while others find it a time honored tradition passed down in their tribe. Whatever the case, all sorts of individuals will play all sorts of musical instruments.

The attribute modifier for a Musical Instrument vary from instrument to instrument.

Musical Instrument

Instrument Atribute Modifier
Bagpipes Constitution
Drum Strength
Dulcimer Dexterity
Flute Dexterity
Lute Dexterity
Lyre Dexterity
Horn Dexterity
Pan flute Constitution
Shawm Dexterity
Viol Dexterity
Ocarina Constitution

Painter's Supplies

PROFICIENCY WITH PAINTER'S SUPPL-ies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.

Painter's Supplies XGtE Pg. 83

Components. Painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.

Arcana, History, Religion. Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.

Investigation, Perception. When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.

Painting and Drawing. As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.

Example Activities
Activity DC
Paint an accurate portrait 10
Create a painting with a hidden message 20

Painting (Extended)

The art of painting is an ancient and respected practice among many house holds and nobles. Those proficient with painter's supplies find themselves at the end of many requests as good paintings are prized by many people.

Dexterity is the attribute modifier for Painter's Supplies.

Painting and Drawing
Activity DC Value
Accurate portrait 10 20 gp
Landscape Piece 15 50 gp
Painting with a hidden message 20 100 gp
Masterpiece painting 30 2,500 gp

Tribal Painting

Utilizing your paints you can quickly paint tribal symbols on a person or canvas. These paintings are purely for cosmetics but can help instill bravery in some.

Specialized Paint

You can have your paints enchanted or imbued with special properties. Some of these special paints may be to simply allure others to look at them, while others may be utilized on tribal face paintings to imbue extra strength.

One of the few ways to enchant your paints is you have crushed gemstones melded with them. Different levels of gemstone values will increase the value of your paintings but may also imbue special properties.

Imbuing Gemstones

Value DC Effect
10 gp 10 Increase paintings value by 50 gp
50 gp 15 Increases paintings value by 100 gp
100 gp 20 Increases paintings value by 500 gp
500 gp 25 Painting can mesmerize all that look at it
1,000 gp 30 Each gem provides a different effect.

1,000 GP Gemstones

Name Effect
Black opal Provides Necrotic Resistance
Blue sapphire Provides Cold Resistance
Emerald Provides Poison Resistance
Fire opal Provides Fire Resistance
Opal Provides Force Resistance
Star ruby Provides Radiant Resistance
Star sapphire Provides Lightning Resistance
Yellow sapphire Provides Acid Resistance

Poisoner's Kit

A POISONER'S KIT IS A FAVORED RESOU- rce for thieves, assassins, and others who engage in skulduggery. It allows you to apply poison and create them from various materials. Your knowledge of poisons also helps treat them.

Poisoner's Kit XGtE Pg. 83

Components. A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

History. Your training with poisons can help you when you try to recall facts about infamous poisonings.

Investigation, Perception. Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.

Medicine. When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.

Nature, Survival. Working with poisons enables you to acquire lore about which plants and animals are poisonous.

Handle Poison. Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.

Example Activities
Activity DC
Spot a poisoned object 10
Determine the effects of a poison 20

Harvesting Poison DMG Pg. 258

A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner's kit applies to this check if the character doesn't have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison.

Poisons (Extended)

Just like Herbalism, there is currently no set Alchemy skill in 5th Edition Dungeons & Dragons. Towards that purpose, a character would use their Intelligence or Wisdom modifier, whichever is highest, and then add their proficiency bonus if they are proficient with the poisoner's kit.

Alchemy Modifier = WIS or INT Modifier + your

proficiency bonus if proficient with Alchemist Kits

Intelligence or Wisdom is the attribute modifier for Poisoner's Kit.

The Process of Alchemy

When a player would like to craft a poison, they would announce it to their DM. Players can perform Alchemy Attempts, which are the equivalent to Rituals. This process takes 10 minutes to complete and results in a single vial of paste, powder, or liquid.

To start a basic Alchemy Attempt, you would select a base ingredient to work with. Base ingredients have the term Effect in front of the description. When crafting, you can only have one of these base ingredients unless an ingredient says otherwise. For poisons, the base ingredient is Wyrmtongue Petals.

Once you have your base ingredient, you can add other ingredients that have the Potion Modifier, Toxin Modifier or Special term in front of the description. You can only have one Effect ingredient and up to three Modifier ingredients in a single concoction.

Now that you have selected your ingredients, you’d find the total difficulty number and roll an Alchemy Attempt DC check.

Alchemy Attempt DC = 10 + all ingredient difficulty

modifiers combined

On a successful Alchemy Attempt roll, you create the vial of paste, powder, or liquid. On a failure, the vial’s contents don’t look exactly like they should. It is up to the DM to decide whether the character knows if the potion will work correctly.

Crafting Poisons

Poisons are very versatile in how one can create them. They can target the target’s core and disrupt their body heat overtime to freeze them from the inside-out, or even decide to boil their flesh off using acidic properties. They can knock-out targets as well as make targets unaware they are even poisoned. When an alchemist creates a poison, they decide whether the poison needs to be inhaled, ingested, dealt with an injury, or just making contact with skin.

Contact. A creature that touches contact poison with exposed skin suffers its effects.

Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects.

Crafting Poisons (Cont.)

Luckily, for all those wanting to master the art of poisons, all they need to start is a very common ingredient called Wyrmtongue Petals. These grow in almost every terrain, and are the base ingredient for all poisons. Additionally, all poisons can be altered by Toxin Modifier ingredients to customize them to their user’s liking.

Ingredient Listing

The following is a quick reference for ingredients.

Ingredient Listing

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 rarely shared with others. When a poisoner starts out, they typically know three recipes and can expand their recipes by trading notes with others like them, finding old poisoner's journal or experimenting with venoms.

Note. The recipes below are not all inclusive.

Poison DC

The poison you craft will require a Constitution saving throw by those to be poisoned equal to 8 + Alchemy Modifier if you're proficient with Poisoner's Kit. If you are not, the save is a flat 8.

Poison DC = 8 + Alchemy Modifier

Crafted Recipes

Basic Poison

A basic poison crafted from common chemicals found within the poisoners kit.


  • Crafting DC: 10
  • Ingredients: None
  • Ingredient Cost: 10 gp
  • Type: Injury
  • Effect: Target must save Poison DC or take 1d4 poison damage.
  • Effect Duration: 1 minute

Advance Poison

A basic poison crafted from Wyrmtongue Petals. These jagged red petals can be found growing in almost every terrain and the poison itself is as red as the flower it is made from.


  • Crafting DC: 10
  • Ingredients: Wyrmtongue Petals
  • Ingredient Cost: 15 gp
  • Type: Injury
  • Effect: Target must save Poison DC or take 1d4 + Poison Modifier poison damage per round; target is [poisoned].
  • Effect Duration: 1 minute

Assassin's Blood

Assassin's blood is the primary tool of assassins that wish to subtly eliminate their targets, often mixing a does into food or drink.


  • Crafting DC: 15
  • Ingredients: Blood Tree Sap
  • Ingredient Cost: 150 gp
  • Type: Ingested
  • Effect: A creature subjected to this poison must make a Poison DC Constitution saving throw. On a failed save, it takes 1d12 + Poison Modifier, poison damage and is [poisoned] for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
  • Effect Duration: 24 hours

Burnt Othur Fumes

Some poisonous plant matter can be ground and dissolved into a fine powder that when burned, quickly spread a cloud of poisonous smoke. When Othur is ground up, it turns into a white powder that remains inert until it is exposed to flames.


  • Crafting DC: 27
  • Ingredients: Ground Othur Plant
  • Ingredient Cost: 500 gp
  • Type: Inhaled
  • Effect: A creature subjected to this poison must make a Poison DC Constitution saving throw. On a failed save, it takes 3d6 + Poison Modifier, poison damage, and must repeat the saving throw at the start of its turns. On each successive failed save, the creature takes 1d6 + Poison Modifier, poison damage. After three successful saves, the poison ends.
  • Effect Duration: Until cured or three successful saving throws.

Carrion Crawler Mucus

This poison must be harvested from a dead or incapacitated carrion crawler.


  • Crafting DC: 17
  • Ingredients: Carrion Crawler Mucus
  • Ingredient Cost: 200 gp
  • Type: Contact
  • Effect: A creature subjected to this poison must make a Poison DC Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Effect Duration: 1 minute

Poison Recipes (Cont.)

Death's Bite

Death's Bite looks like a translucent light grey liquid with lines of silver flakes from the lichen.


  • Crafting DC: 18
  • Ingredients: Wyrmtongue Petals, Arctic Creeper, Spineflower Berries, Quicksilver Lichen.
  • Ingredient Cost: 110 gp
  • Type: Injury
  • Effect: Target must save Poison DC or become [poisoned] and takes 2d6 + Poison Modifier necrotic damage per round.
  • Effect Duration: 5 rounds

Drow Poison

This poison is typically made only by the drow, and only in a place far removed from sunlight.


  • Crafting DC: 17
  • Ingredients: Secret Drow Ingredient
  • Ingredient Cost: 200 gp
  • Type: Injury
  • Effect: A creature subjected to this poison must make a Poison DC Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
  • Effect Duration: 1 hour

Essence of Ether

The Essence of Ether is made with common chemicals found within the poisoner's kit. Not meant to kill, but to knock those unconscious the Essence of Ether is often thrown as a glass vial that shatters and expels the poison in a gas form causing those around to inhale it.


  • Crafting DC: 20
  • Ingredients: None
  • Ingredient Cost: 300 gp
  • Type: Inhaled
  • Effect: A creature subjected to this poison must make a Poison DC Constitution saving throw or be poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
  • Effect Duration: 8 hours

Malice

Malice is a fine red ground powder made with common chemicals found within the poisoner's kit. Malice is often thrown like dust into an opponents face and when inhaled causes a temporary blindness for 1 hour.


  • Crafting DC: 18
  • Ingredients: None
  • Ingredient Cost: 250 gp
  • Type: Inhaled
  • Effect: A creature subjected to this poison must make a Poison DC Constitution saving throw or be poisoned for 1 hour. The poisoned creature is blinded.
  • Effect Duration: 1 hour

Midnight Tears

Expertly crafted utilizing the chemicals located in the poisoner's kit, Midnight Tears tests the upper limits of a poisoner. Utilizing ones knowledge of the poison creation process they're able to time exactly when the poison will strike their victim.


  • Crafting DC: 30
  • Ingredients: None
  • Ingredient Cost: 1,500 gp
  • Type: Ingested
  • Effect: A creature ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must make a Poison DC Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
  • Effect Duration: N/A

Oil of Taggit

DESCRIPTION


  • Crafting DC: 13
  • Ingredients: ?
  • Ingredient Cost: 400 gp
  • Type: Contact
  • Effect: A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
  • Effect Duration: 24 hours.

Pale Tincture

DESCRIPTION


  • Crafting DC: 8
  • Ingredients: ?
  • Ingredient Cost: 250 gp
  • Type: Ingested
  • Effect: A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
  • Effect Duration: Until cured or seven successful saving throws.

Purple Worm Poison

DESCRIPTION


  • Crafting DC: 30
  • Ingredients: Purple worm poison gland
  • Ingredient Cost: 2,000 gp
  • Type: Injury
  • Effect: This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
  • Effect Duration: N/A

Poison Recipes (Cont.)

Serpent Venom

DESCRIPTION


  • Crafting DC: 7
  • Ingredients: Giant poisonous snake gland
  • Ingredient Cost: 200 gp
  • Type: Injury
  • Effect: This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
  • Effect Duration: N/A

Torpor

DESCRIPTION


  • Crafting DC: 20
  • Ingredients: ?
  • Ingredient Cost: 600 gp
  • Type: Ingested
  • Effect: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
  • Effect Duration: 4-24 hours (4d6).

Truth Serum

DESCRIPTION


  • Crafting DC: 5
  • Ingredients: ?
  • Ingredient Cost: 150 gp
  • Type: Ingested
  • Effect: A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.
  • Effect Duration: 1 hour.

Widow Venom

Widow Venom looks like a slimy red substance that has fuzzy bits of the Amanita cap exposed.


  • Crafting DC: 17
  • Ingredients: Wyrmtongue Petals, Amanita Cap, Cactus Juice, Spineflower Berries.
  • Ingredient Cost: 85 gp
  • Type: Injury
  • Effect: Target must save Poison DC or become [poisoned] and takes 1d6 + Poison Modifier poison damage per round, and doesn't notice the effects until 30 seconds pass. Additionally, the poison will only knock the target unconscious, not kill them.
  • Effect Duration: 1 minute

Wyvern Poison

DESCRIPTION


  • Crafting DC: 30
  • Ingredients: Wyvern poison gland
  • Ingredient Cost: 1,200 gp
  • Type: Injury
  • Effect: This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Effect Duration: N/A

Potter's Tools

POTTER'S TOOLS ARE USED TO CREATE a variety of ceramic objects, most typically pots and similar vessels.


Potter's Tools XGtE Pg. 84

Components. Potter's tools include potter's needles, ribs, scrapers, a knife, and calipers.

History. Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.

Investigation, Perception. You gain additional insight when inspecting ceramics uncovering clues others would overlook by spotting minor irregularities.

Reconstruction. By examining pottery shards, you can determine an object's original, intact form and it's likely purpose.

Example Activities
Activity DC
Determine what a vessel once held 10
Create a serviceable pot 15
Find a weak point in a ceramic object 20

Pottery (Extended)

When crafting vessels, pots, or even terracotta statues made of clay, you must have the required ingredients like clay, and enough time to work on the vessel. When crafting a vessel, you must decide what you are going to work on and 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.

When crafting a new item, your finalized product can be of four different quality levels, simple, mundane, complex, and masterwork.

Dexterity or Wisdom is the attribute modifier for Potter's Tools.

Smith's Tools

SMITH'S TOOLS ALLOW YOU TO WORK metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.

Smith's Tools XGtE Pg. 84

Components. Smith's tools include hammers, tongs, charcoal, rags, and whetstone.

Arcana and History. Your expertise lends you additional insight when examining metal objects, such as weapons.

Investigation. You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.

Repair. With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.

Example Activities
Activity DC
Sharpen a dull blade 10
Repair a suit of armor 15
Sunder a nonmagical metal object 15

Smithing (Extended)

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, and can arm the party and yourself to the teeth.

Strength is the attribute modifier for Smith's Tools.

Crafting

Crafting items is just not possible on a campfire, you're required to find or build your own forge.

When crafting a new item, your finalized product can be of three different quality levels, Scrap, Mundane, and Masterwork.

Scrap. Scrap decreases the base effectiveness of the item. For weapons, this gives them a -1 to attack and damage rolls, and for armor this gives them a -1 to AC.

Mundane. This is the standard quality level of items around the realms. Most items smith's make will end up being mundane.

Masterwork. The best quality an item can reach. The items are more effective than their mundane counterparts. Weapons gain +1 to damage rolls showing off better craftsmanship in the blade or bludgeoning parts of the weapon. For armor it gives them +1 to AC showcasing some special technique to make the armor sturdier.

Weapon Crafting DC = 10 + Material + Weapon Category

Weapon Category. Weapons are categorized into two sections, simple and martial weapons. While crafting, simple weapons add +2 to the crafting DC while martial weapons add +3.

Armor Crafting DC = 12 + Material + Armor Category

Armor Category. Armor is categorized into three sections, light, medium. and heavy armors. Smithing only allows you to create armor that is the majority made of metal. The crafting costs associated with it are getting the leather bits and having them installed onto your items. Light armor adds +1 to the DC, medium +3, and heavy +7.

The number of days required to craft an item is equal to the weight of the item to a max of 10 days unless it's a masterwork item, then the max is 20 days.

Success & Failure

After the Crafting DC has been calculated, the player rolls a Smith's Tool check agaisnt it to see if he can successfully craft the item after the appropriate amount of days of smithing have passed.

If he/she passes the DC, the item is crafted with no problems. If they fail, they create a scrap version of the item.

A critical failure will destroy all materials and all gold will be wasted. A critical success means they've performed to the best of their ability but does not create a masterwork item.

Masterwork

After many years of practice, creating a masterwork item comes almost natural to some, but for others will always be unobtainable. When beginning to craft an item, the smith will claim if he/she is creating a masterwork item. This will cost double the amount of resources and double the amount of time to craft. On the last day, add +15 to the Crafting DC and if the player passes, the creates a masterwork version of the item.

There are no critical success rolls when crafting a masterwork item and a 20 on die will just be 20 + your Smith's Tool check.

Materials

The materials you're crafting with are just as important as your skills. Take note as different materials will increase difficulty when it comes to crafting weapons. You require the material equal to how much the weapon/armor weights.

Material Cost per lb. Added DC
Steel 50 gp 0
Silver 100 gp +1
Ironwood 250 gp +1
Mithral 500 gp +2
Adamantine 500 gp +2
Ignium 5,000 gp +3
Stormphrax 5,000 gp +3
True Ice 5,000 gp +3
Skybough Amber 10,000 gp +4

Thieves' Tools

Perhaps the most common tools used by adventuerers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Thieves' Tools XGtE Pg. 84

Components. 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.

History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation, Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or weapon) or damage equal to half the total of your check whichever the DM deems appropriate.

Example Activities
Activity DC
Pick a lock Varies
Disable a trap Varies

Tricks and Traps (Extended)

Tinker's Tools

A SET OF TINKER'S TOOLS IS DESIGNED to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothing, sharpen a worn sword, and patch a tattered suit of chain mail.

Tinker's Tools XGtE Pg. 84

Components. Tinker's tools include a variety of hand tools, threads, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.

Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.

Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.

Example Activities
Activity DC
Temporarily repair a disabled device 10
Repair an item in half the time 15
Improvise a temporary item using scraps 20

Tinkers (Extended)

Tinker's excel at creating small gadgets for everyday use. They're normally made to overcome obstacles or created as solutions, and hardly ever to cause harm to someone.

Intelligence is the attribute modifier for Tinker's Tools.

Gadgets

Gadgets are based purely on their complexity. The more complex they are, the more material, time, and upkeep a tinkerer will have to spend on said gadget. Upkeep must be performed once a day or else the chance of breaking increases each day upkeep is not done.

Complexity Creation Upkeep
Simple 30 minutes - 1 hour 5 minutes
Intermediate 2-4 hours 30 minutes
Hard 8 - 24 hours 1 hour
Complex 24 hours - 1 week 1 day

Prototyping

Every gadget has a prototype. The first time a tinkerer builds a gadget for the first time, it is a prototype. It requires double the amount of upkeep than a standard piece. After the tinkerer has built and used the prototype for 24 hours, he can then build a standard model in half the time it took him to create the prototype.

Breakage and Destruction

Every gadget has its own limit. After every use of the gadget (how long doesn't matter), the tinkerer will roll a Breakage check. The better the tinkerer, the less chance the item will break. In the event the check fails by 5 or more, the item is destroyed and has to be remade from the ground up (some materials may be salvageable).

The complexity of the item makes the Breakage DC harder, simple gadgets add +2, intermediate +4, hard, +6, Complex +8.

Breakage DC = 8 + Compexity + Days without upkeep


After an item is broken, it takes half of the original creation time and half of the materials required (or more, up to DM's discretion) to repair it to working condition.

Gadgets

Gadget Template

Template Description


  • Complexity: Simple, Intermediate, Hard, Complex
  • Crafting DC: 20
  • Materials: Springs & Shit.
  • Special Materials: Great Aether
  • Description: Description
  • Effect: N/A
  • Effect Duration: N/A

Wrist Mounted Crossbow, Wrist Mounted Blades, Night vision goggles, mechanical wings, underwater gills, Fold up bracer shield, detect creatures underground sensor

Complexity/Material based.

Weaver's Tools

WEAVER'S TOOLS ENABLES YOU TO weave cloth and tailor it into articles of clothing.

Weaver's Tools XGtE Pg. 85

Components. 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.

Arcana, History. Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.

Investigation. Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.

Repair. As part of a short rest, you can repair a single damaged cloth object.

Craft Clothing. Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.

Example Activities
Activity DC
Repurpose cloth 10
Mend a hole in a piece of cloth 15
Tailor an outfit 20

Weaving (Extended)

Weaving threads of cloth together takes finesse and skill, even further so to include intricate designs or hidden pockets or other functions.

Dexterity is the attribute modifier for Weaver's Tools.

Outfits

Below are the outfits that can be crafted by a weaver. Specialized outfits are fitted to a certain individual and provide no benefits to others that wear the outfit.

Outfit Cost DC
Common Clothes 2 sp 10
Costume Clothes 2 gp 11
Fine Clothes 10 gp 14
Traveler's Clothes 1 gp 12

Woodcarver's Tools

WOODCARVER'S TOOLS ALLOW YOU TO craft intricate objects from wood, such as wooden tokens or arrows.

Woodcarver's Tools XGtE Pg. 85

Components. Woodcarver's tools consist of a knife, a gouge, and a small saw.

Arcana, History. Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.

Nature. Your knowledge of wooden objects give you some added insight when you examine trees.

Repair. As part of a short rest, you can repair a single damaged wooden object.

Craft Arrows. As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.

Example Activities
Activity DC
Craft a small wooden figurine 10
Craft an intricate pattern in wood 15

Woodcarving (Extended)

Carving wood into beautiful art or deadly weapons requires precise focus and delicate movements, crafting objects requires that you have wood present. There are different types of wood and each will have different effects on the object you are craft and may present a harder challenge as well.

Once you have completed a number of hours required, or 8 hours of work, whichever comes first, you must then roll a Woodcarver's Tool Check against the DC of the carving you are working on.

Dexterity is the attribute modifier for Woodcarver's Tools.

Drafting your project

Woodcarving can be as short or as long as your project demands. One can finish crafting some mundane arrows in an hour, or can spend a whole day carving a fine statue that will still take a weeks worth of time to finish. While drafting your project, there are two things to keep in mind, detail and scale.

Detail

The detail of your carving effects the length of time required to complete your project. There are three different categories when it comes to detail, Mundane, Fine, Precise.

Mundane. Arrows, quarterstaffs, and small general shapes are counted among the mundane projects you can craft. All of these are simple enough that they can be done during a short rest, often taking anywhere between 10-30 minutes. Mundane projects add +2 to the difficulty modifier.

Fine. Fine projects are detailed enough to require at least an hour of dedicated time, depending on the scope of the project. These sort of projects include statuettes of moderate details or other slightly more complicated designs. Fine projects add +4 to the difficulty modifier.

Precise. Precise projects consists of carved patterns or intricate shapes and designs. They require at least eight hours to carve, depending on the scope of the project as well. Precise projects add +6 to the difficulty modifier.

Scale

The scale of the project effects the length of time to carve out the shape in wood, it represents the size of your creation and falls under three categories, small, medium, large.

Small. Small projects require at least 5 minutes to carve plus the amount of time the detail requires. A small project is something that is small enough to fit or be handled easily with a single hand. This includes things like figurines, arrow shafts, or objects that weigh below 5 lbs. Small projects add +4 to the difficulty modifier.

Medium. Medium projects require at least an hour to carve plus the amount of time the detail requires. A medium project is something that is big enough that can easily be handled with two hands, a shield, or objects that weigh below 30 lbs. Medium projects add +3 to the difficulty modifier.

Large. Large projects require at least 8 hours to carve plus the amount of time the detail requires. A large project could be a throne, a pulpit, a wooden wall decal or anything that requires a multiple people to move or a lot of effort. Large projects add +2 to the difficulty modifier.

Calculating Time and Difficulty

All times represent the minimum to create projects of their detail and scale, and at the DM's discretion may take longer. After you've decided on your detail and scale you can calculate your projects DC & time.

Crafting DC = 8 + Detail Level + Scale


Afterwards you will make your Woodcarving Tool's Check after completing the required number of hours, or 8 hours of work. If you pass the check and all required time has passed, the project is created.

Changelog

  • 0.1 - Creation, All XGtE parts added, Brewer's Supplies Extended created, Cobbler's Tools Extended created.

  • 0.2 - Fishing Tackle, Alchemist Potion examples, ingredient listing, Calligrapher's Supplies Extended started, Carpenter's Tools Extended, Cartography Tools Extended, Cooks Utensils Extended, Disguise Kit Extended, Mason's Tools Extended, Painter's Supplies Extended, Poisoner's Kit Extended, Smith's Tools Extended, Tinker's Tools Extended, Forgery Kit.

  • 0.3 - Fishing Tackle adjusted to match Rim of the Frost Maiden's mechanics, added new fish for the mechanics and adjusted Jeweler's Kit rules and items. Land Vehicles, first revision.

  • 0.4 - Jeweler's Kit rewrite, Weaver's Tools first draft, Woodcarver's Tools first draft, grammar fixes, Bass added for fishing tackle, Calligrapher's Supplies expanded upon (Freelance Work), Added some musical instruments

  • 0.5 - Alchemist Kit, Herbalism Kit, and Poisoner's Kit updates and rewrites.

  • 0.6 - Healer's Kit has entered the battle.

Dalagrath has written up an incredible all inclusive Alchemy & Herbalism supplement. Using his as a base I've added my own tweaks and have them listed above. Below is the link to his original write up. Herbalism & Alchemy Version 1.2

 

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