| +10 | Expertise Bonus | |
| +5 | Proficiency Bonus |
| +0 | Strength | |
| +6 | Dexterity | |
| +8 | Constitution | |
| +11 | Intelligence | |
| +2 | Wisdom | |
| +2 | Charisma |
| +6 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +10 | Arcana | INT | |
| +4 | Athletics | STR | |
| +1 | Deception | CHA | |
| +15 | History | INT | |
| +1 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +15 | Investigation | INT | |
| +15 | Tools | INT |
| +1 | Medicine | WIS | |
| +15 | Nature | INT | |
| +1 | Perception | WIS | |
| +1 | Performance | CHA | |
| +1 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +5 | Sleight of Hand | DEX | |
| +5 | Stealth | DEX | |
| +11 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Flintlock Pistol | +10 | DEX | 1d10+5 | piercing | |
| Reload 4, Misfire 1, (60/240) | |||||
| Arcane Bad News | +10 | DEX | 2d12+5 | Crystal Type | |
| Two-handed, reload 1, misfire 3 (200/800) | |||||
| Arcane Pistol | +10 | DEX | 1d10+5 | Crystal Type | |
| Reload 4, Misfire 1, (60/240) | |||||
| Arcane Bad News | +12 | DEX | 2d12+2+5 | Enhanced | |
| Two-handed, reload 1, misfire 3 (200/800) | |||||
| Arcane Bad News | +13 | DEX | 2d12+3+5 | Enhanced/ +1 | |
| Two-handed, reload 1, misfire 3 (200/800) | |||||
| Arcane Bad News | +14 | DEX | 2d12+4+5 | Enhanced/ +2 | |
| Two-handed, reload 1, misfire 3 (200/800) | |||||
| BloodThirsty Strike | +0 | STR | 4d6+1-1 | Necro | |
| 10/10 | |||||
| SneakAtk | -1 | STR | 2d6+1-1 | ||
| Arcane Bad News | +15 | DEX | 2d12+5+5 | Enhanced/ +3 | |
| Two-handed, reload 1, misfire 3 (200/800) | |||||
The statblocks of your Weapons, armor and other important/magical equipment
Nart Kheku
Firearm Reload 4, misfire 1. Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Martial Ranged | 1d10 + Dex | Piercing | 60/240 | Reload 4, misfire 1. |
Cost: 150gp Weight: 3lb
DnD 5e SRD SRD
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
| Type | AC | STR Req. | Stealth Dis. | Properties |
|---|---|---|---|---|
| Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
DnD 5e SRD
Adventuring Gear Common
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Cost: 5gp Weight: 25lbs
Adventuring Gear Common
A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.
Cost: 5 sp Weight: 1 lb
Wondrous Item
Uncommon
Grants 30ft of BlindsightAn earring that telepathically describes whatever is visible in front of the wearer, whether they can see it or not. Made by a child prodigy for their blind mother who worked tirelessly in order to pay for their magical education.
Wondrous Item
Very Rare
As your bonus action you can teleport 10 feet. Has 3 charges, refills charges every day at dawn.
Wondrous Item
Uncommon
Once per long rest, you may cast Hunters Mark as a first level spell without using a spell slot. While wearing these, non-magical difficult terrain does not slow your movement.
Wondrous Item
Uncommon
Advantage to Perception.A tin monocle that lets the wearer see a great distance. Made by an artificer that could no longer view the beautiful landscape around his home as he aged.
Wondrous Item
Rare
Command Word: "Drive" in commonThis sturdy wooden cart is supported by two over-sized glass treadwheels, each of which contains a magical wisp. The cart can carry up to 2000 pounds of weight, and balances itself. It moves at a speed of 40 ft. for up to eight hours per day, but never between midnight and dawn. The cart follows your simple verbal commands to start, stop, turn, etc.
Ammunition
Common
Duration 5 minutes Bright light in a 20-foot radius and dim light for an additional 20 feet. The light drifts 10 feet toward the ground at the start of each of your turns.
You shoot a bright light resembling a flare to a point you can see within range. The flare gives off bright light in a 20-foot radius and dim light for an additional 20 feet. The light drifts 10 feet toward the ground at the start of each of your turns.
The source of the light is immaterial; it canāt be picked up, thrown, carried, or moved in any way after itās initial ālaunchā or once it reaches the ground. It can be extinguished by the caster before the end of the spellās duration as a bonus action.
Wondrous Item
Uncommon Requires Attunement
Adds 1d10 temp HP on a long restPan of Nostalgia - A frying pan and lid that materializes one fully cooked breakfast platter for one once per day when exposed to flame. Adds 1d10 temp HP on a long rest. Someoneās mother had it enchanted as a gift for their child who was leaving home so that they could always have a home cooked breakfast.
Cost: 500 Gold
Wondrous Item
Uncommon
Mirrors of Clever Seeing - A pair of mirrors. One can see through the other as if there were an extradimensional tunnel between the two. Nothing can pass through.
Cost: 600 Gold
Wondrous Item
Common
Armor made from True Ice grants resistance to fire damage and immunity to atmospheric hazards in hot environments, but halves the time required to make saves against cold.
Cost: 175 Gold
Explosive
Common
Range : 20/60 2d6 Fire Damage 1d6 5 ft. Fire Splash Damage Dual Action Fuse :
frag grenade Category:
Items Damage: 2d6/1d6
Damage Type: Fire Properties:
Improvised Weapons Range: 20/60
Save: Dexterity
Weight: 1.5
A direct hit deals 2d6 points of explosive damage. Every creature within 5 feet of the point where the grenade hits takes 1d6 points of explosive damage from the splash. on the other hand if you light the fuse the grenade will explode in 1 round.
If direct hit,(2d6 fire) Dex save :Splash 5ft 1d6 fire,
If miss, Dex Save : 1d6 fire
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 2d6 / 1d6 | Fire | 20/60 |
Cost: 10G
Weight: 1.5
Staff
Very Rare requires attunement by a non-wizard Requires Attunement
Staff of Wizardkind (Staff, requires attunement by a non-wizard): While holding this arcane staff, you gain the following benefits: Your Intelligence score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with wizards. You can use an action to expend 1 of its charges to cast the cantrip Message. The staff has 10 charges, and regains 1d6 + 4 expended charges daily at dawn. In addition, while attuned to the staff, you have a 50 percent chance each day at dawn of growing a white beard if you're capable of growing one, or a visibly whiter beard if you already have one.
Wondrous Item
Uncommon
A monocle that allows the user to once a day see the footprints of a specific person or creature that has been within the area.
Cost: 600 Gold
Wondrous Item
Uncommon Requires Attunement
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Armor (Light)
Varies
A black leather vest with wings painted on the back. This vest gives the wearer advantage on Initiative rolls and +2 to Intimidation rolls, plus proficiency with Crossbows.
| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| Light | 12 + Dex | No |
Wondrous Item
Very Rare
⢠Gives weapon an added +1 and is considered magical for purposes of causing damage. Activate/Deactivate once per dayWeapon cutting through a (anvil, bar, chain) - Grants ability to temporarily enchant what ever weapon you are using. Gives weapon a +1 and is considered magical for purposes of causing damage.
Wondrous Item
Uncommon
Grants +1 to Dexterity and Acrobatics skill.An emerald ring that gives the wearer an abnormally strong sense of balance. Made for a diplomat by her husband so that when she went on long sea voyages she wouldnāt get sea sick. Grants +1 to Dexterity and Acrobatics skill.
The statblocks of your class features
| The | Artificer | spell | slots | per | spell | Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| level | Proficiency bonus | Features | infusions known | Infused Items | Cantrips known | 1st | 2nd | 3rd | 4th | 5th |
| 1st | +2 | Magical Tinkering, Spellcasting | - | - | 2 | 2 | - | - | - | - |
| 2nd | +2 | Infuse Item | 4 | 2 | 2 | 2 | - | - | - | - |
| 3rd | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | - | - | - | - |
| 5th | +3 | Artificer Specialist feature | 4 | 2 | 2 | 4 | 2 | - | - | - |
| 6th | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | - | - | - |
| 7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | - | - | - |
| 9th | +4 | Artificer Specialist feature | 6 | 3 | 2 | 4 | 3 | 2 | - | - |
| 10th | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | - | - |
| 11th | +4 | Spell-Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
| 13th | +5 | - | 8 | 4 | 3 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Artificer Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | - | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
Magical Tinkering At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
You start with the following equipment, in addition to the equipment granted by your background:
Spellcasting You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. Tools Required You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. Cantrips (0-Level Spells) At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Arcane Gunslinger Experimental crystalize Alchemy beginning at 3rd level, you gain the ability to take the essence of creatures whether it be blood or ooze or even a fire elementals flames by using a new alchemist jar that extracts the essence for you along with gold equivalent to the crystal cost shown in the firearms table. . After spending 10 minutes on performing an alchemic ritual you can create a crystalized power source that can only be used with your arcane firearm the quantity of shots is different depending on the gun you use. The crystals damage properties changes depending on the essence you used in creating the crystal and its quality. look at the chart to determine what you can make. The creation of higher quality crystals is determine of your general level and understanding. The quality of crystal is added to the damage of a roll used for attacks. The maximum number of crystals you can create with this feature at one time is equal to double your Intelligence modifier (minimum of 1).If you try to exceed your maximum, the oldest crystal shatters and looses its properties.
| Essence type | Damage type | Level to make | CR | Quality |
|---|---|---|---|---|
| Aberration | Psychic | 3rd | 4 and under | +0 |
| Beast | piercing | 6th | 5 - 10 | +1 |
| Celestial | radiant | 11th | 11-19 | +2 |
| Construct | Thunder | 15th | 20-30 | +3 |
| Dragon | same as the dragons breath elemental type | |||
| Elemental | same as the elemental type | |||
| Fey | Force | |||
| Fiend | same as the fiend elemental type | |||
| giant | same as the giant elemental type | |||
| humanoid | bludgeoning | |||
| Ooze | acid | |||
| Plant | poison | |||
| Undead | Necrotic | |||
| Monstrosity | Slashing |
| Name | Cost | crystal cost and usage | Damage | Damage type | Range | Properties |
|---|---|---|---|---|---|---|
| Arcane Palm Pistol | 50g | 2g (20 ) | 1d8 | Crystal type | (40/160) | Light, reload 1, misfire 1 |
| Arcane Pistol | 150g | 4g (20) | 1d10 | Crystal type | (60/240) | Reload 4, misfire 1 |
| Arcane Musket | 300g | 5g (20) | 1d12 | Crystal type | (120/480) | Two-handed, reload 1, misfire 2 |
| Arcane Pepperbox | 250g | 4g (20) | 1d10 | Crystal type | (80/320) | Reload 6, misfire 2 |
| Arcane Blunderbuss | 300g | 5g (5) | 2d8 | Crystal type | (15/60) | Reload 1, misfire 2 |
| Arcane Bad News | Crafted | 10g (5) | 2d12 | Crystal type | (200/800) | Two-handed, reload 1, misfire 3 |
| Arcane Hand Mortar | Crafted | 10g (1) | 2d8 | Crystal type | (30/60) | Reload 1, misfire 3, explosive |
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
None
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
You are practiced in the art of crushing your enemies, granting you the following benefits:
Hillās Tumble (Hill Giant) ā When hitting a Large of smaller creature with an melee Attack Roll, knock the target prone.
Strength 13 or higher
You are exceptionally speedy and agile. You gain the following benefits:
Statblocks for your familiars, mounts etc.
Rafin
Adventuring Gear (Heavy)
Legendary Requires Attunement
This item looks like a cube made of nothing but hard wood that glistens in the sun. As an action you can will this cube into existence to create a Gran ship capable of flight. the functionality of the ship can be used by anyone holding onto the chaos gem located in the command deck. if one were to attune to this vessel it will give them priority reign of the ship giving them access to be able to command it at will along allowing them to use their proficiency bonus to any check that is required. if someone who already has proficiency to this vehicle gains this bonus they instead gain expertise in this field instead. if the airship where to be destroyed it instead reverts back into its cube form ejecting all passengers out no matter where it is located at the time. the ship then cannot be used again for 24 hours for it needs to restore its self to its original state. Airship Gargantuan vehicle (80 ft. by 20 ft.) Creature Capacity 20 crew, 10 passengers Cargo Capacity 1 ton Travel Pace 79.2 ft (round) 9 miles per hour (216 miles per day) STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Hull Armor Class 13 Hit Points 300 Control: Helm Armor Class 16 Hit Points 50 Move up to the speed of its elemental engine, with one 90-degree turn. If the helm is destroyed, the airship canāt turn. Movement: chaos Engine Armor Class 18 Hit Points 100;ā 20 ft. speed per 25 damage taken Locomotion chaos power, speed 80 ft. If the engine is destroyed, the ship immediately crashes. Weapons: cannon(1) Armor Class 15 Hit Points 50 each Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage. Actions On its turn, the airship can use its helm to move using its chaos engine. It can also fire its canon.
Weight: 60(unopen)
Statblocks for race/species of the character.
Bearfolk
Age.Ā known to live long lives, the oldest being nearly 900 years old.Ā
Bearfolk Traits
Your bearfolk character has the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet. You have either a swimming speed or a climbing speed equal to your walking speed (choose when you select this race).
Bear Claws. You have claws which you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Born Survivor. You are proficient in one of the following skills of your choice: Animal Handling, Intimidation, Nature, Perception, or Survival.
Keen Smell. You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Ursine Fortitude. You have resistance to cold damage. At the end of a short or long rest, you can expend and roll one Hit Die to gain a number of temporary hit points equal to the number rolled + your Constitution modifier (minimum of 1). While you have these hit points, you gain a +1 bonus to AC.
Aversion to Silver. The cuts of silver blades cause searing pain. Attacks made against you with silvered weapons ignore the AC bonus of Ursine Fortitude. You cannot reduce any bludgeoning, piercing, or slashing damage dealt to you by silvered weapons.
Hunter's Nose
Prerequisite: Bearfolk or Puca
Your nose is highly specialized, allowing you to navigate and hunt without light. You gain the following benefits:
Increase your Constitution or Wisdom score by 1, to a maximum of 20.
You gain blindsight out to 10 feet, limited only to things that have an odor and are not behind airtight walls. Creatures with a detectable odor cannot be hidden from you within this area. You lose this ability if you cannot smell, or while you are in an area permeated by exceptionally strong smells or noxious gases.
You have advantage on Wisdom (Insight) checks against creatures within 5 feet of you that you can smell.
Languages. Languages. You can speak, read and write Common. You can also communicate simple ideas to natural beast, but you have no way of understanding them in turn, and they are not necessarily friendly to you.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
PHB
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
1-level Divination (ritual)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Can be cast as a ritual.
PHB
1-level Transmutation
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB, page 238
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
2-level Transmutation
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
2-level Divination
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
PHB
3-level Necromancy
PHB page 243.
3-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear Common
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12 GP Weight: 61 1/2 lbs
DnD 5e SRD
Tool Varies
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. 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. 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.
| 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 |
Cost: 15gp Weight: 6lb
Tool Common
Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Cost: 25 gp Weight: 1 lb
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