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Tools

A tool helps you make specialized ability checks, craft certain items, or both. A tool’s description includes the tool’s cost and weight, as well as the following entries:

Ability. This entry lists the ability to use when making an ability check with the tool.

Utilize. This entry lists things you can do with the tool when you take the Utilize action. You can do one of those things each time you take the action. This entry also provides the DC for the action.

Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see “Crafting Equipment” later in the chapter.

Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency.

Tool Proficiency

If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.

Your features might give you proficiency with a tool. A monster has proficiency with any tool in its stat block.

Artisan’s Tools

Artisan’s Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency.


Alchemist’s Supplies (50 GP)

Ability: Intelligence
Utilize: Identify a substance (DC 15), or start a fire (DC 15)
Craft: Acid, Alchemist’s Fire, Component Pouch, Oil, Paper, Perfume


Brewer’s Supplies (20 GP)

Ability: Intelligence
Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10)
Craft: Antitoxin


Calligrapher’s Supplies (10 GP)

Ability: Dexterity
Utilize: Write text with impressive flourishes that guard against forgery (DC 15)
Craft: Ink, Spell Scroll


Carpenter’s Tools (8 GP)

Ability: Strength
Utilize: Seal or pry open a door or container (DC 20)
Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch


Cartographer’s Tools (15 GP)

Ability: Wisdom
Utilize: Draft a map of a small area (DC 15)
Craft: Map


Cobbler’s Tools (5 GP)

Ability: Dexterity
Utilize: Modify footwear to give Advantage on the wearer’s next Dexterity (Acrobatics) check (DC 10)
Craft: Climber’s Kit


Cook’s Utensils (1 GP)

Ability: Wisdom
Utilize: Improve food’s flavor (DC 10), or detect spoiled or poisoned food (DC 15)
Craft: Rations


Glassblower’s Tools (30 GP)

Ability: Intelligence
Utilize: Discern what a glass object held in the past 24 hours (DC 15)
Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial


Jeweler’s Tools (25 GP)

Ability: Intelligence
Utilize: Discern a gem’s value (DC 15)
Craft: Arcane Focus, Holy Symbol


Leatherworker’s Tools (5 GP)

Ability: Dexterity
Utilize: Add a design to a leather item (DC 10)
Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin


Mason’s Tools (10 GP)

Ability: Strength
Utilize: Chisel a symbol or hole in stone (DC 10)
Craft: Block and Tackle


Painter’s Supplies (10 GP)

Ability: Wisdom
Utilize: Paint a recognizable image of something you’ve seen (DC 10)
Craft: Druidic Focus, Holy Symbol


Potter’s Tools (10 GP)

Ability: Intelligence
Utilize: Discern what a ceramic object held in the past 24 hours (DC 15)
Craft: Jug, Lamp


Smith’s Tools (20 GP)

Ability: Strength
Utilize: Pry open a door or container (DC 20)
Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets


Tinker’s Tools (50 GP)

Ability: Dexterity
Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20)
Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunter’s Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox


Weaver’s Tools (1 GP)

Ability: Dexterity
Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10)
Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes


Woodcarver’s Tools (1 GP)

Ability: Dexterity
Utilize: Carve a pattern in wood (DC 10)
Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles


Other Tools

These tools support adventure and other pursuits.


Disguise Kit (25 GP)

Ability: Charisma
Utilize: Apply makeup (DC 10)
Craft: Costume


Forgery Kit (15 GP)

Ability: Dexterity
Utilize: Mimic 10 or fewer words of someone else’s handwriting (DC 15), or duplicate a wax seal (DC 20)


Gaming Set (Varies)

Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)


Herbalism Kit (5 GP)

Ability: Intelligence
Utilize: Identify a plant (DC 10)
Craft: Antitoxin, Candle, Healer’s Kit, Potion of Healing


Musical Instrument (Varies)

Ability: Charisma
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)


Navigator’s Tools (25 GP)

Ability: Wisdom
Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)


Poisoner’s Kit (50 GP)

Ability: Intelligence
Utilize: Detect a poisoned object (DC 10)
Craft: Basic Poison


Thieves’ Tools (25 GP)

Ability: Dexterity
Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)


Pipe (1GP)

Ability: Dexterity
Utilize: You can spend one use of pipe-weed and at least one hour smoking your pipe to gain inspiration.


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