Professional Documents
Culture Documents
Foreword
I dedicate this supplement to a few content creators: First, to Wizards of the Coast for originally
tying together (though vaguely) tool kits and crafting in Xanathar’s Guide to Everything. Next, to
KibblesTasty for showing me homebrew is a legitimate art. And finally, a devoted fan
(u/Roobn551), whose work and insights make it into this supplement.
This supplement complements the core Player’s Handbook, but also draws on presiding rulings
from Xanathar’s Guide to Everything and The Dungeon Master’s Guide.
As a Player
When playing in a campaign that uses this supplement, a player can read this to gain a better
idea about the mechanics available to them when they select a tool proficiency or consider
learning one later. By browsing the catalogue of tools here, a better decision can be made
based on what sort of role the player wishes to play within the game’s group. This supplement
also serves as a way for ideas a player may have for composing new items and mechanics to
offer to the Dungeon Master, using guidelines suggested in the crafting sections of the
supplement.
As a Dungeon Master
Crafting and construction are a key part of this supplement, and so a Dungeon Master can use
this supplement to apply crafting to their game. A Dungeon Master is also responsible for
organizing a vast part of the game, so they control the pace at which resources are acquired
through treasure hoards and shopping. As such, this supplement also acts as a guideline for
how to set the desired pace for both mundane and magical items by controlling how many
resources are given to the players. The Dungeon Master can also use the crafting sections as a
springboard for their own homebrew ideas, and for making their own items and recipes.
Playtest Warning
This supplement is still in the early stages of development. Playtesting has been limited, and
unusual or absurd issues may arise during gameplay. Patience is key, and feel free to suggest
changes to your game’s group should it feel necessary.
Why Tools?
Tools are an essential part of this supplement’s crafting system for three reasons: To bestow
value to tool proficiencies, to give agency to martial classes, and to categorize various forms of
magic item crafting into distinct sections that can each require a different proficiency that is
reasonable.
Spellcasters and half-casters do not get tool kits as often as martials, but by devoting resources
into grabbing a tool proficiency through a class feature, background, or a feat they can also
participate in crafting.
Why Scrap?
Most introductions to crafting in 5th edition, namely those in The Dungeon Master’s Guide and
Xanathar’s Guide to Everything, only require gold pieces to craft items. Why not just use
money?
The answer is that scraps are part of the attempt of this supplement to breathe life into the
world, and to make it more than just a pile of numbers. Tracking supplies, items, and materials
is rewarded with new opportunities, allowing crafted items to stand out by requiring greater
engagement. Scrap also acts as a “tweaking point” that a Dungeon Master can use to ensure
the game advances at a desired pace: instead of needing to give money to players to craft items
(which can and often is used for other things instead), those players would earn scrap they use
to directly form new items.
Alternatively, using the same rules, you may grant a special bonus if a player with proficiency in
both the skill and the relevant tools upon passing the skill check.
Proficiency in Tools
Proficiency describes an understanding of the use of a specific set of tools, as well as all the
general knowledge about the theory, science, and techniques of the discipline. Xanathar's Guide
to Everything explains in detail what each tool proficiency describes in greater detail, but this
supplement will further explore how these ideas can be applied to both crafting and general skill
checks.
For situations that force a character to distinguish minute details or highly specific or technical
issues regarding their profession, such as identifying two very similar-looking items, it would be
reasonable to demand a skill check related to their skill - unless they come up with a clever
method of solving the problem on their own.
Projects
The scale of a project can range from mere hours to whole weeks or even months of hard work
and dedication. A player with downtime can spend it crafting new items for use, or can make
items on the go, piece by piece during long rests. Whatever the case, crafting is performed as a
series of checks that must be made. As such, each project has a predetermined amount of skill
checks that are taken throughout the duration.
Downtime
Checks for a project made during a player’s downtime are performed in succession. If the entire
project is performed over a single period of downtime, it operates as a single encounter. Limited
resources such as spell slots and magic items can only be drawn on once during the project, as
if it were an encounter. These resources are replenished after the project is complete.
If a DM selects this option, they should be mindful of how finite resources that are replenished
on a long rest might affect the project. Like the previous option, consider limiting resources
usable for a project.
A Helping Hand
Sometimes, a friend can assist with the completion of a task. If two players have proficiency in
the same toolkit, they can work together on the same project. If they do, they may choose one
of the following benefits:
Setbacks
A failed check often causes some sort of issue to occur while producing a result. If the task is a
binary action, such as attempting to retrieve information about the origins of a specific item, then
a failed roll can be a simple "no". Some skill checks, however, are made to determine if any
setbacks occur while performing a gradual process, such as fashioning an item. As such, failing
these skill checks does not cease the process entirely. Instead, a Setback occurs which
complicates the project or the final product. The following table can be used as a guide for some
simple setbacks.
d6 Setback
1 The cost of the item is increased by x1.5 (or an additional dose of an ingredient is
needed)
5 The item is finished with zero item hit points, and thus needs repairs
6 For the rest of the project, skill checks are made with disadvantage
Damage to Equipment
Repairs are not mentioned as a part of the features for some tool kits. Health for inanimate
items, on the other hand, was introduced in the Dungeon Master's Guide where hitpoints are
granted based on size and resilience. For this system to work, there must be a method to
enable damage to items. As such, a new system has been added.
Upon scoring a critical failure, a weapon suffers 1d4 damage. Upon receiving a critical strike or
critically failing a saving throw to avoid damage, a worn shield or set of armor (the wearer’s
choice) receives 1d4 damage. A player may choose which worn item takes damage. If this item
loses all of its hit points, it is rendered unusable until repaired.
Damaged items render half of the amount of scrap that other items give, rounding down to a
minimum of one. For example, a broken whip will give 1 leather scrap because a whip is
recycled into 2 leather scrap. Likewise, scrapping broken leather armor will give 2 leather scrap
while leather armor normally recycles into 5 leather scrap.
All magic items are not breakable through proper use. For example, using an enchanted
weapon to pry a door open may break, while striking enemies will not risk damaging it.
Repairs
For a certain amount of scrap, repairs can be made to armor or weapons. A person proficient
with related tools can use one appropriate scrap and 1 hour of time to restore an object’s hit
points by 1d6 + their proficiency bonus.
Bulk
Instead of weight, items can be measured by a more unified system: Bulk. This is not dissimilar
to other systems that use volume or bulk to determine inventory, as its goals are the same: to
make inventory easier to keep track of while empowering gameplay and narrative mechanics
that hinge on inventory systems.
Inventory Space
Every character has Inventory Space equal to the following
A character holding anything beyond this is encumbered. For every size above Medium, this
Inventory Space is doubled, and for every size below Small, this Inventory Space is halved.
For example, a 5th level small or medium sized character with 15 Strength has 36 Inventory
Space.
When lifting, pushing, or dragging items beyond their Inventory Space, a character’s movement
is reduced to 5 feet.
Again, a 5th level small or medium sized character with 15 Strength can move objects with 90
Bulk
Bulk Sizes
There are 5 main Bulk sizes, each representing an amount of inventory space as shown in the
table below.
Creature Bulk
Sometimes, the approximate weight of a creature is needed to assess whether they can be
dragged or lifted. The following table offers a rough estimate for creature Bulk based on size.
Tiny Rat 4
Small Goblin 8
Medium Human 16
Large Ogre 32
Huge Dragon 64
Storage Items
Some items contribute to Inventory Space, allowing more items to be carried but not lifted,
pulled, or dragged. When worn, they do not occupy Inventory Space themselves, but a
character can only use an amount of Storage Items equal to their proficiency bonus, and cannot
wear two of the same type of Medium or Large Storage Items.
Small 1
Medium 2
Large 4
Huge 8
Common 1 2 3 4
Uncommon 2 4 6 8
Rare 3 6 9 12
Very Rare 4 8 12 16
Legendary 5 10 15 20
Storage Items
Storage Items that come from the Player’s Handbook are as follows. The costs to craft the items
are clarified in the Tool kit sections that enable crafting Storage Items.
Travel
Travel rules lack clarification necessary to create a distinct gameplay loop, hence the long
discussions regarding “how” to do it. As such, a concept for travelling between locations is given
here.
The Adventuring Day
In order, adjudicate the actions of each player that chose to make a roll, starting with the players
who chose to Navigate. As each player succeeds or fails their roll, explain what happens and
determine the results.
Navigation
Travelling from one place to the next requires a sense of direction that comes with proficiency in
Navigator’s Tools. As such, when attempting to travel to a desired location, a Navigation check
is made.
Navigation checks are made once a day while travelling or exploring. If no party members
spend their travel day on Navigation or they lack Navigator’s Tools, the check is made with
disadvantage. If two or more party members choose to spend their time to Navigate, the check
is made with advantage.
A feat in The Player's Handbook called Keen Mind allows a player to always know which
direction is north.This feat allows the player to navigate as if they have a set of Navigator’s
Tools, but the player does not add proficiency to the Navigation check if they are not proficient in
Navigator's Tools.
Travel Mishaps
Making mistakes while traveling is the norm, and it’s rare that a single incident would completely
throw the entire journey off. However, mistakes can build up, contributing to a higher likelihood
of getting lost in the long run. Based on how many failed Navigation checks occur, the odds of
getting lost increase.
Any time a navigator fails a Navigation check, they incur one Mishap for the journey. Mishaps do
not do anything on their own, but having too many can cause the party to get lost.
A navigator can get away with Mishaps up to their proficiency bonus (plus one if they are using
any sort of map). After making any more, the party is officially lost. In other words, they either do
not know the way back from where they started or they are not sure which direction they need to
go to reach their destination.
For example, a 5th level player can make 3 travel mishaps. If they fail one more Navigation
check, the party is lost.
Rerouting
Rerouting is only necessary when so many mistakes have been made that the course has
undoubtedly been lost. When this happens, time must be spent to reorient one’s direction and
realign their trajectory, whether to return to familiar territory or to the critical path towards a
destination.
When to reroute
Rerouting takes 1 day and a Navigation check to reroute. Navigators with proficiency and
access to Navigator's Tools automatically pass this check but still must spend 1 day to reroute
the party.
Foraging
Whether herbs, scraps, or other items, foraging rules are broadly the same. When spending at
least one hour in a location, a player can spend that time searching for items. When doing so, a
Wisdom (Survival) check is called for. If successful, the DM then either rolls for or decides the
rarity of the materials foraged.
Value Rarity
3-4 Common
5-6 Uncommon
7-8 Rare
9 Very Rare
10 Legendary
Foraging can be done while travelling at a slow or medium pace, but not at a fast pace (unless
the forager is a Ranger, as stated in their Natural Explorer trait).
Foraging DCs
Foraging is made against a Difficulty Class suited to the environment, making finding resources
easier or harder based on the environment the forager searches. The system is based on the
original foraging system established in the Dungeon Master's Guide.
Availability DC
Abundant 10
Limited 15
Scarce 20
Rarity of Foraged Items
Rarity dictates how potent the ingredient is and what sort of items you can make with it. A more
proficient forager can locate, identify, and use higher rarity ingredients, and this is resembled by
the scale in which the rarity of items obtained is done. If a number is higher than the roll desired,
then it is possible to request the number to be whatever lower rarity is desired. For example, an
expert herbalist may score a total of 7, but if they desired to harvest uncommon herbs in the
area, they may do so as if they rolled a 5 or 6.
After successfully obtaining an amount of ingredients, and determining how many are foraged,
the rarity is then determined. When calculating rarity, roll a d4, and then add the proficiency
bonus of the forager. Refer to the table below to determine the total rarity of the ingredients that
are foraged.
Value Rarity
3-4 Common
5-6 Uncommon
7-8 Rare
9 Very Rare
10 Legendary
CR Rarity
0-3 Common
4-9 Uncommon
11 - 15 Rare
16 - 20 Very Rare
20+ Legendary
Scrap
Dungeons and Dragons is set in a world that is ancient and rife with abandoned civilizations and
structures. Among the ruins, adventurers may find the physical remains of past cultures and
societies. Likewise, the treasure hoards of various creatures may also contain these spare
objects. Scrap appears to be only partially useful for those not proficient in recycling spare parts
into something greater, but for those who have mastered trade skills, there lies opportunity.
Scraps are a major part of creating items, and allows play based on crafting items using tools.
Types of Scrap
There are a range of scrap types that can be found across the world. Not every tool type gets a
certain type of scrap, and some scraps are shared among several tools. Some tools don’t even
use a scrap, instead using a unique resource or simply using money costs to cover resource
expenses.
Cloth
Cloth most commonly appears on clothing and as a material for bags and other accessories, but
it may also be found in sparse amounts on armor and robes. Cloth is used for Weaver’s Tools.
Leather
Leather scrap commonly appears on armor and clothes, but can also appear on belts, shoes,
and other smaller accessories used by humanoids. Leather is used for the Leatherworker’s
Tools and the Cobbler’s Tools.
Metal
Metal scrap can be found on armor, weapons, or other metal objects. This describes metals
specifically for use in combat, and excludes precious metals such as silver and gold. Metal is
primarily used for the Smith’s Tools.
Wood
Wooden scraps are pieces of wood that are suitable for use in fletching and carving. Most
pieces of wood that are scavenged as scraps can be used for smaller objects, but some
projects demand blocks of wood to be used instead. Wood is used by the Woodcarver’s Tools.
Finding Scrap
Scrap can be found all throughout the world, from the bustling urban areas of a city to the most
remote of caverns unoccupied for hundreds of years. The three major ways of acquiring scrap
can be summarized to Trade, Treasure, and Trash.
Trade
Scrap parts are often used by professionals of the trade to produce the desired objects. As
such, they often have spare scrap to sell to fellow artisans, likely more than finished products.
All pieces of mundane scrap are worth 5 sp at standard rates.
The following table displays the recommended prices for scraps of a given rarity.
Rarity Cost
Treasure
In many stashes and troves around the world, scrap is collected just as readily as their
manufactured counterparts. Goblins may hoard wood and leather scraps to produce into armor
or weapons for their growing army, while a dragon may hoard metal just as greedily as other
pieces of their hoard. When considering adding scrap to a treasure hoard, use the same
parameters for treasure hoards as described in the Dungeon Master's Guide, and add treasure
to the hoard based on the values given in the Treasure Tables Section found in the Appendix.
Certain enemies may also use armor and weapons that can be used as scrap. Instead of giving
out completed items from enemies, a Dungeon Master can give a certain amount of scrap from
the remains of a creature when looted. This can be added to treasure given by an individual
creature, as depicted in the Treasure Tables Section in the Appendix.
Trash
Scavenging scraps around the world can be done similar to the foraging rules found in the
Dungeon Master's Guide. To search for scraps, a player must choose what type of scrap they
are going to search for while traveling, such as metal scrap or cloth scrap. During the duration of
1 hour, a player can make one Wisdom (Survival) check to search for that resource. However,
searching for scrap is not considered restful for the purposes of a short or long rest.
Succeeding the skill check to gather resources gives 1d6 + Wisdom modifier of scrap. Each
successive check for the same type of scrap requires the check to be made with disadvantage,
meaning the player with the highest bonus in Wisdom (Survival) checks makes the check as
normal and other players must make it with disadvantage, but only if all of those players were
searching solely for metal scraps.
Scavenging can be done while travelling at a slow or medium pace, but not at a fast pace
(unless the scavenger is a Ranger, as stated in their Natural Explorer trait).
A Dungeon Master can assign difficulty classes within certain terrains based on the frequency
scraps would logically appear. For example, the site of an ancient battle or a burial site may
have various metal parts out of commission, while untamed wilderness may not have as much
metal but have more spare leather. A Difficulty Class table is shown below with basic examples,
but a Dungeon Master ultimately decides the DC.
Abundance of Scrap DC
Scrap is commonplace 10
Scarce scrap 15
● Does your scrap describe a resource already accounted for by another scrap type?
● If so, then what makes your scrap unique from that set of scrap? For example, if a new
metal scrap was different from normal metal scrap, it could be composed of precious
metals, or perhaps the remains specifically of mechanical devices.
● Does your scrap contribute to crafting other items? For example, leather scraps
contribute to items produced by leatherworker's tools.
Crafting with scrap is similar to buying the item, except that scrap contributes 1 gp per scrap
used to produce the item. For example, an item that costs 10 gp to purchase at standard rates
requires 10 scrap to produce. This means making an item reduces the overall cost by half
immediately. To determine the time and the amount of skill checks necessary, use your own
discretion and the guidelines of similar items, if any. Higher value and intricate items will require
more time and skill checks to emphasize the labor put into the process, while simple items or
those needed in Bulk should be made faster and with less skill.
A Dungeon Master can prevent crafting advanced items on the go by requiring items to be
made at an appropriate workstation. Alternatively, they can require items of a certain rarity or
higher to be crafted at a workstation of some rarity.
Creating a Workstation
Making a workstation requires a stable environment, such as a city, home, or other shelter that
is reasonably safe from hazards. Ultimately, a DM can decide whether a location can be
considered appropriate for establishing a workstation.
Workstation Rarity
Improving a workstation is an action undertaken by anyone proficient with the associated skill or
skills. For example, an alchemist or a poisoner can improve their Chemist Station with the
appropriate means.
All workstation improvements are performed using money and time, but require no skill checks.
Crafting at a Workstation
To progress a crafting project, the crafter must remain within a reasonable range of the
appropriate workstation.
An item that has a designated rarity must be crafted at a workstation of its rarity or higher. For
example, a smith that is crafting a Rare short sword must do so at a Metalworking Station of
rare or higher rarity. Repairs, on the other hand, can be performed at any crafting station,
regardless of the rarity of the items being repaired.
Types of Workstations
Artist’s Workshop
A station for the pursuit of large-scale art projects, such as large tapestries for painting or stone
cutting tools for sculpture works.
Carpenter’s Workshop
A workshop dedicated to woodworking projects such as forestry and woodcarving.
Chemist Station
Chemicals that require mixing and heating, such as those produced by
Kitchen
Kitchens provide the necessary resources to brew drinks and cook food, such as fermenting
barrels that cannot be carried around or a baking oven or stove.
Leatherworker’s Workshop
A workshop that contains the necessary equipment to treat and work with leather.
Metalworking Station
A station that comes equipped with the tools a metalworker needs to produce items from their
make, such as an anvil and a furnace.
Scribe’s Desk
A collection of scrolls, inks, and quills accompanying a stationary area to write large-scale
projects on. Higher quality stations may include secluded studies or massive libraries.
Tradebench
A workshop geared towards smaller-scale art projects, such as making pottery or small glass
objects.
Ingredients
Instead of scraps, some tool kits rely on creating objects using specific ingredients, such as
cooking and alchemy ingredients.
These tools use special ingredients with unique properties that are used for consumables.
Herbs
Herbs are plants that grow in various parts of the world that contain special alchemical
properties. From the humble thistle to the Tiny Touch-Me-Not, various weeds, flowers, and
plants carry magical properties that can be distilled into herbal remedies and potions for use by
herbalists and alchemists.
More about the gathering and preparation of herbs can be found in the Herbalist’s Kit section,
while a list of sample herbs can be found in Appendix A: Sample Herb List.
Creatures
Some creatures leave behind materials that can be used as ingredients, such as leather, meat,
or other parts. The great variation of animal products means that these ingredients are not
found in one section, but can be found in their appropriate sections in the Appendix.
Alchemy Ingredients
Alchemists and poisoners require special secondary reagents that help create their end
products. Alchemy ingredients can range from items that are found in the wild to items extracted
from creatures, such as an eye of a newt or the tears of a beholder.
A list of sample Alchemy ingredients can be found in Appendix B: Sample Alchemy Ingredient
List.
Food
Edible foods that can be processed into more complex recipes are food ingredients. Chefs and
brewers use food ingredients to craft new items that can give special benefits. The most
common way to acquire non-meat items is through foraging, but some items like dairy and egg
products demand the capturing or domestication of a creature to extract their products.
A list of sample Food ingredients can be found in Appendix C: Sample Food Ingredient List.
Arcane Essence
Arcane Essence is an ethereal substance that carries magical properties. For the purposes of
this supplement, making magical items demands the use of Arcane Essence in the form of
magical items and relics.
The Origins of Arcane Essence
An interesting property of magic is that it can be coaxed out of one source and transfused into
another. This is the primary means of tapping into sorcery or into divine power, but also in
enchanting items to give them special powers. Arcane Essence is thus stored in small items that
efficiently carry arcane energy in such a way that makes transport and use easy.
1 A tiny glass jar containing a wisp or fairy, who bestows a charm when you
release them.
2 Strange glowing powder, either orange, purple, or yellow in color. It has the
consistency of dry salt and does not mix with liquids.
3 Runestones carved on mundane rock. They glow with the faintest shades of a
deep greenish-blue.
4 A carving of a strange figure. It looks like a cross between a lion and a lobster.
5 A wooden carving, twisted and bent into shapes wood doesn’t typically make.
6 A metal brooch with some mundane gemstone within it. Carvings adorn the
edges of the metal.
9 A page torn from an old spell tome. The ink is faded, making interpretation
impossible.
2 A wand or part of a broken staff that has become inert from overuse.
4 A glass jar containing a tiny Fey creature, who grants a charm upon their release.
5 A jar of slime that varies in color from lime green to yellow, pink, or cyan. It glows
gently in the dark.
6 A tuning fork made of gold. It plays a perfect C when tapped with a metal item.
7 Broken pieces of metal that likely formed a blade, engraved with runes. They
gently rattle in cold areas.
9 A necklace of prayer beads. They give off an aura of good when detected.
10 A candle with runes added on the outside of the wax. When burned, the candle
emits a flame of a strange color, such as blue or purple.
2 A metal object that is shaped like a fish or other long symmetrical animal.
5 A humanoid skull engraved with ritualistic symbols, which glow an eerie pink.
6 A larger glass orb, black as night, full of slow billowing clouds that swirl around
when the orb is touched.
8 A jar that carries a preserved creature, likely some Small aberration or fiend.
9 An enchanted tome or book, written in a language you’ve never seen before.
10 A jar containing a jet black dot that floats in the center of the container.
Enchanting an item into a magic item takes 8 hours, and requires one skill check. This time
must be spent at an appropriate workstation to enchant the item.
Materials needed
To make most magic items, either a base item is needed (such as a Weapon +1 for a magic
weapon or a pair of Magic Shoes for a pair of magic boots) or gold pieces are used in
combination with Arcane Essence.
The more rare a magic item is, the more Arcane Essence it uses and the higher the Difficulty
Class of the process is, as shown in the table below.
Common 20 10
Uncommon 200 13
Rare 2,000 15
Legendary 50,000 19
Re-enchanting a Magic Item
A magic item can be re-enchanted into a similar item of an equal rarity for no additional cost or
skill checks, as long as both share the same recipe. For example, a Luck Blade requires a
Legendary Sword and 50,000 Arcane Essence. Because a Vorpal Blade has the same cost,
there is no extra cost or skill checks to make to transform a Luck Blade into a Vorpal Blade.
Miscellaneous Skills
Skills that don’t fit into the base game’s tool kits are discussed here to some length.
Farming
Farming allows the harvesting of resources that would normally be introduced through foraging.
All crops grow in a time based on their rarity, as shown below. Additionally, they require one
Herbalism check of an appropriate Difficulty Class. Failing the check halves the amount of
resources acquired from that plant (rounding down with a minimum of 1).
The time required is optional. A Dungeon Master can decide that a plant is ready to harvest
after a successful mission or quest.
Rarity Time DC
Common 3 weeks 13
Uncommon 6 weeks 15
Rare 3 months 17
Legendary 1 year 20
The amount of resources a character acquires from farmed plants is 1d6 + their Wisdom
modifier (min. 0).
Forestry
Cutting trees allows the ability to gain wood for use in construction. However, this raw wood also
needs to be processed into wooden planks.
Proficiency in Forestry
Forestry uses either a skill check for Carpentry or Woodcarving. Players with proficiency in one
of these two tool kits adds their proficiency bonus to the skill check.
Woodcutting
Mining requires a single skill check, a Strength (Masonry or Smithing) check made over the
duration of 10 minutes. The Difficulty Class of the check is based on the rarity of the wood, as
shown in the table below.
Common 10
Uncommon 13
Rare 15
Very Rare 17
Legendary 19
Wood Yield
When successful, the forester receives 2d6 + their Proficiency bonus of wood scrap from the
tree, and it is felled. Upon failure, they only receive half of this value.
Lumber Mills
Some settings within Dungeons and Dragons introduce new technologies that make industrial
affairs more plausible. One such device, the lumber mill, is exceptionally helpful for forestry
endeavours. A character proficient in Carpenter’s Tools can use a lumber mill to process lumber
into planks with advantage on the necessary checks, and do so in half the time normally
needed.
Mining
As a character travels the world, from the highest mountains to the deepest caves, ore veins
have the chance to appear. Those that are proficient with stoneworking or smithing can attempt
to extract ore from these veins.
Proficiency in Mining
Forestry uses either a skill check for Mason’s Tools or Smith’’s Tools. Players with proficiency in
one of these two tool kits adds their proficiency bonus to the skill check.
Making an Attempt
Mining requires a single skill check, a Strength (Masonry or Smithing) check made over the
duration of 10 minutes. On a failed check, the ore vein yields only half as much ore as usual.
The Difficulty Class of the check is based on the rarity of the ore, as shown in the table below.
Common 10
Uncommon 13
Rare 15
Very Rare 17
Legendary 19
Minerals
An ore vein can have any sort of variation of ores between metal ores (for smithing and other
metal working), alchemical metals (for alchemy), stone (for masonry), precious metals (jewelry),
or gemstones (for jewelry). The minerals present in an ore vein can be determined by the
Dungeon Master or randomly generated based on the following table.
Digging
Implementing rules on building structures also demands rules for digging holes or underground
keeps. To determine how much of a certain surface a character can dig, add the die roll as
appropriate to the table shown below and add that character’s Strength modifier. If the character
is also proficient in the appropriate tool, add their proficiency bonus to the total.
Type of Surface
(Example) Appropriate Tool Proficiency Amount dug in 1 hour
Firm (Clay/Hard
Dirt) Carpenter's Tools (prof. + STR) x 5 cubic feet
Impossible (Solid
Rock) Cannot be dug through -
Note that the Mold Earth cantrip that is provided from Xanathar’s Guide to Everything also
allows characters to dig. With a rate of about 5 cubic feet per 6 seconds- assuming an action
takes 6 seconds- the total amount equals 3000 cubic feet in 1 hour. However, this can only
affect loose earth, such as Soft or Medium surfaces, which relies on the interpretation of the
Dungeon Master.
Support Beams
When digging through the ground, some type of support is needed. Otherwise, the unsupported
tunnel will collapse 1d4 days after the area was dug. This support can be as simple as wooden
support produced by a carpenter, or as elaborate and protective as a stone ceiling crafted by a
mason. All ceilings require support from at least two walls.
Arcane Essence
Arcane Essence manifests as scrolls, dust, or wisps of energy that can be stored in containers.
Whatever the case, Arcane Essence is used to fuel the creation of magic items such as those
found in the Dungeon Master’s Guide.
Tools at a glance
This section focuses on listing what tools are mentioned in this supplement, as well as a brief
summary of what unique tasks that each tool can accomplish. Each tool will be introduced in
alphabetical order, but keep in mind that some tools interact more intimately with some more
than other tools.
Alchemist's Supplies
Use herbs and ingredients to brew potions of varying properties. Additionally, test for the
properties of unknown potions. This also introduces a new method of developing homebrew
potions and elixirs and their recipes using an alchemy-based crafting system. Pairs well with the
Herbalist’s Kit and the Poisoner’s Kit.
Brewer's Supplies
Use ingredients to develop brews that give special benefits. Similar to the Alchemist’s Supplies,
but focuses on more food ingredients.
Calligrapher's Supplies
Create documents that can help with skill checks of a desired selection or impressive poetry
whose aesthete is as high as their value. Additionally, produce spell scrolls using Arcane
Essence and detect forged documents.
Carpenter's Tools
Construct objects and buildings from wood, as well as use knowledge of wood to make
observations not normally found.
Cartographer's Tools
Develop maps that make travel within a studied area easier, in all sorts of ways. Pairs nicely
with Navigator’s Tools.
Cobbler's Tools
Create and repair shoes that give special bonuses, as well as magic items that are shoes.
Cook's Utensils
Use food ingredients to make gourmet meals that give long-term benefits.
Disguise Kit
Assume the identity of another, from simple costumes to demeanor and even physical shape.
Forgery Kit
Create artificial documents that appear legitimate.
Glassblower's Tools
Create items out of mundane or magical sand - the latter giving special benefits for alchemy and
brewing products. Helps benefit skills that make objects to be held in glass, such as Brewer’s
Supplies and Alchemist’s Supplies.
Herbalism Kit
Forage and prepare herbs, as well as basic mixes and blends. Pairs nicely with the Alchemist’s
Supplies.
Jeweler's Tools
Use gemstones to create jewelry that can be enchanted into magic rings, headpieces, and
wands. Wand bases must be affixed to wooden staves and wands to work, which Woodcarver’s
Tools can provide.
Leatherworker's Tools
Use leather scraps to create leather armor and items. You can also make your own leather
scraps by processing animal hides.
Mason's Tools
Make structures and statues out of stone. Create Sentinels that can also serve special
purposes.
Navigator's Tools
Stay the course during your travels, or realign your group if you get lost.
Painter's Supplies
Create art that can capture some interesting properties with a hint of effort and a pinch of
Arcane Essence.
Poisoner's Kit
Use herbs, ingredients, and extracted poisons from the environment to create deadly toxins.
Pairs nicely with Herbalist’s Kit and Alchemist’s Supplies.
Potter's Tools
Create valuable pots and urns for ritualistic benefits. The more potent the urn, the more
powerful its benefits.
Smith's Tools
Use metal scraps to create armor, weapons, and other metal items.
Thieves' Tools
Use Thieves’ Tools for all manners of burglary. Especially popular among rogues.
Tinker's Tools
Repair items with much less cost, as well as produce tools of ingenuity using metal scraps.
Weaver's Tools
Use cloth scrap or your own wealth to produce cloth items.
Woodcarver's Tools
Use wood scraps to fletch arrows and bows, as well as carve magic staves and wands.
Alchemist’s Supplies
Why Alchemy?
Alchemy has a long history of being the bridge between modern chemistry and pseudoscience.
Though much of the efforts of alchemy were spent attempting to turn items into gold, the fantasy
elements of alchemy consist of creating mixtures to serve a purpose more aligned to
inconveniencing enemies or helping allies with abilities akin to magic.
For your campaign, alchemy can present an opportunity for players to craft items with at least
some magical capacity. As a result, it encourages them to investigate the world more
thoroughly, whether it is attempting to forage for ingredients in the wild or to extract the essence
of creatures they encounter. This interaction gives a sense of depth to the otherwise simple
ecology of the game.
Additionally, potions need to be stored in glass vials. The Glassblower’s Tools offer a way of
consistently making vials to use for potions, but a DM can allow mundane glass bottles to
account for potion making.
Potion Brewing
The most obvious perk of being an alchemist is the ability to create potions from raw materials.
As certain objects hold properties related to alchemy, they can be mixed together to form new
compounds and potions for the alchemist's benefit.
Qualitative Analysis
If a potion is left unlabelled, whether by accident or malice, it is difficult to identify properly. By
testing for certain chemical properties, the identity of the unknown can become somewhat
clearer.
Mixing Potions
Although briefly discussed as an optional rule in The Dungeon Master's Guide, mixing potions
can be accomplished with greater success if one is aware of the various properties shared by
the mixed potions (and therefore sidestep any potential accidents related to mixing potions).
What about the Alchemist?
In Eberron: Rising from the Last War, a subclass of the Artificer called the Alchemist possesses
many abilities that allow them to create alchemical compounds as if they were using a set of
Alchemist's Supplies. This method of making potions does not involve the use of ingredients,
and so it does not interfere with the standard process of potion-making via Alchemist's Supplies.
Alchemy
Skill checks that rely on one's knowledge of alchemy can be summarized into one skill:
Alchemy. This skill, like any other skill, uses an attribute bonus based on the nature of the skill
check. For example, memorizing or recalling an alchemical formula from memory would call for
an Intelligence (Alchemy) check, while identifying a concoction could use either Wisdom
(Alchemy) to reflect the need to closely observe reactions or Intelligence (Alchemy) to
understand what those reactions mean.
Dexterity
Working with chemicals often requires a steady hand. From getting an exact measurement to
carefully handling a reactive compound, clumsiness spells danger for anyone working in
alchemy.
Intelligence
Having a broad knowledge of natural properties allows an alchemist to estimate the alchemical
properties of a potion.
Wisdom
Intelligence deals with procedures necessary to manufacture a potion, while Wisdom covers the
ability to perform an analysis.
d6 Setback
1 An extra dose of herb or the secondary ingredient is required to complete the
potion
2 The potion expires in 2d12 hours (the alchemist may or may not be aware of this)
5 The alchemist has the poisoned condition until the end of their next short rest
6 For the rest of the project, skill checks are made with disadvantage
2 Poison
3 Fire
4 Acid
Potion Making
The main highlight of an alchemist's profession is the creation of potions. All potions require a
set of Alchemist's Supplies to make. Every ingredient and herb has three properties. To create a
potion, the two properties of the potion must be present within the two ingredients, and the
ingredients must have
Alchemical Properties
All alchemical ingredients, from the humble eye of newt to the toenail of a storm giant, carry a
list of properties that describe their nature. Developing a potion is done by way of mixing these
ingredients to excite certain properties to induce a reaction. In other words, using specific
ingredients causes different things to happen, which lets an alchemist make different potions.
For example, an herb known for its healing properties may also have some fragrance to it.
When mixed with another item known for its healing abilities, the result can be a potion of
healing. On the other hand, that very same healing herb can be mixed with another
sweet-smelling item to make a fragrant perfume.
Herbs and Ingredients
All potions demand ingredients that match the properties of the final product. There are several
ways to acquire ingredients depending on their nature.
Herbs
The most effective way to acquire herbs is through foraging, but herbs are also used for basic
medicinal purposes among many humanoids. As such, herbs are sometimes found in personal
stashes, medicine cabinets, or apothecary shops.
Creatures
Some creatures leave behind potent body parts that can be used when their user has expired.
From frog legs to a dragon’s gizzard, creature parts make up a majority of these types of
ingredients. The nature of these ingredients is that it is a part of a creature type, with the CR of
the creature determining the rarity, as shown in the Creature section of the Ingredients section.
When attempting to harvest the creature for non-poison ingredients, there is no check that
needs to be made. Rather, the harvesting attempt gives an amount of doses equal to 1d4 +
their proficiency bonus.
Non-herbs
Some plants can also give benefits for alchemy, though they may not be directly herb-like in
nature. Some food ingredients may also serve as an ingredient for alchemy, but try to avoid this
so as to assuage conflict between the chefs and the alchemists of a party.
Other
Some ingredients should be truly out there in terms of substance, from bird nests to mineral
deposits. The purpose of otherworldly or unorthodox ingredients is to justify the absence of
mass production of potions- especially higher rarity ones- and to encourage players to actively
seek them out during their adventures.
To find an exhaustive list of sample herbs and other ingredients, you can refer to the Appendix.
A potion has intrinsic properties on its own that the ingredients share to create the potion. For
example, a Potion of Healing is a common-tier potion with the properties Healing and Stable.
This means it requires at least two materials of at least common that share at least the Healing
property.
Toxic
Poisonous to consume. Excellent for poisons or repellants.
Healing
Imbued with regenerative properties. Not to be confused with Toxic, which is the exact opposite.
Flammable
Prone to catching fire.
Nonflammable
Resistant to burning. Is the functional opposite of flammable.
Stable
Tends to be inert in reactions.
Reactive
Reacts readily or violently with a large amount of chemicals. Can also be referred to as
Unstable because it's the opposite of Stable.
Oxidizing
Tends to wear away at metal or other solid objects.
Corrosive
Tends to act as an irritant or a deleterious chemical against organic molecules. Great for
flesh-eating chemicals.
Solvent/Solute/Solution
Herbs that carry this property are solvents that dissolve into solutes. Secondary ingredients with
this property are solutes, which mix with herbs that are solvents to form solutions. Potions with
this property are solutions, and require one solvent and one solute to make.
Volatile
Describes a chemical's ability to vaporize. In herbs, this means an herb's tendency to dry out
when not taken care of.
Ethereal
Nearly non-matter, materials with this property tend to fade in and out of existence.
Acid/Base/Neutral
Acids and bases react with one another to form their conjugates (opposites) and water. Herbs
that carry the acidic property react with ingredients that carry the basic properties. Potions with
the neutral property need one ingredient with the acidic property and one with the basic
property.
Pungent
Has a strong scent, usually unappealingly so.
Fragrant
Has a sweet scent. Great for perfume or soap.
Adhesive
Excessively sticky. Ideal for glue, paint, and long-lasting perfumes.
Slippery
Excessively greasy. Ideal for grease traps and lubricants.
Electrical
Has a tendency to generate a magical electric charge, without being necessarily acidic.
Radiant
Imbued with holy energy, usually by way of being an item considered sacred or blessed.
Chaotic
Tends to act erratically in reactions, but not to a totally unpredictable range.
Gelatinous
Not quite solid, not quite liquid. Gooey and squishy in texture, it tends to be helpful for many
applications.
Multiple Properties on Ingredients
When mixing two items with multiple properties, the alchemist selects which property they use
from each, reflecting the ability to isolate certain compounds in a substance. This means
multiple ingredients can substitute each other in various recipes.
Common 1 day 1 13
Uncommon 1 week 1 15
Rare 3 weeks 2 17
Legendary 2 months 3 20
Alchemical Properties
A potion needs to have two alchemical properties to draw from, as well as a minimal quality.
Don't be afraid of making a potion that has the same alchemical properties of a potion on a
different rarity because they will not interfere. Rather, focus on avoiding making a potion with the
same properties as a potion on the same rarity tier. With over 300 combinations (assuming two
are selected and cannot be repeated) it is quite easy to avoid interference.
Appendix A displays the properties of the potions found in the System Reference Document to
suggest the method of creating these potions. There are also some compounds that are not
potions that can be made using this system. Feel free to adjust the properties as desired as this
simply serves as a list of examples.
Effects
Effects should follow the parameters established by the Dungeon Master's Guide, both in terms
of the Dungeon Master Workshop's Creating an Item and in what rarity a certain benefit
manifests (for example, a Potion of Fire Resistance is an uncommon item, so resistance to one
other damage type would likely be uncommon).
Armor Polish
Common; Oxidizing, Toxic
Great for repairing metal armor and weapons, this compound restores 1d4 hitpoints on an item
made of metal. Takes 1 minute to apply.
Lacquer
Common; Adhesive, Toxic
Great for repairing wood or for polishing leather, applying this to a wooden or leather item
restores 1d4 hitpoints to that item. Takes 1 minute to apply.
Slime Dissolver
Common; Reactive, Oxidizing
A deadly compound for slimes and ooze-like creatures, dealing 2d6 necrotic damage on contact
with any ooze. This damage cannot be resisted by the ooze, but this compound does not
damage other types of creatures.
Coolant
Common; Volatile, Gelatinous
A chemical that vaporizes at low temperatures that requires a lot of heat to melt from its gel-like
state. When applied, the user becomes more resistant to environmental heat, such as heat in
the desert, and does not need to drink extra water. A single dose can last 1 day before needing
to be reapplied.
Bleach
Common; Toxic, Neutral
Combined using two bases, this compound is helpful for cleaning.
Potion of Scent Masking
Uncommon; Fragrant, Pungent
A potion that obscures your scent through a noisy field of scents. For 1 minute, creatures have
disadvantage when attempting to smell you.
Smoke Bomb
Uncommon; Flammable, Pungent
You can deploy this once to cast Fog Cloud without concentration.
Thorns Potion
Uncommon; Reactive, Stable
After drinking, magical thorns grow around you for 1 minute. When you are attacked, you can
use a reaction to strike on an enemy within 5 feet of you with thorns, dealing 1d4 magical
piercing damage.
Ironhide Potion
Uncommon; Adhesive, Nonflammable
When you drink this potion, your skin becomes solid like metal. For 1 hour, when you aren't
wearing armor, your AC equals 13 + your Dexterity modifier.
Anti-Dragon Breath
Rare; Fragrant, Nonflammable
When you drink this potion, you have advantage on all saving throws related to breath-based
attacks for 1 hour.
Beast Repellant
Rare; Pungent, Gelatinous
When you apply this potion to your skin, beasts will tend to avoid you. For 1 hour, beasts that
attempt to move within 30 feet of you must make a Wisdom Saving throw. If the creature fails its
saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't
willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can
use only the Dash action or try to escape from an effect that prevents it from moving. If there's
nowhere to move, the creature can use the Dodge action.
Philter of Scar-Mending
Rare; Reactive, Healing
To be used with Grit & Glory or any other supplement that introduces Wounds. Upon drinking
this potion, you instantly close 1 + your Constitution modifier (min. 0) Open Wounds. If you
restore more wounds than you have, you instead heal 1d4 hit points per excess Wound.
For example, if you have 2 Wounds, but you can close up to 4, you will close both Open
Wounds and heal 2d4 hitpoints in addition.
Steelskin Potion
Rare; Adhesive, Nonflammable
For 1 hour, when you aren't wearing armor, your AC equals 15 + your Dexterity modifier.
Backfire Potion
Very Rare; Chaotic, Radiant
When you drink this potion, you gain the following benefits for 1 hour:
The potion can be drank again to get rid of the negative effects and return the positive effects
Dragonhide Potion
Very Rare; Nonflammable, Adhesive
When you drink this potion, your skin becomes hard like dragon scales. For 1 hour, when you
aren't wearing armor, your AC equals 15 + your Dexterity modifier and you have resistance to
slashing, piercing, and bludgeoning damage.
Analysis
Potions
Potions that have not been identified need to be examined before consumption to prevent the
risk of an accident from occurring. An alchemist can spend 8 hours and make one Intelligence
(Alchemy) check to test the properties of a potion. The DC of the potion depends on the rarity,
as shown below.
Rarity DC
Common 13
Uncommon 15
Rare 17
Very Rare 19
Legendary 20
Ingredients
Ingredients can also be tested for their properties. One property is always known, but the other
two must be identified through testing. An alchemist can spend 8 hours to investigate the
Alchemical properties of an ingredient. Testing the properties of one ingredient consumes a unit
of that ingredient- unlike a potion- but grants knowledge of all properties without requiring a skill
check.
Brewer’s Supplies
Why Brewing?
Brewing and the art of developing alcoholic beverages dates back to almost 13,000 B.C. as of
the writing of this supplement. Fantasy literature involves at least the mention of alcohol as a
staple of the genre. For a fantasy world, a roaming dwarven brewmaster or a successful tavern
would benefit greatly from mechanics that centered around the creation of unique brews for
consumption.
Because hops can be substituted with other ingredients, it is not necessary to have hops.
Drinking
As odd as it may sound, drinking is a bit of a skill by itself. It describes the academic and social
sides of brewing: history, social drinking, and treatment of those who had a bit too much to drink.
Those who spend more time producing alcohol also tend to be much better with resisting its
short and long term effects.
Testing for Quality
An experienced brewer can detect the presence of contaminants within a brew, such as poison,
in their drink with as little as a whiff. A brewer can also determine the ingredients and quality of a
drink simply by tasting it.
Skill Checks
Brewery
Skill checks that rely on one's ability to brew drinks or to draw upon knowledge related to
drinking can be summarized into one skill: Brewery. This skill, like any other skill, uses an
attribute bonus based on the nature of the skill check. For example, applying a complicated
recipe to practice would call for an Intelligence (Brewery) check, while identifying a certain type
of drink could use a Wisdom (Alchemy) check.
Intelligence
Understanding the natural properties of food items and memorizing recipes for brewing are just
a part of the noble art of brewing. However, it’s still a very big part.
Wisdom
Knowing a recipe is one thing, but the ability to discern the properties of a drink or its
ingredients- as well as detecting contaminants- lies in the perception of a brewer.
Charisma
The ability to function in an environment involving large amounts of alcohol comes more
naturally to those who spend time learning more about it. Being able to hold a conversation over
a pint is a skill picked up when tending a bar, and can help in many situations. Charisma is not
typically needed in projects, but is used instead as a series of helpful skills within a context
where knowledge of a tool is helpful.
5 The drink needs to ferment for more time (x1.5; See below)
6 For the rest of the project, skill checks are made with disadvantage
Brewing
Making alcoholic beverages ranges from the humble beer to the extravagant wines enjoyed only
by the wealthiest of aristocrats. However, most brews require the same basic reagents for each
gallon:
● At least 1 gallon of water
● 1 dose of each ingredient
● One hour to prepare
● At least 1 day to ferment
● All brews only require 1 skill check, of varying Difficulty Classes based on the rarity of
the drink
Each brewed drink produces a gallon of its desired outcome in ratio to the ingredients provided.
However, up to 6 gallons can be made at once provided all of the proportionate ingredients are
used.
Each gallon of drink provides 8 servings, or pints. Mixed drinks are usually smaller, but provide
the same potency as a pint due to a higher alcohol concentration.
Ingredients are based on the food ingredients and their properties. To make a desired type of
drink using brewing, the two ingredients must have the properties and rarity of the final product.
Brews have at least 2 ingredients, but can have more, that must be fulfilled to make it. A list of
Food properties can be found in the Cook’s Utensils section.
More rare ingredients allow more rare drinks to be brewed, thus giving stronger benefits when
drinking.
Aging
As a brew has more time to ferment, it improves in quality. Brews that are given time to mature
will increase in rarity. Any drink that becomes more potent with age can only do so once,
improving by a single tier of rarity in doing so. Only 1 extra skill check needs to be made to
improve a drink through aging or by processing it into another drink.
Mixing
Some drinks rely on creating a mixture of drinks to produce a greater flavor. Mixing together
several drinks or other ingredients requires only 1 skill check of a Difficulty Class that scales
based on the final product’s rarity made over 1 minute of mixing.
All mixed drinks require one dose of Distilled Spirits, which is produced by fermenting one gallon
of any alcohol for 1 day.
Drink Recipes
Brewing a drink simply requires the appropriate ingredients of a matching rarity to the drink,
usually about 1 dose of 2 ingredients per gallon.
Mixing a drink requires an additional ingredient: distilled spirits produced by distilling alcohol.
The distilled spirits act as an explanation to how a gallon of beer becomes only 8 shots: the
need to distill a drink means that most of the liquid is evaporated to extract the pure alcohol.
Drinks that follow this supplement’s crafting system can be found in the Appendix: Sample Drink
Recipe List.
Effects when Drinking
Consuming a drink takes an action, and can give special benefits as a result. Like food, drinking
is essential to life (at least 1 gallon of water per day), but it can also give special effects
depending on the drink consumed.
Upon drinking more than two alcoholic drinks of any kind before finishing a long rest, the
consumer must make a Constitution Saving throw, with the Difficulty Class based on the highest
rarity. If they fail, they are afflicted with the drunk condition. This save is a save against being
poisoned for the purposes of resistance, but not for immunity to being poisoned. The drunk
condition lasts for 24 hours, regardless of the drinks consumed.
Drunk Condition
The drunk condition gives the following effects for its duration:
● A drunk creature makes Dexterity and Wisdom skill checks and saving throws with
disadvantage.
● Attack rolls against the creature are made with advantage.
Drink Testing
Testing a drink- whether for contaminants or ingredients- is performed over the duration of 10
minutes, set at a Difficulty Class based on the rarity of the drink. However, the brewer may
instead perform the check with advantage while in possession of a testing kit, which comes
standard with the Alchemist’s Supplies and the Poisoner’s Kit. A brewer does not need to be
proficient with either of these tools to make the use of a testing kit.
Calligrapher’s Supplies
Why Calligraphy?
Calligraphy shines the most in the context of a political atmosphere, where diplomacy and
contracts are the base of interaction between factions. For players that want to contribute to
political dialogue, being a scribe can assist with being on the forefront of intrigue. Calligraphy
could also mean the ability to write spell scrolls, which could be popular among spellcasters that
wish to exhibit their skills in magic and share them with the rest of the world.
Assuming each project requires some paper to perform, costs for ink and paper are applied to
the project costs. As such, the default supplies are fine as is. However, supplies such as seals
and sealing wax, gold and silver leaf from the forgery kit could be added, as these supplies are
necessary for legitimate work as well.
Calligraphy
The act of writing in a certain way can lend greater value to the finished item. Whether a poem
to give to your lover or an important political treaty, good penmanship can help put your best
foot forward.
Detect Forgery
Forgery, the act of creating fake documents and passing them off as real ones, is difficult to
detect with an untrained eye. With the right acumen, and a hint of perception, a scribe can
discern real documents from doctored ones.
Spell Scribing
Spell scribing describes the art of composing words that take arcane form, allowing those who
can cast spells to do so by reciting the incantations and maneuvers described on the scroll.
Although scrolls here follow the rules described in the Player Handbook, there is no obligation to
do so in your own games.
Skill Checks
Calligraphy
Calligraphy defines more than simple writing. It is the ability to compose art within written forms,
and to present them in aesthetically pleasing ways, as well as ways of knowing the various art
forms that are used by others and identifying authentic signatures. As such, checks that involve
the knowledge of calligraphy or its application use a Calligraphy check. Calligraphy checks are
made using proficiency in Calligrapher's Supplies; being proficient in Calligrapher's Supplies
allows a player to add their proficiency bonus to their Calligraphy checks like any skill. Likewise,
an attribute is added to modify the check. For example, trying to compose a treaty would require
some knowledge of history, and so would require an Intelligence (Cartography) check. On the
other hand, leafing the starting words of the document with gold requires a steady hand,
therefore requiring a Dexterity (Calligraphy) check.
Dexterity
Writing demands penmanship, which in turn demands good hand-eye coordination. A good
scribe is able to make dexterous maneuvers with their hands, both for writing and for decorating
their finished works.
Wisdom
Perception is a vital skill for the detection of forgery. Most skill checks that require Wisdom
involve the detection of forgery or the know-how on avoiding suspicions of forgery by
conforming to particular norms.
Charisma
Political documents require at least a bit of charm to make a claim of legitimacy. Charismatic
diplomats may find more mileage from their written work than their more stern-hearted peers.
Potential Setbacks Tables
d6 Setback
Documents
Documents are any sort of calligraphic work that seeks to accomplish a goal. A document helps
with accomplishing a goal by granting a bonus to an amount of skill checks depending on the
document’s rarity. Only creatures that can read the language it was written in can use the
document.
Higher tier documents grant a high amount of skill checks it can boost, as well as how high the
bonus is. After the document has aided in succeeding the maximum amount of skill checks, it
expires. That is, skill checks that are boosted by the document don’t count towards its maximum
if the check fails.
Common 1 13 30 gp 3 days 1 +2
If the calligrapher is able to cast the spell they are transcribing into a scroll, they have
advantage on the skill checks made composing it.
Cantrip 10 1 12 8 hours
1st 20 1 13 8 hours
Detecting Forgery
Inspecting a document for forgery is performed over 10 minutes and a skill check of a DC based
on the forger’s DC. More about establishing the forger’s DC can be found in the Forgery Kit
section.
Carpenter’s Tools
Why Carpentry?
Carpentry is more than just knowledge about wooden structures, it can also lend to the
construction of wooden barriers, scaffolds, and houses. A player that invests in carpentry can
become more immersed in the world around them by constructing homes for the people living in
the world, or can contribute to the team by erecting short-term barricades and trenches around
the resting party.
● A saw
● A hammer and nails
● A hatchet
● A square
● A ruler
● An adze
● A plane
● A chisel
Carpenter’s Tools do not include a shovel, as this item can be acquired separately. That said,
proficiency in Carpenter’s Tools does lend extra support with digging, which is discussed in the
Digging section.
Inspection
Inspection describes searching an object for weak spots, hidden compartments, or for other
physical traits that can give insight into hidden secrets buried within the woodwork.
Construction
Constructing wooden structures is the primary attraction of carpentry, but construction also
includes furniture and other wooden objects that can be sold for a considerable profit.
Sapping
Sappers are specialized in the construction of temporary fortifications for a siege. Forgoing
long-term structural integrity for quick and efficient construction, sapping is great for fortifying a
position with little time.
Skill Checks
Carpentry
Skill checks made relating to the Carpenter’s Tools use the skill Carpentry. Proficiency in
Carpenter’s Tools, then, allows you to add your proficiency bonus to all Carpentry checks.
Strength
Hauling large wooden frames and holding large pieces in place require some amount of brawn.
Additionally, some amount of strength might be needed to lift a wooden object to secure it
properly.
Dexterity
Sawing, nailing, and other tasks that rely on tools demand good hand-eye coordination. As
such, carpenters need to be dextrous folk to better practice their trade.
Wisdom
Knowing the historical and cultural significance of various wooden designs is relegated to the
woodcarving profession. Those who are more versed in carpentry focus on the practical sides of
woodworking, namely the production of objects and the art of finding secrets within them.
2 Object takes double resources to complete; one week of work doubles in cost; the
value or amount of the item produced is halved
3 Object takes extra damage from attacks (vulnerable) or has half of the value
Construction
Projects
The process of designing, planning, and constructing any sort of elaborate project can take
weeks, even months, to finish. As such, it will usually require a considerable amount of
downtime to commit to a project. The time spent is proportional to its size and nature. For
example, a restoration project will take less time than constructing a brand new structure, and a
wood cottage will take less time than an elaborate fortress with an underground trench system.
It takes 8 hours for one carpenter to construct a 10 x 10 ft. wooden wall, standing up, laying
down, or in any orientation. This time also includes constructing the frame and hoisting it up.
When renovating, fortifying, or otherwise dealing with an established structure, the amount of
time it takes to complete a project may change.
Construction
Making a new set of walls, stairs, or other structures not previously there. There is no
adjustment to the cost of building.
Reinforcement
Reinforcing a wall or other wooden structure increases the Armor Class by 2 and the Damage
Threshold by 5, but costs additional Wood scraps to maintain.
Repair
Destroyed walls can be repaired at a faster rate than rebuilding the structure. This is to repair
small holes or destroyed walls.
Reconstruction
The total demolition and reconstruction of a wooden structure. Although sometimes necessary
for replacing older structures, it is often more time-consuming to demolish and replace
structures.
Common 13 10 10
Uncommon 15 13 12
Rare 17 15 15
Very Rare 19 17 18
Legendary 20 19 20
A Dungeon Master can also give special properties to specific bricks to diversify the construction
materials provided. If doing so, consider also adding a disadvantage when adding an
advantage, and vice versa.
d8 Special Advantage
1 Half repair cost
2 Half installation cost
3 Increase AC by 1
4 Resistance to non magical damage
5 Resistance to magical damage
6 Half installation time
7 Doubled Damage Threshold
Gain advantage to Carpentry checks
8
made when using this material
d8 Special Disadvantage
1 Doubled repair cost
2 Doubled installation cost
3 Decrease AC by 1
4 Vulnerable to non magical damage
5 Vulnerable to magical damage
6 Double installation time
7 Halved Damage Threshold
Gain disadvantage to Carpentry checks
8
made using this material
Labor
Skilled labor may be needed to finish a project quicker. Workers will work to a degree of
efficiency equal to the pay they receive, meaning higher skilled labor is more expensive but
faster.
Additionally, laborers can contribute to a forestry project, cutting down trees and processing the
lumber into wooden planks on behalf of the player.
Carpenter 1 sp 10 x 10 sq ft.
Construction
5 sp 15 x 15 sq ft.
Crew
Experienced
1 gp 20 x 20 sq ft.
Carpenter
Sapping
Unlike construction, sapping is the act of building temporary fortifications that are quicker to
build, but less suitable for long-term living. From a barred door in the dungeon to elaborate
tunnels and trenches outside an enemy castle, sapping is the improvisation of defences in a
tight situation.
Digging
Proficiency in Carpenter’s Tools gives more efficiency when digging. Characters proficient in
Carpenter’s Tools include their proficiency bonus when digging. Rules about digging are
presented in the introduction.
Barricades
Barricades are smaller walls that are composed of wooden beams. They provide cover to
creatures behind it: full cover to those fully covered and 3/4ths cover to those exposed behind it.
Barricades have an Armor Class and Damage Threshold equal to the rarity of the scrap used to
make them.
For every 10 feet of barricade, two wood scraps and 10 minutes are needed to build it. One skill
check is made for every 60 feet of barricade constructed, rounding up.
Supports
Supports are the bare minimum for maintaining a tunnel. It is easy to continue digging through
the use of supports, but they offer no protection.
A support must be placed every 10 feet, costing 1 plank of wood to do so. No skill checks or
time is needed to deploy a support, but they degrade after 1 month, needing to be replaced or
the tunnel will collapse.
Carpentry
Although some wooden items hold a value in their utility, others are simply coveted for their high
quality handiwork. From intricate chairs to tables, the value of these items is based on the rarity
of the material used to make the furniture. Rarity also affects the difficulty of the work.
Common 13 x 1.0
Uncommon 15 x 5.0
Rare 17 x 10.0
Legendary 20 x 100.0
Furniture
Item Bulk Time Checks Needed Resale Value
Chair 4 8 hours 1 2 gp
Bench 20 1 week 2 10 gp
Desk 20 1 week 2 10 gp
Table 20 1 week 2 10 gp
Set of Wooden
2 8 hours 1 1 gp
Spoons
Set of Wooden
4 8 hours 1 1 gp
Bowls
Carpentry Value
The value of the wooden item is equal to the following:
Cartographer’s Tools
Why Cartography?
Cartography is the use of geographic knowledge to create a guide to exploring a particular area,
usually by way of mapmaking. Players who enjoy venturing into unknown parts of the world may
get enjoyment out of mapping uncharted regions of the world, or acquiring and fixing maps of
ancient civilizations to plunder.
Mapping
Making a map simple enough for anyone to read is no simple task. Taking scale, readability, and
proper topography in mind, it takes a highly skilled cartographer to create an understandable
map.
Reading
While some maps are simple to read, others are designed to be more cryptic, riddled with notes
and edits that might make it difficult to interpret without advanced experience in map-reading.
Repairing
Paper is seldom designed to last forever. As such, a mapmaker can benefit from using tools to
repair a map. It could also need to be updated due to some mistakes or a dramatic shift in the
material environment occurring after its creation.
Skill Checks
Cartography
Cartography is a discipline that requires a great amount of knowledge in mathematics and
design. Cartography checks are made using Cartographer's Tools; being proficient in
Cartographer's Tools allows a player to add their proficiency bonus to their Cartography checks.
Additionally, an attribute is added to modify the check. For example, trying to design a map by
political borders would call upon one's ability to imagine historical context when drafting
contested borders, and so would require an Intelligence (Cartography) check. On the other
hand, drawing out a map requires a steady hand, therefore requiring a Dexterity (Cartography)
check.
Dexterity
A cartographer needs a steady hand while drawing a map. Flaws in the design can cause
serious issues to readability and accuracy, and mistakes made with repairing a map could
render the repaired product more difficult to read.
Intelligence
The ability to create a map based on one's surroundings requires knowledge on how those
surroundings affect travel. Therefore, the creation of a map requires an understanding of nature,
history, and other disciplines that draw upon the forces that affect the mapped landscape.
Wisdom
Interpreting a map requires both education and intuition. Oftentimes, the emotions of a writer
bleed deeper into the page than they imagine, allowing an insightful reader to gaze into the
secrets buried within a seemingly cryptic map.
d6 Setback
Creating a Map
A map is an abstract item that rests in the players' inventory like any other item that gives
benefits. There is no obligation to draw out a real map of a physical location to gain the map's
benefits just as there is no obligation to kill real zombies to progress in a dungeon. However, to
simulate the difficulty of drawing a map, it takes time and skill to craft one. When a cartographer
is making a map, they must spend the time they are making the map within the area they are
mapping, but can be traveling, resting, or taking downtime while doing so.
The range of a map can be up to 100 square miles, which accounts for about 4 days of travel,
with the center of the map being where the mapmaker is at the time of creation.
Map Types
There are three types of maps: Simple, Complete, and Atlas. Simple maps are easy to make but
give few benefits. Completed maps are harder to make, and take longer to finish, but provide
more information about a surrounding location. Atlases give a lot of information, but are difficult
to transport.
Simple 10 gp 3 days 2 13
Complete 50 gp 1 week 3 15
Simple Map
A simple map is designed to convey information about only one feature. Whether it is solely a
physical map or a political map, it can only display one mode of information by design. The
information, and therefore the bonuses given, is based on the type of map. A simple map can
have up to 2 benefits based on its distinct features.
Complete Map
A complete map details multiple parts of a particular area in great detail. The information, and
therefore the bonuses given, is based on the type of map. A simple map can have up to 3
benefits based on its distinct features.
Atlas
An atlas describes a series of books that act as an exhaustive list of details regarding a
geographical location. It contains no features listed below, save for the Atlas Map, which is
exclusive to Atlases. Weighing about 50 lbs and being a large collection of books, it is difficult to
carry around if not in a large transport such as a boat or a caravan.
Map Benefits
Political Map
You have advantage on Navigation checks made to find roads and settlements.
Road Map
You know the direction to the nearest known settlement when traveling by road, and do not
need to make Navigation checks when traveling by road if you have a method of knowing your
direction.
Climate Map
You know what weather is going to be present in a certain area before traveling there. Inclement
weather can not impose disadvantage against Navigation checks.
Topography Map
While in a mapped region, you and your nearby allies can travel uninhibited by non magical
rough terrain.
Treasure Map
Select one point of interest on the map. When traveling towards that point on the map, you
make Navigation checks with advantage.
Atlas Map
Exclusive to an Atlas. While traveling in the mapped area with a method of tracking one’s
location, you do not need to make Navigation checks to travel to a known point. Navigation
checks to an unknown point are made with advantage, as long as it remains within the Atlas
Map’s range.
Reading a Map
Reading a map is a simple procedure if the author is on hand to interpret the map. As such, a
cartographer does not need to make a skill check to interpret a map they created. Maps that are
purchased from a fellow cartographer share this quality, as published maps tend to be more
user-friendly due to the established formalities of the trade. If the map was found in a lost ruin,
or perhaps acquired from a less proficient mapmaker, it will be more difficult to interpret.
Reading as a Check
Making a check to read a map can be done at the end of a long rest, reflecting the time spent to
study the map. Only one success is necessary to interpret a map in its entirety.
Searching for Hints and Clues
Sometimes, the original owner of a map makes a note that seems understandable enough to
themselves, but difficult to interpret by others. As such, attempting to discern these notes may
require a Cartography check. The nature of the check is typically Intelligence when explicitly
written out, but a note that is well-hidden (such as with invisible ink or with a special style of
writing) can require a Wisdom check. Searching for clues requires a cartographer to spend a
short rest studying the map.
Repairing a Map
For a cartographer, an unfinished complete map is simply an opportunity to test their skills. The
amount of a map that needs to be repaired can be split into halves. That is, each map has two
parts and making a repair restores up to half of the map. Naturally, this is adjustable as per the
Dungeon Master’s wishes.
Repairs are performed over the course of 8 hours each skill check. That is, one half of a
complete map can be restored using 8 hours and 1 skill check.
Repairing as a Check
Making repairs to an old map can include physical or geographical repairs. Physical repairs that
are a simple matter of gluing pieces of a torn map back together is typically a Dexterity
(Cartography) check.
● A hammer
● An awl
● A knife
● A shoe stand
● A cutter
● Spare leather and thread
Spare leather and thread are used repair shoes, but not to make shoes. More about making
new shoes can be found in the Shoe Making section.
Shoe Making
Shoes are a vital part of travelling. After all, they’re essential for protecting your feet! Shoes in
this supplement are treated as separate entities from armor, and are considered at least helpful
to maintain and improve.
Shoe Repairs
Shoes deteriorate over time, like armor and weapons. A cobbler can repair shoes just as they
can produce them.
Shoe Modifications
As stated in Xanathar’s Guide to Everything, a shoe can have a hidden compartment added
with some time given. A cobbler can also add other modifications to mundane shoes to give
special passive benefits.
Magic Shoes
Some magic items are shoe-like in form, and a cobbler can use their talents- and a pinch of
Arcane Essence- to create these magic items at a reduced cost.
Skill Checks
Cobblery
Skill checks that demand knowledge regarding shoemaking use a new skill called Cobblery.
Cobbling describes actions taken regarding shoes, so proficiency in Cobbler’s Tools gives
proficiency in Cobbling, and is used as any other skill. An attribute may also be assigned to the
skill check, such as adding Intelligence to a skill check that determines whether one can deduce
the history of a shoe to create an Intelligence (Cobblery) check.
Dexterity
The act of shoe making requires at least some hand-eye coordination. The ability to use tools to
work with a shoe demand dexterity checks.
Intelligence
Knowledge of shoes and shoe-related culture can come in handy for a cobbler. In addition,
deciphering the enchantments placed on magic shoes can apply one’s skill in cobbling to the
check.
Wisdom
Noticing tiny details within a shoe is necessary for repairing shoes or inspecting them for clues.
Wisdom helps with detecting finer details within a shoe.
Types of Shoes
Everyone wears shoes, except for Halflings who prefer to feel the grass on their hardy soles.
Shoes help for travelling across the world, overcoming mild inconveniences and mighty
obstacles. As such, there are several styles of shoes, which each grant special benefits that can
suit certain environments. Keep in mind that wearing footwear of any sort prevents their wearer
from wearing other sorts of shoes at the same time; wearing greaves prevents the character
from wearing their prized Boots of Elvenkind.
Shoes
Shoes are the least durable form of footwear and provide no additional benefits to a wearer
other than looks. However, they are useful for the production of magic shoes and boots.
Boots
Boots are more durable than shoes, but much less magically in-tune. Boots allow their wearer to
travel for 10 hours instead of 8 without rest- reflecting a greater ability to travel due to the higher
durability of their chosen footwear.
Greaves
Greaves are armored boots that can provide protection. Greaves give 1 Armor Class when
worn, in addition to the bonuses of boots, but grant disadvantage to Stealth and are considered
armor for the purposes of Unarmored Defense.
Shoe Making
Each type of shoe modifies the cost of the necessary scraps to make the shoe. The cost of each
is applied as follows.
Shoe Modification
Xanathar’s Guide to Everything specifically introduces the opportunity to add a secret
compartment to footwear, but this supplement expands on this idea to introduce more
modifications a cobbler can make to the target footwear. All modifications are applied over 8
hours, and require one skill check, with the DC proportionate to the rarity, as shown in the Rarity
Multiplier table. Only one modification can be added to a shoe, but modifications can be added
to mundane or magical shoes.
Compartment
A hidden compartment within a shoe. Instead of a skill check, the cobbler makes an Intelligence
(Cobbling) check to determine the Difficulty Class to discover the compartment within the shoe.
Discovering a compartment requires a Wisdom (Cobbling) check contested against the original
Intelligence (Cobbling) check to make the compartment.
Cleats
Cleats help with climbing by providing more traction against surfaces. Skill checks made to
remain upright or to climb surfaces are made with advantage while wearing footwear with cleats.
Padding
Padding makes shoes more comfortable to wear. This, in turn, makes it easier to move around
when wearing shoes with this padding. When wearing padded shoes, walking speed is
increased by 5 feet.
Steel-Toe
Steel toed shoes provide extra protection to feet when worn. This helps tremendously against
floor-based traps such as spikes or heated floors- which the wearer of steel toes is resistant to.
Reinforced
A reinforced shoe is simply a shoe that is able to last longer than most others. If a shoe has the
Reinforced modifier, it has double the amount of item hit points.
Shoe Repairs
Shoes require repairs every now and then. The need for shoe repairs becomes important when
the durability of the shoe runs out, which nullifies any benefits the shoes bestow.
Common 10
Uncommon 15
Rare 20
Very Rare 25
Legendary 30
Making Repairs
A cobbler can repair an amount of pairs of shoes up to their proficiency bonus every 8 hours.
The amount they repair these shoes is equal to 1d4 + their Intelligence modifier. A cobbler can
also choose to focus on one pair of shoes, repairing them over 8 hours to full strength.
Magic Shoes
Magic items made from this tool kit are produced by enchanting an item made from scrap equal
to the rarity of the desired item, following the rules in the Enchanting section.
A list of magic shoes found in the Source Reference Document and the appropriate costs can
be found in the Appendix.
Cook’s Utensils
Why Cooking?
Cooking foods can provide a dynamic change to the interactivity in a campaign. For starters, a
survival-based campaign has much more depth when discerning edible and inedible foods, and
applying those to a recipe-based system. Second, in a world of magic and extranatural flora and
fauna, certain foods may confer special benefits to the consumer. As a result, some people may
pursue special meals to gain these benefits. Finally, the storytelling element of introducing exotic
foods can add the extra narrative elements that help a player genuinely feel like they are part of
a living, breathing world.
However, this supplement suggests adding some spices like pepper and ginger and common
cooking ingredients such as salt.
Cooking
The primary focus of the Cook’s Utensils is cooking meals. From humble meals to extravagant
buffets, food gives all sorts of benefits that can help an adventuring party.
Skill Checks
Cooking
Checks that are made in relation to the Cook’s Utensils or knowledge of cooking use the skill
Cooking. Cooking, like any skill, adds proficiency bonus to the check if the player making the
check is proficient with Cook’s Utensils.
Dexterity
Some dishes call for a chef to dice, peel, or otherwise operate an object requiring manual
dexterity.
Intelligence
A chef often must rely on logic and previous experience to find a solution. Alternatively, a chef
may need to recall the history of a particular culture's cuisine.
Wisdom
A great chef is intimate with the human senses, especially smell and taste. A chef’s perception
also gives the ability to accurately predict sensation and emotion based on experience and
insight.
To Make a Meal
To make a meal, a chef must have the ingredients at hand, as well as a Kitchen to work in.
When ingredients are needed, a chef cannot use the same ingredient more than once. For
example, to make a Salad, the chef needs 3 unique Vegetables to make it.
Snack 1 minute 1 1 1
Entree 10 minutes 2 1 2
Dish 1 hour 3 1 4
Meal 4 hours 4 2 6
Banquet 8 hours 5 2 8
Food Properties
To make food, items of certain properties are used to create the meal. Foods have two
properties: Type and Flavor. To make a certain recipe, ingredients with the properties listed in
the recipe must be fulfilled to make the dish.
Beans
Also called legumes by more erudite folk, beans include soybeans, green beans, peas, and the
traditional beans such as lentils.
Fungi
Edible mushrooms fulfill this category, whether based on real mushrooms like portobello, or
fictional.
Nuts
Nuts such as walnuts and almonds are the most common, but any fruiting body with an edible
seed contained in an inedible body- like peanuts- constitutes a nut.
Grain
Cereal grains like barley, wheat, and rice are included.
Fruit
The seed-bearing organ of a plant. Most famous examples include apples, pears, and coconuts.
Vegetable
Parts of a plant that are edible, or fruits that aren’t sweet-tasting. This includes spinach leaves
and kale for the former, and tomatoes for the latter.
Sugar
Sugar refers to any sweetener- of which sugar is the most popular. Honey is one of the more
popular natural sweeteners, but fruits can also be processed into sweetened treats such as
pastries.
Eggs
Organic structure that contains the zygote of birds, reptiles, and dragons. Might want to be a bit
careful around that last one.
Dairy
Milk that comes from mammals, such as cows, goats, and minotaurs. Helpful for processing into
refined dairy products like butter and cheese.
Meat
The flesh of beasts. More succulent and abundant in herbivores than carnivores and omnivores
in mundane creatures, but a magical creatures’ meat is highly sought after because of its
splendorous taste.
Spices
Any sort of flavoring that can change the taste of something, such as pepper or chilis.
Finding Ingredients
Finding food ingredients is similar to finding alchemical ingredients, in that there are 3 ways to
acquire ingredients:
Creatures
Beasts and other creatures often have a vested interest in protecting their eggs, dairy, and meat
from being repossessed, which may demand a show of force to acquire them. Docile creatures
will put up much less of a fight, but will have less meat than the larger and more challenging
creatures. For determining the rarity of Meat, Bird, Fish, and Egg ingredients found on
creatures, use the Creatures table in the Ingredients section.
Small 1 Meat
Milk
Milking a creature requires a character to use an action to make a Wisdom (Animal Handling)
skill check. If the creature is currently hostile to the character making the attempt, the check is
made with disadvantage. Success grants an amount of milk equal to 1d4 + their proficiency
bonus. The rarity of the milk is determined by the rarity of the creature, as shown in the
Creatures table in the Ingredients section.
Whether a creature can be milked or not is decided by the DM before the action is expended,
reflecting the character’s ability to determine whether the creature has the means of producing
milk (for example, determining that a lizard does not produce milk is quite easy, even without
closer inspection).
Eggs
Animals that do not produce milk usually instead lay eggs. These eggs come in clutches of
varying amounts, but a forager can acquire 1d4 + their proficiency bonus when harvesting.
Forage
Foraging is the most efficient way to acquire plant-based food ingredients such as fruits and
vegetables. Use the guidelines given in the Rarity of Foraged Items Table in the Ingredients
section for determining rarity and the amount of items foraged.
Flavors
Flavors are not dependent on the types of ingredients used. Instead, it is based on how the dish
might reasonably taste. For example, Spicy Meatballs require meat just as much as a Sweet
Glazed Ham might. However, both have different properties and thus different benefits.
Bitter
Although not the best tasting flavor in the world, it stands as one of the distinct flavors
identifiable by most humanoids.
Bland
A humble dish often has no distinct flavor. Simple bread or rice instead have a bland taste.
Ingredient
Ingredients are usually inedible, and are disqualified from flavor-based mechanics. Most
inedible (or unpalatable) items that are intermediary to greater foods have the ingredient
“flavor”.
Salty
A particularly sharp, tangy taste that often originates from something having high salt
concentrations.
Savory
Also called umami, this flavor describes the fullness of a food. Broths and meat consist of this
flavor.
Sour
A tart taste that is acidic in nature. Lemon juice is one of the most iconic examples of a sour
taste.
Spicy
The pungent zest derived from spices and foods that are hot in taste as a consequence of
containing capsaicin or some equal irritant. Capsicums such as bell peppers or dishes such as
curry are spicy.
Sweet
Sweet foods often contain sugar or other sweeteners, producing a delightful taste.
Food
Buying and Selling
Buying and selling food in the open market is a popular way to trade. A loaf of bread or a
chicken egg sell for much less than a catering service that feeds 10 grown adults, and the
following table offers a suggested price range for foods of specific rarities.
Rarity Price
Ingredient 5 sp
Seasoning 5 gp
Common 1 gp
Uncommon 10 gp
Rare 100 gp
Legendary 2,000 gp
Eating
Eating any prepared food takes 10 minutes. The benefits from eaten food can vary depending
on the system a DM uses.
Nourishment
Similar to the humdrum rations, food can be eaten to fuel a character’s exploits. However, more
rare and potent foods nourish for longer periods of time- sometimes to supernatural lengths.
The table below shows how many servings of food a meal of a particular rarity can serve in
proportion to a unit of rations.
Rarity Nourishment
Remember that a character needs one pound of food per day. Eating half a pound of food in a
day counts as half a day without food (so two days with half a pound of food is equal to one day
of not eating). A character can also go without food for a number of days equal to 3 + his or her
Constitution modifier (minimum 1). A normal day of eating resets the count of days without food
to zero.
If a character eats something that constitutes more than 1 pound of food in a single meal, the
excess food can be counted forward that many days. For example, a character eating a Very
Rare food can go 5 more days without eating anything else.
Nutrition
A DM that wishes to enforce mechanics that encourage players to regularly seek out a balanced
diet (similar to the real world) can use Nutrition. This system is significantly more punitive, as it
replicates the realistic consequences of an unbalanced diet. Keep in mind that there should be
some regular way to allow simpler access to flavors, such as allowing the purchase of Common
food.
A player’s character must eat every flavor of dish once per ingame week. This ensures that the
character is receiving proper nutrition. Failing to do so incurs a Constitution Saving throw with a
DC of 15 - bestowing exhaustion for one week.
Eating higher rarity dishes provides nutrition for a longer period of time, similar to eating 1
pound of food a day.
Recipes
Learning a new recipe takes time and practice. One week of downtime is a surefire way for
anyone to earn enough practical experience to learn a new recipe, while spending only a long
rest is enough for a chef with ample skill to grasp it. For a chef to prepare a meal that they have
spent at least one long rest studying may make an additional Intelligence (Cooking) Check to
attempt to remember the recipe's instructions.
A list of Sample Recipes can be found in Appendix D: Sample Food Recipe List.
Making Food
A DM that wishes to make food items in their game can use either ingredients of a specific rarity
or ingredients of any rarity that simply have the Ingredient type. For example, any fruit,
regardless of rarity, can be used to make a fruit salad, which could then be of any rarity. On the
other hand, one would be pressed to make a Legendary Tarrasque Steak with Astral Sauce and
a Three Cheese Mind Flayer Brain Souffle without the Tarrasque Meat.
Disguise Kit
Why Disguises?
Disguises are excellent additions to a game that emphasizes intrigue and interacting with NPCs.
This supplement introduces a mechanic to create disguises and how they impact their
interactions with others.
Inside the Disguise Kit
Xanathar’s Guide to Everything presents a list of materials that are included in a Disguise Kit.
●
●
●
●
Disguises
A disguiser makes disguises of varying quality and scale. These disguises are then tested
against others who may not suspect the subjects are disguised.
Skill Checks
Trickery
For all checks relating to using the Disguise Kit, a new skill is used: Trickery. Trickery checks
use proficiency with the Disguise Kit, similar to making a skills check in any other skill. Likewise,
an attribute is added to the check that gives extra potential bonuses. For example, molding a
face out of wax would use a Dexterity (Trickery) check, while imitating a person’s vocal and
accentual features demands a Charisma (Trickery) check. Some examples of common skill
checks can be found below.
Dexterity
Working with hands (both real and artificial) is essential for a disguiser. The ability to make small
details in an elaborate costume requires dexterous movements.
Intelligence
Anatomical knowledge is often necessary to develop an elaborate disguise. As such, having a
great deal of intelligence assists with minding the details of a costume that make it that much
more realistic.
Charisma
Knowing the art is helpful, but the performance of deception is fueled by convincing others of
your false identity. When being interrogated, having great charisma is crucial.
Disguises
Disguises come in several forms, based on the complexity of the disguise. Disguises ensure a
person can assume the identity of a person. Each disguise is one of three levels, depending on
the complexity of the outfit.
Making a Disguise
A disguise’s cost and difficulty increases based on its complexity, but so does the amount of
perks it can have. The following table shows the cost, difficulty, and benefits of the three levels
of disguises.
Basic 10 gp 13 1
Advanced 50 gp 15 2
Makeover 200 gp 17 3
Types of Disguises
Basic Disguise
A simple disguise, usually only involving a simple change of clothes and an accent.
Advanced Disguise
Advanced disguises encompass slight modifications to the disguiser’s body, which can lead to
more sophisticated forms of trickery.
Total Makeover
A total makeover is a complete redesign of the person assuming a disguise, making them nearly
indistinguishable from the person they are impersonating.
Disguise Perks
Each disguise has a specialized touch that makes it easier to perform a given set of tasks.
Better Intonation
Focused training on the vocal range of the impersonated target grants advantage on all
Charisma (Trickery) checks made to match the impersonated target. Having the Actor feat
always grants this perk, regardless of whether it is selected as part of the disguise.
Costume Design
Detailed designs of the costume allow the wearer to
Forgery Kit
Why Forgery?
Like disguises, mechanics for forgery help to make a game feel more influenced by the social
interactions between characters. This is especially helpful for making intrigue-heavy political
campaigns.
Inside the Forgery Kit
Xanathar’s Guide to Everything presents a list of materials that are included in a Forgery Kit.
● Several different types of ink
● A variety of parchments and papers
● Several quills
● Seals and sealing wax
● Gold and silver leaf
● Small tools to sculpt melted wax to mimic a seal
Forging Documents
Forging documents can have a variety of effects that the DM can decide. The potency of a
forged document relies on the quality of work put to compose it.
Fraud
False items can be sold to retailers as if they were real items, if the retailer doesn’t suspect
anything.
Detect Fraud
When investigating items to determine their authenticity, a DM can add special bonuses made to
a check when the inspector is proficient in Forgery.
Skill Checks
Forgery
For all checks relating to using the Forgery Kit, a new skill is used: Forgery. Forgery checks use
proficiency with the Forgery Kit, similar to making a skills check in any other skill. Likewise, an
attribute is added to the check that gives extra potential bonuses. For example, imitating a
signature may call for a Dexterity (Forgery) check, while using knowledge about the world to
add authenticity to a document would require an Intelligence (Forgery) check. Some examples
of common skill checks can be found below.
Dexterity
Penmanship, both legitimate and otherwise, requires a steady hand. A forger would do well to
focus on their manual dexterity.
Intelligence
Drawing knowledge from the context of a desired forged document can help with making a more
impressive imitation. Investigating the authenticity of an item or document can also demand a
broad knowledge and an inquisitive mind.
Charisma
Convincing someone of a forged document’s authenticity manifests not as telling them it’s
authentic. Rather, the substance of the article may do all the talking necessary, and so a
convincing document can fulfill this task more efficiently.
Forged Items
An item that is not authentic, whether a fake item or document, is forged. Forged items can then
be passed off as the real deal for as long as the disguise holds.
Forgery Points
Forging an item grants it a certain amount of points called Forgery Points. More complicated
forgeries, as well as magical forgery, grant extra points. As long as the item retains a single
Forgery Point, there is at least some speculation that the item is authentic, meaning multiple
inspections are necessary to discern a fake.
For skill checks that succeed against a forged object, one point is deducted from the item. If all
of the Forgery Points are removed, the item’s false identity is exposed.
Forgery Types
Forgery Levels
Simple
A simple attempt at fraud. Taking the least amount of time and resources to produce, it is also
the most suspicious of the bunch.
Complex
A more complicated fabrication of an object or a documentation style. A complex fraud has
much more frills added to the design to make it harder to detect as illegitimate.
Complete
Almost an exact copy of the real deal. It is the most difficult forgery to identify, and the most
expensive to fabricate.
Forgery Perks
After the construction of a forged item, whether a document or item, the forger then selects
perks that give the forged item resistances and weaknesses. If a forged item is both weak and
resistant to a method, it is instead neutral to the effect.
The limit inspections can be increased if the item is later taken to a more experienced individual.
For example, if one inspector can only perform two tests and later takes the specimen in
question to a high ranking officer, that officer can make one more inspection if their proficiency
bonus is +3.
Inspection Techniques
There are many Inspection Techniques that are used to determine whether an item is authentic.
Each Forgery Perk strengthens the item against some techniques, but is vulnerable to others.
Academic Inspection
Knowledge regarding the history and properties of an item can reveal inconsistencies with a
counterfeit artifact.
Arcana
An inspector can attempt to pick up signs of magical influence using mundane techniques.
Certification
Some items demand a certified document that ensures an object is the real deal. Items that lack
forged documents or are vulnerable to such inspection grant advantage to the inspection, while
items that have a forged document or resist certification inspection grant disadvantage.
Chemical Tracing
Some chemicals can be used to test whether an item is of an authentic make. Items that are
weak to tracing grant advantage to the inspection, while items that resist it grant disadvantage.
Visual Inspection
Closely examining an object, from the overall form to its chiseled runes, can help identify
inconsistencies not corrected by the forger. The inspector makes a check relating to either a
relevant tool kit or based on Forgery. Items that are weak to visual inspection grant advantage to
the inspection, while items that resist it grant disadvantage.
Weights
Weighing an item can help confirm its authenticity, which helps against counterfeit currency and
equipment. Items that are weak to weighing grant advantage to the inspection, while items that
resist it grant disadvantage.
Spells
The spell such as Identify and Detect Magic can be used to determine whether an item is
authentically magical. Rather than requiring a check, forged items with resistance to spells
instead use the spell slot and give a slight notion of authenticity in the item while items neutral or
weak to spells lose one Forgery Point on the use of any spell.
Like counterfeit, fake documents have Forgery Points depending on their complexity. However,
the amount of checks allowed to be made are similarly limited: the inspector may only use more
than one test if they are proficient with Calligrapher’s Supplies or the Forgery Kit, in which they
can use an amount of tests up to their proficiency bonus.
Forged documents do not have properties, but instead have an amount of checks the document
immediately succeeds on. This means a forged document needs to be inspected by a
professional of high caliber if the documents are prepared by a master forger.
Type Checks
Simple 1
Complex 2
Complete 3
Possible Tests
Signature
From handwritten to thumbprint, a signature is an identifier of the holder of a document.
Coat of Arms
A signet ring or a coat of arms can be used to designate a person of high status as belonging to
a specific political faction.
Documentation
The uniform style of writing among a series of documents. This can be the phrasing of particular
statements, references to legal statutes, or the style of handwriting.
Glassblower’s Tools
Why Glassblowing?
A lot of magic items are stored in glass, such as potions, that require higher quality glass to
ensure the product is properly held. In addition, glass has the capacity to be a luxury item that is
desired by those with expendable income who can finance an artisan’s other pursuits.
Inside the Glassblower’s Tools
Xanathar’s Guide to Everything presents a list of materials that are included in a set of
Glassblower’s Tools.
● A blowpipe
● A small marver
● A set of blocks
● Tweezers
Glass Quality
Different sands grant different levels of quality for glass. A glassblower can use these sands to
make higher rarities of glass items for use.
Glass items
The primary purpose of glassblowing is to create various art pieces with glass.
Glass coloring
Glass items can be colored and stained to produce works of art with special properties.
Glass Investigation
Knowledge of how various chemicals affect the composition of glass, as well as the ways
objects physically affect glass, can grant special insights into the Alchemical Properties of
chemicals or the means in which a piece of glass may have been broken.
Skill Checks
Glassblowing
For all checks relating to using the Glassblower's Tools, a new skill is used: Glassblowing.
Glassblowing checks use proficiency in Glassblower’s Tools, similar to making a skills check in
any other skill. Likewise, an attribute is added to the check that gives extra potential bonuses.
For example, shaping a glass bottle may call for a Dexterity (Glassblowing) check, while
investigating a window for weak spots would require an Intelligence (Glassblowing) check.
Some examples of common skill checks can be found below.
Types of Skill Checks
Dexterity
The act of blowing air into the glass is as significant to the job of glassblowing as shaping it with
the rod. As such, the act of shaping mundane glass objects often demands high manual
dexterity to produce an optimal form.
Constitution
Glassblowing is the only skill that uses the Constitution attribute as a modifier. Blowing air into
an shaped object is a task that demands controlled and enduring breaths that only a
professional could maintain.
Intelligence
Intelligence deals with the ability to apply academic knowledge of glass to grant insights into
investigations of glass objects. In addition, a glassblower that wishes to make a design may
need to plan out their approach to produce the best work they can.
Glass Quality
The quality of a glass object depends both on the skills of the glassblower and the time and
resources expended to make the object.
Glass Rarity
The quality of sand used to make a glass object contributes to the rarity of the finished product.
Rare sand allows a glassblower to make items up to a Rare quality, and so on. Some examples
of sand with varying rarities are shown below.
Mundane Sand
Common
Silicon dioxide, found on beaches and other locations near large bodies of water.
Desert Sand
Common
Though most desert sand isn’t usable, sand near oases is often of higher quality.
Pixie Sand
Uncommon
Sand found in pits around the Feywild ground.
Crystal Sand
Rare
Sand found in the wake of a falling meteorite can be used to make glass objects.
Divine Sand
Very Rare
Sand that has been blessed by a god of crafts can be used as a particularly potent sand.
Primordial Sand
Legendary
Sand found in the Elemental Plane of Earth, attuned with the element of earth itself.
Sand Rarity
The rarity of sand can impact the value it has. As such, a DM can use the following prices in
place of the actual presence of sand in their games.
Common 13 1 gp
Uncommon 15 15 gp
Rare 17 150 gp
Legendary 20 10,000 gp
Glass Objects
Glass objects come in many forms that can affect what they do. Some of these types demand a
minimum rarity, but all glass object effects scale with greater glass rarity.
Arcane
Common or greater
The glass object has some magic potential, allowing it to be enchanted as a magic item of a
similar rarity. It can also be used as an amount of Arcane Essence based on its rarity.
Common 10
Uncommon 100
Rare 1,000
Legendary 50,000
Gilded
Common or greater
The glass object is of a high value, being valued at four times the price to create (assuming
standard prices for glass items).
Glass Container
Common or greater
Like pottery, glass can be used to make containers. However, glass items have half the normal
amount of object hit points. The following table decides how many pounds of glass are needed
to make a container of a certain size. Like pottery, glass containers can have 1 Pottery Benefit.
Tiny .5 lb
Small 1 lb
Medium 2 lb
Large 4 lb
Medallion
Common or greater
A glass object that can be worn as jewelry. As such, these items can be enchanted into magical
jewelry of equal rarity and make. The value of the jewelry is equal to the price of 2 pounds of
sand of an equal rarity.
Flasks
Common or greater
A DM can choose to enforce flasks as a specialized container for magical potions of varying
rarities. To hold a potion, an alchemist must use a flask of an equal rarity to the potion.
Greater Flasks
Uncommon or greater
Unlike regular flasks, Greater Flasks can store two doses of a potion or poison. Only one dose
can be used at a time.
Grand Flasks
Rare or greater
Grand Flasks can hold an amount of doses equal to the Glassblower’s proficiency bonus upon
its creation. Only one dose can be used at a time.
Magic Items
Any Arcane or Jewelry glass object can be used to make magic items. Glass items that are
magic can sometimes act as an alternative to magic items made using other tools.
A full list of magic items in the Source Reference Document that are craftable using
Glassblower’s Tools can be found in the Appendix.
Herbalism Kit
Why Herbalism?
Herbalism is the partner to Alchemy, which consists of crafting potions. The base of alchemy is
herbalism not only to preserve the archaic RPG tropes of herbal alchemy but also to encourage
players to become more interested in the natural world of your game, and to allow players who
have proficiency in Alchemist's Supplies, an Herbalism Kit or in the Nature and Survival skills to
benefit from their investment more readily.
These items are helpful for collecting herbs and preparing them, so no other components are
necessary for this tool kit.
Identification
A skilled herbalist can observe even the most minute differences between various species of
herbs and other ingredients. This skill comes in handy especially out in the wild, when knowing
what herbs are which can mean the difference between life and death.
Preparation
When storing herbs, an herbalist may need to make special preparations. Preservation can
include cleaning, drying, processing into a basic extract, and other methods of ensuring a
particularly delicate herb does not experience any loss of quality.
Smoking Herbs
Herbs can be dried and prepared as a means of smoking, giving benefits based on their
Alchemical Properties.
Skill Checks
Herbalism
A new skill that is used to apply the skills of an herbalism kit to determine the nature of related
skill checks: Herbalism. Herbalism describes the abilities that are provided by proficiency with
an Herbalism Kit. Proficiency in the Herbalism Kit allows a player making a skill check related to
Herbalism to add their proficiency bonus as if it were a skill. Like any other skill, you still add an
attribute related to the skill check made. For example, attempting to discern the alchemical
properties of an herb calls for a Wisdom (Herbalism) check, since that skill relates closest to
Medicine. On the other hand, attempting to clean out an herb to store for later would require a
Dexterity (Herbalism) check.
Dexterity
Picking and working with herbs requires at least some manual dexterity. A steady hand can
mean a lot when the potency of an herb is depleted when broken or crushed on accident.
Intelligence
Distinguishing herbs from one another, as well as being able to investigate the more ecological
properties of an herb. With ample Intelligence, an herbalist can identify herbs quickly and with
high accuracy. Failing an attempt to discern location or properties may conjure up a short list,
with only a few listed items being accurate.
Wisdom
While Intelligence deals with the more abstract qualities of an herb, Wisdom details the
practical: the medicinal properties of an herb are covered here. An herbalist who knows what
they're dealing with can identify the purposes of a certain herb, which can aid greatly in
Alchemy.
Herb Properties
Each herb has a series of alchemical and ecological properties. That is, each herb has a habitat
(or group of habitats) it thrives in and particular uses specific to that herb. For more information
about alchemical properties, you may refer to the Alchemist's Supplies. A list of sample herbs
with alchemical properties can be found in Appendix A: Sample Herb List.
Environments
Each herb is endemic to a certain region or series of habitats. Herbs can be located in one or
more of the following regions:
Arctic
Cold and snowy, arctic regions also cover the presence of wooded bodies, such as those in
taigas and tundras.
Coast
The areas close to a beach, from the sandy shorelines to brushy chaparral.
Desert
Hot areas with little precipitation.
Forest
Temperate wooded areas.
Grassland
Temperate areas with little to no large wooded bodies (ie trees).
Hills
Moderate altitudes, with varying highlands or cliffs.
Jungle
Wooded areas with high precipitation.
Mountains
Areas of high altitude.
Swamp
Wetlands and other areas with lowlands and large amounts of water.
Underdark
Both caverns and the deeper underground, the Underdark describes almost any
"dungeon-esque" area.
Underwater
Environments that are submerged with water, typically lakes and oceans.
Preparation Specifics
All preparation methods take at least 1 hour and 1 skill check to prepare up to 10 of the same
herb. However, some have extra specifications that can demand extra time or difficulty when
treating the herb.
Dried The herb must be air-dried and stored away 1 extra hour when
preparing
Ground The herb must be dried, ground up and stored away 1 extra hour when
preparing
Extraction The herb must have its active agent extracted for 1 extra skill check must be
use made when preparing
Cleaned To prevent infection, the herb must be cleaned with 1 gallon of water is needed
extra care OR 1 extra hour is spent
preparing the herb
Delicate The herb is quite delicate and must be treated with The skill check made to
special care clean is more difficult
(+1 of maximum)
Neutralized The active agent must be stabilized to be used 1 extra skill check must be
made when preparing
The Difficulty Class of the checks made when preparing an herb depend on the rarity of the herb
being treated.
Rarity Maximum
DC
Common 13
Uncommon 15
Rare 17
Very Rare 19
Legendary 20
Acquiring Herbs other ways
Though you'd be hard pressed to find herbs in an ancient treasure hoard, it'd be quite likely an
apothecary may sell a few herbs that grow locally, or perhaps a fallen NPC may have carried
around a prepared herb for personal use. As such, herbs can be added in several ways.
Rarity Price
Common 15 gp
Uncommon 150 gp
Rare 1,500 gp
Smoking
Herbs can be prepared in such a way to allow for smoking via tobacco pipe. Doing so gives
special bonuses based on their Alchemical Properties for a short amount of time that allows its
consumer to benefit from. Only one smoke may be taken every short rest, reflecting the time
needed to prepare a pipe to be smoked beforehand.
Rarity DC
Common 13
Uncommon 15
Rare 17
Very Rare 19
Legendary 20
Toxic
Acts as an antitoxin. For 1 minute, the smoker’s next saving throw against being poisoned or
paralyzed can be made with advantage. This effect scales with rarity, both in amount of
advantages given and the time the effects last.
Rarity Amount of Saving Throws
Common 1
Uncommon 2
Healing
Acts as a fortifying agent. The smoker gains temporary hit points based on the rarity of the
smoked herb.
Common 2 (1d4)
Uncommon 5 (2d4)
Rare 7 (3d4)
Legendary 12 (5d4)
Flammable
Creates especially puffy smoke. The smoker can choose an area to obscure with smoke,
blocking vision within it and causing ranged attacks passing through it to have disadvantage.
The smoke remains for 1 minute, or until a gentle breeze fans it away.
Rarity Duration
Stable
Calms the mind and body. For 1 minute, the smoker’s next saving throw against a fear-based
effect can be made with advantage. This effect scales with rarity, both in amount of advantages
given and in the time the saves can be made.
Common 1
Uncommon 2
Reactive
Causes the body to harden in response to physical trauma. For 1 minute, the smoker’s Armor
Class increases based on the rarity of the smoked herb.
Common +1
Uncommon +2
Rare +3
Very Rare +4
Legendary +5
Oxidizing
Helps with the delicate art of violence. The smoker’s next attacks are magical for the purposes
of overcoming non magical resistance.This effect scales with rarity, increasing in time and
amount of attacks.
Common 1 minute; 1
Uncommon 10 minutes; 3
Corrosive
Helps mitigate acidic effects. The smoker has resistance to acid damage for the duration of the
herb, depending on its rarity.
Rarity Duration
Solvent
Produces a strange vapor that can help dispel curses. For 1 minute, the smoker’s next saving
throw against a being cursed, hexed, or forcefully polymorphed can be made with advantage.
This effect scales with rarity, both in amount of advantages given and in the time the saves can
be made.
Rarity Amount of Saving Throws
Common 1
Uncommon 2
Volatile
Aids with remaining tethered to the Material Plane. For 1 minute, the smoker’s next saving throw
against a being banished or involuntarily teleported can be made with advantage. This effect
scales with rarity, both in amount of advantages given and in the time the saves can be made.
Common 1
Uncommon 2
Ethereal
Causes material dissociation in controllable amounts. The smoker is invisible for 1 minute.
Dealing or receiving damage forces them to roll a d20, adding extra points based on the rarity of
the smoked herb. On a roll of 10 or lower, the effect ends early.
Common +0
Uncommon +1
Rare +4
Very Rare +6
Legendary +8
Acid
Contains stimulants that hasten the mind. For 1 minute, the smoker’s next Investigation or
Arcana skill check can be made with advantage. This effect scales with rarity, both in amount of
advantages given and in the time the saves can be made.
Common 1
Uncommon 2
Pungent
Produces incredibly rancid-smelling smoke. While the effect is still active, the smoker can use a
bonus action to choose one target to make a Constitution Saving throw, using the Difficulty
Class of the herb as the save DC (for example, a common herb would have a save DC of 13). If
the selected creature fails the saving throw, its attacks are made with disadvantage until the end
of its next turn.
Rarity Effect Duration
Common 1 minute
Uncommon 10 minutes
Rare 1 hour
Legendary 8 hours
Fragrant
Produces a comforting aroma. For 1 minute, the smoker’s next Persuasion or Deception skill
check can be made with advantage. This effect scales with rarity, both in amount of advantages
given and in the time the checks can be made.
Uncommon 2
Adhesive
Helps with keeping one’s composure. For 1 minute, the smoker’s next saving throw against a
being knocked prone or pushed away can be made with advantage. This effect scales with
rarity, both in amount of advantages given and in the time the saves can be made.
Common 1
Uncommon 2
Slippery
Aids with mobility. The smoker has the benefits of the Disengage action for the duration of the
herb, depending on its rarity.
Uncommon 1 minute
Rare 1 minute
Legendary 1 hour
Electrical
Acts as a stimulant. The smoker cannot be involuntarily put to sleep, magically or otherwise, for
the duration of the herb, depending on its rarity.
Rarity Duration
Common 1 minute
Uncommon 10 minutes
Rare 1 hour
Legendary 8 hours
Radiant
Protects the smoker from fel magic. The smoker has resistance to necrotic damage for the
duration of the herb, depending on its rarity.
Rarity Duration
Chaotic
Causes unusual insights. For 1 minute, the smoker’s next Religion or Nature skill check can be
made with advantage. This effect scales with rarity, both in amount of advantages given and in
the time the checks can be made.
Common 1
Uncommon 2
Gelatinous
Grants special empathic abilities. For 1 minute, the smoker’s next Insight or Intimidation skill
check can be made with advantage. This effect scales with rarity, both in amount of advantages
given and in the time the checks can be made.
Common 1
Uncommon 2
Jeweler’s Tools
Why Jewelry?
Precious stones are often associated with both value and magical power in the world of fantasy.
A jeweler has a special role in helping fill the gap between simple gemstones and the magical
amulets and rings adventurers find. Furthermore, they may explore further use of these jewels
to enhance other items, such as embedding armor and weapons with gemstones to give special
properties.
These tools are sufficient for this profession. As such, no other tools or items are suggested.
Jewelry Smithing
Gemstones that have been prepared can then be used to fashion jewelry to be worn. As a
luxury product or adventuring equipment, jewelry holds great value to the average person.
Creating jewelry takes time, effort, skill, and resources. The precious metals that jewelers work
with carry great value by themselves, making the creation of jewelry quite expensive. This, of
course, only increases the value of jewelry, making it that much more desirable to take up the
lapidary art.
Magical Jewelry
Some jewelry can be enchanted based on the properties of the gems and precious metals.
Combined with Arcane Essence, magical items can be crafted through these gems based on
their properties.
Skill Checks
Jewelry
The art of a lapidary is difficult to perform, requiring knowledge, manual dexterity, and the ability
to perceive small flaws within a gemstone. These situations call for a new skill that can be used
for all checks relating to using the Jeweler's Tools: Jewelry. Jewelry checks use proficiency in
Jeweler's Tools, similar to making a skills check in any other skill. Likewise, an attribute is added
to the check that gives extra potential bonuses. For example, being required to facet a diamond
to increase its value may call for a Dexterity (Jewelry) check, while observing the cultural value
of a strange gem would require an Intelligence (Jewelry) check. Some examples of common
skill checks can be found below.
Dexterity
With all artisan skills, a small degree of manual dexterity is needed. From engraving a gold ring
to cutting a gem, a pair of steady hands can go a long way in the jewelcrafting business. As
such, a Dexterity (Jewelry) check may be used to test a jeweler's hands.
Intelligence
The techniques used by jewelers of various cultures utilize special methods to accomplish
different goals. An experienced jeweler knows how to easily and quickly recall various types of
styles, as well as identify which of these techniques were used on jewelry they have seen
before. For these cases, an Intelligence (Jewelry) check can be used.
Wisdom
Although the cultural and historical knowledge of jewelcrafting leans on memorization and logic,
it takes instinct and knowledge of the natural world to identify gemstones. The ability to identify
a gemstone may come in handy when discerning its quality, too. For situations that involve the
natural and preternatural qualities of gemstones, a Wisdom (Jewelry) check should be used.
Gemstones
A gemstone is typically found in treasure hoards as a finished product; a cut and polished jewel
that fetches far more value than its uncut variation. However, gems that are found underground
or mined from an ore vein need to be processed in order to sell or use for jewelry.
Cutting and polishing one gemstone takes 8 hours, but does not require a skill check for those
proficient with the Jeweler’s Tools.
Gemstone Rarity
The rarity of a gemstone is based on its value, and each holds special magical properties that
can be used for crafting. However, the rarity of the gemstone fit into the jewelry must be the
same as the rarity of the ornament it is fitted into. The following table shows the rarity of each
gemstone based on its value.
Value Rarity
10, 50 gp Common
100 gp Uncommon
500 gp Rare
5,000 gp Legendary
Types of Gemstones
Each type of gemstone is broken into subcategories, based on their rarity and their Aspect.
The value of each gemstone reflects their values found in The Dungeon Master's Guide. They
are reiterated here to include the Aspect each gemstone holds.
Aspects
The following is a list of Aspects a gemstone can have. To make a certain magic jewelry item, a
character needs a gemstone of a certain rarity and Aspect.
Courage
Bravery in the face of danger.
Temperance
Self-imposed restraint of pleasure.
Charity
Giving freely to those in need.
Magnificence
Exaltation by force of personality.
Confidence
Belief that one may stand against the odds.
Honor
Sworn duty, bound by conviction.
Patience
Delayed gratification.
Amiability
The boundless compassion to welcome the stranger.
Truth
Knowledge that shines like a lighthouse amidst a storm.
Wit
Shrewdness of the mind gives way to a unique sense of humor.
Companionship
Loyalty to those who trust you.
Justice
Level-headed and impartial judgement.
Gemstone Aspects
10 GP Gemstones
Aspect Gemstone
Magnificence Eye agate (translucent circles of gray, white, brown, blue, or green)
Honor Lapis lazuli (opaque light and dark blue with yellow flecks)
Amiability Moss agate (translucent pink or yellow-white with mossy gray or green markings)
Amiability Onyx (opaque bands of black and white, or pure black or white)
Companionship Star rose quartz (translucent rosy stone with white star-shaped center)
100 GP Gemstones
Aspect Gemstone
Companionship Labradorite (opaque bands or splotches of gray, brown, blue, yellow, or green)
500 GP Gemstones
Aspect Gemstone
Courage,
Black pearl (opaque pure black)
Magnificence
Patience,
Peridot (transparent rich olive green)
Amiability
Temperance,
Topaz (transparent golden yellow)
Companionship
1,000 GP Gemstones
Aspect Gemstone
Courage, Honor, Black opal (translucent dark green with black mottling and golden flecks)
Confidence Blue sapphire (transparent blue-white to medium blue)
Amiability, Wit, Opal (translucent pale blue with green and golden mottling)
Companionship Star ruby (translucent ruby with white star-shaped center)
Truth, Justice, Star sapphire (translucent blue sapphire with white star-shaped center)
Magnificence Yellow sapphire (transparent fiery yellow or yellow-green)
5,000 GP Gemstones
Aspect Gemstone
(Choose Any)
Making an Ornament
An ornament requires Precious Metal Scraps to make. These scraps describe any sort of
precious metal that is primarily used for luxury, such as silver or gold. Precious metals can be
purchased from stores, or recycled from other sources such as old treasure items.
Converting an Art Object to scraps of precious metals will produce scraps as shown in the table
below. Converting items back to scrap takes 1 week and requires no skill checks to make.
25 gp 5 Scrap
250 gp 50 Scrap
Ornament Types
The following is a list of items and the base value they hold. This value is multiplied by the skill
check made when producing the jewelry item. A single check is made regardless of the item
produced, but the rarity is always of Common value. To improve the rarity, extra time and skill
checks are needed.
Jewelry Value
The value of any piece of jewelry follows a consistent formula:
Rings
Grimmal A series of smaller hoops that lock together at the bezel to form the ring
Headpieces
Circlet A smaller band of precious metals and jewels placed around the head
Tiara A circular band, often wreath-like, that is fixed on the front of the head
Neckpieces
Pendant A gemstone fit onto a chain that fits loosely on the neck
Bracers
Armlet A band that is worn on the upper arm, close to the shoulder
Arm band A flat band that is fixed to a chain that fits loosely on the upper arm
Bracer Protective bands that cover the wrist to the mid-forearm and is gilded
with precious metals and jewels
Emblems
Brooch A pin that works both as decoration and as a way to pin clothing
Rod
Total Arcane Essence Cost (min. 0) = Arcane Essence - Jewelry Value (GP)
Unlike most magic items, enchanting jewelry requires only an additional week and a single skill
check that scales based on the following table.
Rarity DC
Common 13
Uncommon 15
Rare 17
Very Rare 19
Legendary 20
Leatherworker’s Tools
Why Leatherworking?
Dextrous characters often rely on lightweight armor composed primarily from leather, while
others may use leather backpacks to carry their material goods with ease. Leather objects have
a tendency to deteriorate and require repairs. As such, this system facilitates the process of
creating and repairing leather items.
● A knife
● A small mallet
● An edger
● A hole punch
● Thread
● Leather scraps
Because this system uses leather scraps as a finite resource for creating and repairing items, it
is not included in this iteration of Leatherworker's Tools. Otherwise, the list remains unaffected.
This process allows a leatherworker to acquire raw hides to use, but there are the occasional
leather workers whose scavenging abilities allow them to seek out leather scraps not actively
used. The leather scraps may also be used after some recycling preparation.
Tanning
Another trade a leatherworker can practice is the ability to properly tan raw hides into supple
leather. The conversion animal hides into leather is a tedious task, but the rewards primarily
entail the ability to use the newly-acquired leather for crafting purposes.
Crafting
The main attraction of the leatherworking profession is the ability to craft leather items, both
mundane and magical. From armor to waterskins, the creation of leather items relies on
fabricating leather sheets or scraps into the desired product. The process of crafting leather
objects takes time, resources, and skill in proportion to the complexity and quality of the finished
good.
Repairs
A leatherworker can also repair items that are made of leather. Using scraps or sheets of
leather, the wear and tear dealt to a leather object can be undone. This supplement will
introduce mechanics to record damage from use on armor, weapons, and other metal objects,
as well as a way to repair them.
Skill Checks
A new skill is used for all checks relating to using the Leatherworker's Tools: Leatherworking.
Leatherworking checks use proficiency in Leatherworker's Tools, similar to making a skill check
in any other skill. Likewise, an attribute is added to the check that gives extra potential bonuses.
For example, skinning the hide of a beast would require a Dexterity (Leatherworking) check,
while observing the cultural origins of a leather pattern would require an Intelligence
(Leatherworking) check.
Getting Hides
Creatures of different sizes demand different amounts of time and skill to finish skinning. As
such, a table is provided below to determine how much time and skill are required to extract a
creature's hide, as well as how much hide that creature provides.
Size Time Skill Checks Product
The rarity of the hide found on a creature depends on its Challenge Rating, which in turn gives
different rarities of leather to be used for crafting magic items.
CR Rarity
0-3 Common
4-9 Uncommon
11 - 15 Rare
16 - 20 Very Rare
20+ Legendary
Tanning Leather
If one acquires a piece of hide, it must be tanned to be used. The tanning process inhibits decay
that normally affects organic matter, giving the produced item long-term use. Hides of certain
sizes will produce certain amounts of leather sheets that can be used.
Skill Sheets of
Size of Hide Time Cost Checks Leather
Medium
8 hours 5 sp 1 4 Sheets
Hide
Gargantuan
2 weeks 10 gp 2 40 Sheets
Hide
Leather Crafting
Making items with the Leatherworker’s Tools uses leather scraps. Scraps can be foraged,
purchased, or found in treasure hoards, and are found in five different rarities. The rarity of the
scraps determines the quality of the items produced from them, and thus the capability of the
created items to be upgraded and enchanted. The following table shows the maximum Difficulty
Class of skill checks made when working with specific rarities of scrap.
Rarity Maximum DC
Common 13
Uncommon 15
Rare 17
Very Rare 19
Legendary 20
Each leather object has a particular amount of leather that they require. Scrap retrieved from
recycled items will always be half the cost of the value to create it (rounding up), and will not
give back any non-scrap items used to create it.
Leatherworking recipes of items in the 5E Source Reference Document can be found in the
Appendix.
Mason’s Tools
Why Masonry?
If a player or a party wishes to contribute some downtime to finding work, construction is an
excellent avenue to pursue. Aside from the money, it contributes to the growth of a city or town
and gives a sense of progression in the world as the party defeats great calamities to preserve
that growing world. If the party wishes, they may instead use their skills to produce works of
brick for themselves, such as building a new tower on their stronghold or even laying foundation
and walls for a new home.
Inside the Mason’s Tools
Xanathar’s Guide to Everything presents a list of materials that are included in a set of Mason’s
Tools.
● A Trowel
● A Hammer
● A Chisel
● Brushes
● A Square
● A Rasp
● A Level and Plumb Bob
● A Pickaxe
Construction
Any large work of construction that consists primarily of stone falls into this category. From
renovating a temple wall to constructing a new stronghold for the party, understanding masonry
can help designing, building, and repairing structures, as well as managing these projects.
Stone Statues
Masons may also use their tools for artistic purposes, creating intricate statues, engravings, and
designs out of stone. As an art form, it is highly sought after by curators. However, some statues
even carry magical properties, too.
Stone Sentinels
The sculptors of old often fashioned gargoyles from stones infused with magic that gave life to
their stony creations. With a little time and materials, a mason may also design sentient
constructs that carry out the tasks of their masters.
Skill Checks
Masonry
Skill checks that involve the Mason’s Tools and mining use the skill check Masonry. Proficiency
in Mason’s Tools allows a player to add their proficiency bonus to Masonry checks. Additionally,
an attribute is added to the skill check, like any other skill. Hauling stone up a pulley, for
example, may require a Strength (Masonry) check, while determining whether a certain
location is a suitable foundation may instead call for an Intelligence (Masonry) check.
Strength
Some masonry jobs call for hauling, loading, unloading, or otherwise transporting stone. Seeing
as stone is quite heavy in large amounts, a Strength (Masonry) check may be needed to
successfully complete these tasks.
Dexterity
While some stonework deals with brute physical strength, there is a certain artistry to the
process of brick making and laying. Skills with intricate tools may be needed to succeed at
particular skills.
Intelligence
All masonry work depends on another very similar discipline: architecture. As a combination of
the natural sciences and mathematics, it takes a great mind to apply theoretical concepts to the
real world by way of architecture. Nature also plays a role in architecture, especially when
searching for areas with proper foundation. Finally, historical knowledge draws upon knowledge
that an architect has. As such, situations that call for investigating structural integrity,
foundations, or historical significance draw upon Intelligence.
Digging
Proficiency in Mason’s Tools also gives more efficiency when digging. While digging through
hard stone, characters can dig a X x 6 x 2 foot cube every 4 hours. X is equal to the character’s
Strength modifier (min. 1) without proficiency in Mason’s Tools. Characters proficient in
Mason’s Tools instead use their proficiency bonus + their Strength modifier (min. 1). A 5th
level mason with 16 Strength can dig a 6 x 6 x 6 cube every hour. These cubic feet can be
relegated to any pattern or shape within reason.
Materials
Summary
Before a mason commits themself to a project, it is advised that they know what sorts of
materials they use. Not only will it be easier to visualize what is desired out of masonry skills,
but also it modifies the overall time and cost to complete the project.
Bricks
Bricks are the bread of any building composed out of stone. They are compact, making them
easy to transport; uniform, making them easy to manipulate; and solid, making them still resilient
to wear and tear from outside forces. Choosing a material and size for your bricks affects the
cost, defense, and maintenance needs of a construction project. Underground areas require a
ceiling, unless the area is under foundation blocks.
Stairs (3") 4 sp 1 sp 17 30
Create your own Bricks
You can give special properties to specific bricks to diversify the construction materials provided.
If doing so, consider also adding an additional disadvantage when adding an advantage, and
vice versa.
d8 Special Advantage
1 Half maintenance cost
2 Half installation cost
3 Increase AC by 2
4 Resistance to non magical damage
5 Resistance to magical damage
6 Half installation time
7 Doubled Damage Threshold
+ 1 to Masonry checks made when using
8
this material
d8 Special Disadvantage
1 Doubled maintenance cost
2 Doubled installation cost
3 Decrease AC by 2
4 Vulnerable to non magical damage
5 Vulnerable to magical damage
6 Double installation time
7 Halved Damage Threshold
- 1 to Masonry checks made using this
8
material
Beginning a Project
Buildings composed of stone, whether entirely or only partly, are complicated ordeals composed
of engineering, architecture, and a bit of historical know-how. What's more, a variety of
resources must be expended to cover the cost of a construction project, whether those
resources be time, money, labor, or other services.
Time
The process of designing, planning, and constructing any sort of elaborate project can take
weeks, even months, to finish. As such, it will usually require a considerable amount of
downtime to commit to a project. The time spent is proportional to its size and nature. For
example, a restoration project will take less time than constructing a brand new structure, and a
stone cottage will take less time than an elaborate fortress with an underground sewer system.
It takes 8 hours for one mason to construct a 10 x 10 ft. wall of stone brick, standing up, laying
down, or in any orientation. This time also includes cutting stone into bricks, mixing mortar, and
aligning bricks. However, when renovating, fortifying, or otherwise dealing with an established
structure, the amount of time it takes to complete a project may change.
Money
Money is used as a catch-all to cover the costs of stone supplies, mortar, and (optionally) extra
workers. Without the proper finances, certain benefits cannot be afforded, whether it may be
superior materials, more laborers, or even land to purchase in the first place (though purchasing
land won't be explored in this supplement).
Bricks
The cost of bricks also accounts for the cost of mortar and non-stone materials in the case of
constructing ceilings.
Maintenance
Maintenance applies to both the necessary resources to repair a structure and the labor to carry
out repairs. As such, the maintenance cost is per 10 sq. ft of one material type, as the cost is for
constructing it.
Extra Labor
As stated before, one worker can complete a 10 x 10 sq. ft of masonry in the course of 8 hours.
However, more than one individual can work on a particular project. Workers will work to a
degree of efficiency equal to the pay they receive, meaning higher skilled labor is more
expensive but faster.
Stone Sentinels
Living Stone
Some masons devote their time to creating constructs that follow the orders of their master.
From gargoyles to a towering colossus, they follow very basic instructions to their best ability as
long as they are active. Stone Sentinels widely range in their capabilities, from being able to
detect danger from afar to being excellent physical labor.
Creating a Stone Sentinel
Stone Sentinels require certain materials to create and maintain. These materials include stone,
gems, and magical components needed to enchant a stone statue with the abilities to carry out
its tasks.
As well as costing money to create, a Stone Sentinel also requires a certain amount of time to
create as well. Intricate creations take more time while simple constructs take less.
Watchers
The first and most simple of the Sentinels is the Watcher. It surveys areas for trouble, emitting
sound when it detects danger. Usually built with minimal features, these effigies are no more
than a foot and a half tall. They come mostly in shapes of small beasts and humanoids sitting on
a round object.
Stone Guard
Standing at around the same height as the humanoids they imitate, Stone Guards are simply
sculptures that may move about and interact with the world. They are used to perform physical
labor, defend settlements, and keep the peace as guards, though they are considered to be
inferior to the larger and stronger Golem constructs.
Gargoyle
Not to be confused with the Terrans of the same name, these bat-like creatures are the most
famous of Sentinels, standing guard over castles and wizard towers alike. They are somewhat
more expensive than Stone Guards, but are much better equipped for combat and have flying
capabilities.
Golem
Stone Golems are somewhat more expensive than Stone Guards, but are much more efficient
at performing labor. Although they come in various types of materials, a sculptor is limited to
constructing Golems from stone materials.
Colossus
A towering being, larger than most living things. This construct is excellent at defending an area
against hordes of enemies. It may also be employed to siege other lands simply because of its
mere size. Whatever the case, the very presence of this construct is highly suspicious, and the
beginnings of constructing one can be easily misconstrued as an act of war.
Gargoyles as Constructs
Although Gargoyles appear as Elementals in the Monster Manual, Gargoyles that are created
through Mason's Tools are considered Constructs.
Stone Sentinels as enemies
Stone Sentinels can be created by anyone with knowledge of Mason's Tools. As such, an
adversary or rival of the players may employ a Stone Sentinel against them. Likewise, towns
and cities may use these Sentinels for civil service, similar to how some towns use Golems as
guards. Whatever the situation, the Stone Sentinels use the stats as shown in the Appendix.
Navigator’s Tools
Why Navigation?
Navigation is an essential part of exploring the world beyond civilization. From the earliest
editions of Dungeons and Dragons, exploring the wilderness presented the challenge of getting
lost. For those who are proficient with Navigator's Tools, it becomes more difficult to lose one's
position, and also allows one who gets lost to get right back on track. Proficiency in Navigator's
Tools can also allow one to better interpret maps made by others by recognizing landmarks
recorded by mapmakers.
● A sextant
● A compass
● Calipers
● A ruler
● Parchment
● A quill and ink
These help for the basics of navigation, and do not need further necessities. As such, no other
equipment is added by this supplement.
Trailblazing
When traveling in the wilderness, it can become easy to get lost without a method of keeping
track of one's position. Whether using physical locations or the position of stars in the sky,
knowing your direction can mean a great deal when exploring the unknown.
Traveling
When traveling from point A to B, the only thing to be maintained is direction in relation to one's
destination. A navigator needs to be aware not only of their own orientation and position, but
also the direction needed to get to the desired location.
Rerouting
Sometimes, even the best navigators get lost. When this happens, it is important to properly
record one's position to make a decision on how to return to a desired position. For example, a
ship may get lost at sea and require the navigator on board to find their coordinates to find out
where the closest port is located. But navigating doesn't always require coordinates. Some
navigators can use landmarks just as easily, recording the presence of familiar and unmoving
monuments to better record one's position in relation to civilization.
Skill Checks
Navigation
Whether blazing a trail or retracing one’s steps to return to the familiar, a navigator must rely on
the skills they have learned from studying Navigator’s Tools. As such, these skills can be
surmised into one skill: Navigation. A player proficient in Navigator’s Tools is proficient in
Navigation. Making a skill check related to the Navigation, then, adds a proficiency bonus to the
total if the player is proficient in Navigator’s Tools.
Intelligence
Intelligence refers to the logical ends of navigation, such as memorizing landmarks and using
devices to plot out the directions needed.
Wisdom
Wisdom refers to the ability to search the unknown, and to blaze a new trail into the wilderness.
Explorers benefit greatly from having higher intuition, and from the ability to find roads and
monuments that indicate nearby civilisation.
Setbacks with Navigation
Instead of setbacks, failing a Navigation check incurs a Travel Mishap. For more information,
visit the Travel section in the Introduction.
Painter’s Supplies
Why Painting?
Painting seems like a very unusual trade for an adventurer to pick up. It has no direct relation to
the creation of items, such as Smith’s Tools, nor any direct utility to an adventurer, such as food
from the Cook’s Utensils. However, Painter’s Supplies does not only give the power to paint, but
also the ability to suffuse magical properties into a painting. From magical tattoos to demiplane
portraits, a painter is the master of all things relating to ink and oils that leave a lasting
impression.
Drawings
Like the Calligrapher’s Supplies’ Documents, the Painter’s Supplies can be used to create
pictures and sketches that depict a scene or image to a viewer. These Drawings confer special
benefits to the viewer, such as bonuses to checks or saving throws against specific effects.
Grand Portrait
A grand portrait is a masterpiece composed by the greatest and most talented of painters.
Prized for their beauty, the nature of these paintings also gives way to different magical effects,
such as teleportation or the creation of demiplanes.
Tattoos
Tattoos act as aesthetic or symbolic importance, but can also be infused with magic to produce
extraordinary qualities in their wearer like any other magic item.
Skill Checks
Painting
Skill checks related to making drawings or knowledge pertaining to the arts demand a Painting
check. Proficiency in Painter’s Supplies allows the character making the check to add their
proficiency bonus to Painting checks. For example, the process of painting or drawing
something may demand a Dexterity (Painting) check while observing a portrait’s context can
call for an Intelligence (Painting) check.
Dexterity
Painting and other forms of artwork require an artist to make fine strokes and details with their
hands. Dexterity contributes for skill checks made relating to these tasks.
Intelligence
The cultural and historical contexts of a painting can give special insights into its message.
Additionally, investigating a painting for clues can help when solving a mystery
Charisma
The ability to depict a scene or to capture a certain emotion demands a sense of conviction
within the artist. That is, a certain connection to the mortal experience is necessary to create a
work that tugs at the heartstrings.
6 The painter makes the project’s remaining skill checks with disadvantage
Artwork
Artworks describe any sort of visual art that captures the appearance of an object. This includes
charcoal stencils, oil paintings, and even cave drawings. Producing an artwork takes time and
resources based on its rarity- which then improves the quality and benefits the drawing then
bestows.
Creating Artwork
Developing artwork is accomplished equally among any visual medium: a stencil takes as much
time and effort to produce as a painting. Likewise, two artworks of equal rarity have the same
capacity to perform certain benefits. The following table shows how many benefits each rarity of
Artwork can bestow, as well as the time and money costs for each of these rarities.
Common 1 13 30 gp 3 days
Artwork Properties
Each rarity of Artwork can select a certain “type” of Artwork that a certain piece is. This can be
dependent on the subject material, but generally is up to the player to choose beyond these
requirements. Additionally, all Artwork can be sold at a value equal to twice the cost to produce
it.
Artwork Benefits
These benefits can only apply once for every creature; when that creature benefits from the
Artwork, they cannot benefit from it again. Artworks are about 5 x 5 square feet and weigh about
20 pounds, and sell for twice the cost to produce them.
Aesthetic
Common or greater
The painting is beautiful and fetches a much higher price. The value of the painting is equal to
four times the cost to produce it.
Anatomical
Common or greater
Depicts the dissection of a creature, which is necessary to produce this Artwork. Studying this
diagram for 1 hour grants advantage on all attacks against this creature for 1 week. The CR of
the creature an Artwork can depict depends on its rarity.
Rarity CR
Common 0-3
Uncommon 4-9
Rare 11 - 15
Very Rare 16 - 20
Legendary 20+
Arcane
Rare or greater
The painting is magical in some way. As such, it can either operate as a source of 1,000 Arcane
Essence or as a means of producing Grand Portraits.
Genre
Common or greater
Artwork that captures the life of people simply living in the moment. When the painter begins to
produce the work, they may choose one skill. When this Artwork is studied by a creature, they
gain advantage on a number of skill checks relating to that skill based on the rarity of the
Artwork.
Rarity Checks
Common 1
Uncommon 2
Rare 4
Very Rare 8
Legendary 12
Gilded
Common or greater
An artwork that is gilded is especially valuable. Instead of being worth double the value, it is
worth three times the cost to produce the work.
Historic
Common or greater
An Artwork that captures a scene in history- whether political, religious, or personal- studied by
the painter. When a creature studies this Artwork for 10 minutes, an amount of skill checks
made relating to this event are made with advantage based on the rarity of the Artwork.
Rarity Checks
Common 1
Uncommon 2
Rare 4
Very Rare 8
Legendary 12
Landscape
Rare or greater
A landscape is a special type of painting that depicts a certain region, which the painter must be
able to observe when composing this Artwork. This Artwork can be used as a Map with an
amount of benefits equal to the rarity of the Artwork.
Rarity Benefits
Rare 1
Very Rare 2
Legendary 3
Mistake
Common or greater
A portrait that has been unsuccessfully made is a Mistake. Sometimes, Artwork will need extra
work to fix. A Mistake painting is the same rarity as the intended piece, and only needs one skill
check, half the time, and no extra cost of an Artwork of the same rarity to produce into a new
Artwork with a desired benefit.
Portrait
Common or greater
A portrait that depicts a person or group of people. This artwork can improve relations with the
people who are depicted in the work or grant special insights to their psyche, granting
advantage to a number of skill checks made relating to the person or people.
Common 1 1
Uncommon 10 2
Rare 25 4
Very Rare 50 6
Legendary 100 10
Still Life
Uncommon or greater
Depicts an object that has been observed by the painter. After studying the diagram for 10
minutes, a number of skill checks made relating to the object are made with advantage.
Rarity Checks
Common 1
Uncommon 2
Rare 3
Very Rare 4
Legendary Any
Symbolic
Uncommon or greater
Depicts a symbolic image that serves as an unsolvable metaphor for the audience to interpret.
Creatures with an Intelligence score above 8 that study this painting for at least 1 minute hold a
unique opinion about the inner meaning of the painting. It must make a Wisdom saving throw,
and does so with advantage if you or your companions are fighting it. If it fails the saving throw,
it is compelled to argue with other creatures about the Artwork’s inner meaning or until it takes
damage from a non-arguing creature. The Difficulty Class scales with the rarity of the Artwork.
Rarity DC
Uncommon 13
Rare 15
Very Rare 17
Legendary 19
Grand Portraits
Arcane Artwork can be further enhanced to produce paintings that have special properties
etched within their canvas. These Grand Portraits have unique abilities that are significantly
more powerful than normal Artwork. Grand Portraits are large paintings, weighing about 50
pounds each, having a volume of about 100 square feet.
Additionally, each rarity of Grand Portrait requires a certain amount of Arcane Essence to
activate, as shown in the table below.
Demiplane
Very Rare or greater
As an action, the painter can activate the painting and enter it as if it were an entrance to a
demiplane. The nature of the demiplane is identical to the one described in the Demiplane spell,
except its entrance is permanent as long as the painting remains intact.
Elemental Gate
Rare or greater
Once a week, the painting allows the painter to summon an elemental of CR 5 or lower as a 10
minute ritual. The elemental remains loyal to the painter, but only one may be summoned at a
time through the use of a Grand Portrait.
Rift
Legendary
After spending 1 hour fastened to a solid wall, the painting can be activated as an action to act
as a portal across the multiverse, as if it were casting the Gate spell.
Labyrinth
Very Rare or greater
The painting leads to a demiplane containing a giant labyrinthine maze. Once a week, the
painter can use an action to cast Maze on a creature, banishing them to the maze within the
painting. Upon the spell’s expiration, or if the painting is accessed by a creature friendly to the
target, the target is released at the point of the painting.
Passwall
Rare or greater
Once a week, the painting can be set up and activated on a wall to act as a Passwall spell for
up to 1 hour or until dismissed by the painter.
Portal
Very Rare or greater
The painting acts as a teleportation circle, as if it were affected by the permanent variant of a
Teleportation Circle spell. The painter has the sigil sequence memorized, but anyone with the
ability to teleport can also memorize the sigil sequence.
Prismatic Portrait
Legendary
The painting can be activated as an action to act as a barrier, as if it were casting the Prismatic
Wall spell. The barrier lasts for 10 minutes before dissipating. The barrier cannot be deployed
again for 1 week.
Telepathic Portrait
Rare or greater
Once a week, the painter can activate this painting to cast Rary’s Telepathic Bond.
Tattoos
Tattoos are intricate patterns and designs that appear on the body. Unlike paintings, tattoos
operate more as passive effects than magical benefits that operate sporadically. Tattoos date
back thousands of years, spanning across many different cultures, so their appearance can
widely differ between styles. A painter is proficient in creating tattoos of all kinds, and their
application to a body gives way to providing special abilities.
The wearer of a tattoo must attune to a tattoo in order to receive its benefits.
Making a Tattoo
Tattoos require an amount of money and Arcane Essence to produce, reflecting the resources
and magical enchantment needed to produce the tattoo. However, all tattoos require only 8
hours to finish and 1 skill check to make, with a Difficulty Class scaling based on the rarity of the
desired tattoo.
Common 13 10 gp 20
Types of Tattoos
Armor Tattoo
Rare Tattoo
When attuned to this tattoo, the wearer gains +1 to their Armor Class and their saving throws.
Climbing Tattoo
Uncommon Tattoo
While attuned to this tattoo, the wearer gains a climbing speed equal to their walking speed.
They also have advantage on Strength (Athletics) checks made to climb.
Colorful Tattoo
Common Tattoo
While wearing this tattoo, it glows a dim color that the wearer can adjust at will.
Evasion Tattoo
Very Rare Tattoo
While attuned to this tattoo, the wearer is much more evasive. This tattoo has 3 charges, and it
regains 1d2 expended charges daily at dawn. When the wearer fails a Dexterity saving throw
while wearing it, they can use their reaction to expend 1 of its charges to succeed on that saving
throw instead.
Martial Tattoo
Very Rare Tattoo
While attuned to this tattoo, the wearer gains one Superiority Die. This die is a d6.
Additionally, while attuned to the tattoo, the wearer knows an additional Maneuver: Resolve.
Resolve: When you make a saving throw, you can use your reaction and expend one
superiority die to gain a bonus equal to the number you roll on your superiority die.
Rage Tattoo
Rare Tattoo
While attuned to this tattoo, the wearer has the ability to use Rage once per short rest.
The wearer enters a rage as a bonus action. While raging, they gain the following benefits while
not wearing armor:
These effects last for 1 minute or until the end of a round in which the wearer did not make an
attack roll nor receive damage. During this time, the wearer cannot cast spells nor concentrate
on spells. The wearer can also dismiss these effects as a bonus action.
A barbarian wearing this tattoo can instead gain an additional charge of their Rage, which
scales with their class features.
Shadow Tattoo
Uncommon Tattoo
While attuned to this tattoo, the wearer can make one Dexterity (Stealth) check with advantage.
The wearer regains this ability after a short or long rest.
Warrior Tattoo
Rare Tattoo
After the tattoo is completed, the wearer must choose one of the following damage types:
● Acid Resistance
● Cold Resistance
● Fire Resistance
● Force Resistance
● Lightning Resistance
● Necrotic Resistance
● Poison Resistance
● Psychic Resistance
● Radiant Resistance
● Thunder Resistance
When the wearer is attuned to the tattoo, they have resistance to the chosen damage type.
Zephyr Tattoo
Uncommon Tattoo
While attuned to this tattoo, the wearer’s walking speed becomes 30 feet, unless it was already
higher, and their speed isn't reduced if they are encumbered or wearing heavy armor. In
addition, they can long jump three times their normal distance, though they can't jump farther
than their remaining movement would allow.
Scroll Painting
Magical spell scrolls can be composed using the skills of a painter and visual models to help a
reader discern the process of casting the spell.
If the painter is able to cast the spell they are transcribing into a scroll, they have advantage on
the skill checks made composing it.
Cantrip 30 1 12 1 day
1st 50 1 13 3 days
Poisoner’s Kit
● Glass vials
● A mortar and pestle
● Chemicals
● A glass stirring rod
Because of the vague use of chemicals, it can be assumed that these chemicals are
preservatives to keep poisons made of blood or venom from coagulating or otherwise spoiling.
Extraction
Extracting poison from wild animals is a classic method of gathering weaker poisons, but some
particularly strong creatures- such as the Carrion Crawler or the Purple Worm- can have
devastating impacts on living creatures.
Processing
Poisons may also be processed similar to alchemical ingredients. Flowers such as nightshade
or midnight tears have poisonous secretions that must be coaxed out of the plant to be used. As
such, the procedures to do so vary from those extracted from creatures.
Treatment
The knowledge of poisons around the world also comes with a more subtle benefit: the ability to
treat them. With the use of age-old poison extracting methods, from blood-letting to neutralizing
injections, you have a wide variety of tools at your disposal to treat poison. Doctors tend to
specialize both in alchemy and poison curing.
Skill Checks
Toxicology
Skill checks that rely on one's knowledge of poisons and poison-related trades can be
summarized into one skill: Toxicology. Skill checks relating to skills using a Poisoner’s Kit
requires a Toxicology skill check. For example, identifying the Alchemical properties of a poison,
would call for an Intelligence (Toxicology) check, while identifying the presence of poison in an
injured person requires a Wisdom (Toxicology) check.
Dexterity
Working with one’s hands, like in Alchemy, is an important part of making compounds to achieve
an end. Whether measuring reagents or harvesting poisons, a steady hand can mean a great
difference for poisoners.
Intelligence
Knowledge of the natural world is essential for developing poisons. Poisoners also benefit from
intelligence by knowing proper procedures when processing, making, and recognizing poison.
Wisdom
Knowledge of poison comes with the ability to treat and even cure poison. In addition, some
survival techniques passed down by folklore and legend can aid in the extraction of poisons
more than booksmarts.
Processing
Some animals and plants do not actively poison others. Instead, they secrete toxins that are
lethal for potential predators. By processing these creatures, their toxins can be used for
poisoning others intentionally.
Procedure
Primarily by inducing alchemical reactions within the object, a poisoner can encourage the item
to muster all of its venom at once, expunging the creature in the process. Any venomous object
has a set of 2 alchemical properties and the Toxic property. A processed poison, then, is based
on a venomous object and one other ingredient that share the Toxic and one other alchemical
property with the final product.
As a result, a concentrated form of the toxins remain. Unfortunately, this renders the specimen
inert, meaning the ingredient cannot be used again.
Product
Some plants and animals have their poisons described in the Dungeon Master's Guide
alongside their venomous counterparts, but many of the venomous creatures of the world have
poisons that are implied to be processable. You can follow this table to determine how potent a
toxin might be based on the challenge rating of the creature the poison was extracted from. The
CR of the creature can also determine the rarity and innate value of the toxin.
0-4 Common
5 - 10 Uncommon
11 - 14 Rare
15 - 17 Very Rare
18 + Legendary
Potter’s Tools
Why Pottery?
Pottery serves as a means of generating valuable art, static storage items, and cultural relics.
Although most DMs prefer to store items in theoretical storage for convenience, a crunchier
system can demand the storage of some items into pottery., such as coins, liquid, and Arcane
Essence. Even without this optional idea, pottery is the tool kit with the most efficient money
generation because the profession has little adventuring use outside of academic work.
Pottery
Pottery has all sorts of uses. Whether as cultural relics to be treasured or as specialized
storage, clay pots and urns can be created to specialize in many different roles.
Urns
Urns can be enchanted to create magic items such as the Alchemy Jug.
Skill Checks
Pottery
Skill checks related to making pottery or knowledge pertaining to the various styles of pottery
and ceramics demand a Pottery check. Proficiency in Potter’s Tools allows the character
making the check to add their proficiency bonus to Pottery checks. For example, the process of
producing pottery on a potter’s wheel may demand a Dexterity (Pottery) check while identifying
the style of a specific piece of pottery can call for an Intelligence (Pottery) check.
Dexterity
Working with pottery on a wheel or with engravings and adornments requires steady hands to
ensure the delicate clay remains intact. Dexterity is used for checks that demand these skills.
Intelligence
Intelligence aids with the understanding of the cultural and historical origins of particular makes
and styles of pottery.
Wisdom
Sometimes a second revision of pottery is necessary to ensure the piece is properly prepared
before it is baked. Whether an imbalancing of the sides or inspecting the proper thickness of the
material, careful inspection is important to the success of a work of pottery.
d6 Setback
1 The finished pottery item has half the normal item hit points
4 The finished pottery item has half the normal Armor Class
Properties of Pottery
Sizes
The size of a pottery piece adjusts its properties, such as its cost, value, and maximum storage
capacities. The size threshold refers to the maximum width of an object that can fit into the
pottery as well as some examples of items that meet the criteria.
Tiny x 0.25 Double the total cost x 0.25 1 lb. 1 quart Tiny (Coins,
sand,
gemstones)
Small x 0.5 Double the total cost x 0.5 2 lb. 1 gallon Small (Arrows,
daggers, spell
scrolls)
Medium x 1.0 Double the total cost x 1.0 10 lb. 10 gallons Small (Arrows,
daggers, spell
scrolls)
Large x 2.0 Double the total cost x 2.0 30 lb. 30 gallons Medium (Short
swords,
helmets, boots)
Statistics
All pottery, regardless of size, share the same statistics for combat. Keep in mind that these
statistics can be adjusted using special Benefits that a piece can have.
● Armor Class: 15
● Item Hit Points: 10
● Damage Vulnerabilities: Bludgeoning, Force, Thunder
● Damage Immunities: Acid, Poison, Psychic
Common 1 13 30 gp 3 days
Pottery Benefits
Each rarity of Artwork can select a certain “type” of pottery that a certain piece is. This can be
dependent on the subject material, but generally is up to the player to choose beyond these
requirements. The value of any pottery is worth twice the normal cost to produce the piece.
Types of Benefits
Artistic
Common or greater
This pottery can act as a fine canvas for a painter, allowing a painting of up to an equal rarity to
be made on the side of this object.
Arcane
Common or greater
Pottery with the Arcane benefit usually carries magical properties that manifest themselves as
holy or arcane relics. As such, they can be used to store Bulk amounts of Arcane Essence or for
use in the creation of magical items. Arcane pottery of a Rare value or greater can be dissolved
to grant 1,000 Arcane Essence.
Burial
Medium or larger; Common or greater
Remains stored within the vessel are sealed with burial rites, granting the benefits of the spell
gentle repose. This effect only lasts for a certain amount of time, but pottery of greater rarity
increases the time that this effect lasts.
Rarity Duration
Common 1 month
Uncommon 1 year
Rare 10 years
Gilded
Common or greater
Gilded pottery simply describes any pottery that has special decorations or glazings that confer
a special value to the piece. The value of a Gilded pottery piece is three times the cost to
produce rather than twice that amount, but still costs twice as much as the cost to produce.
Lightweight
Uncommon or greater
The pottery is lighter, weighing less based on the rarity of the pottery. This does not affect the
weight of the items within the pottery.
Common x .75
Uncommon x .5
Rare x .25
Very Rare x .1
Secret Storage
Uncommon or greater
The pottery is designed in such a way that it can hold up to half of its contents hidden in a secret
compartment. The Difficulty Class to detect the compartment differs based on the rarity of the
pottery.
Uncommon 13
Rare 15
Very Rare 17
Legendary 19
Reinforced
Uncommon or greater
This piece of pottery is reinforced in a way to increase its Armor Class to 20.
Wide-Lipped
Uncommon or greater
The pottery has a far wider opening at the top, allowing larger items to fit.
Common 40 13
Uncommon 400 15
Rare 4,000 17
Legendary 200,000 20
The full list of recipes for magic items in the Source Reference Document can be found in the
Appendix.
Smith’s Tools
Why Smithing?
Martial classes often use metal weapons and armor. As such, a player may take an interest into
developing metal objects to use. On the other hand, a DM might wish to implement a system of
armor repairs to encourage a larger investment into a character's armor over time. This system
introduces methods for facilitating the crafting, and repairing, of metal armor, weapons, and
some trinkets by way of the Smith's Tools.
● Tongs
● Charcoal
● A Hammer
● A Whetstone
● Rags
What can a Smith do?
Metalworking
Perhaps the most obvious skill a smith has is the ability to work metal into useful objects. A
smith can use metal to forge new metal tools, weapons, and armor. Alternatively, they may
scrap metal objects to produce salvage to be used for other projects.
Handiwork
Whether it's a blunted sword or a dented helmet, an occasional repair is needed. A proficient
smith is able to make repairs to metal equipment. This supplement will introduce mechanics to
record damage from use on armor, weapons, and other metal objects, as well as an alternative
way to repair them.
Magic Items
Exceptional pieces of armor and weapons can be enchanted to produce magical variants that
are specialized in doing something far beyond what the normal item does.
Skill Checks
Smithing
Some situations put the abilities of a smith to the test. In these cases, a new skill can be used
for all checks relating to using the Smith's Tools: Smithing. Smithing checks use proficiency in
Smith's Tools, similar to making a skills check in any other skill. Likewise, an attribute is added
to the check that gives extra potential bonuses. For example, being required to keep a heavy
sword steady to strike against the anvil may warrant a Strength (Smithing) check, while
observing the historical origins of a strange suit of armor would require an Intelligence
(Smithing) check.
Strength
The ability to hold a heavy item steady while working with it can have an effect on the quality of
a work. As such, a smith's strength may be put to the test while working on something.
Dexterity
With all artisan skills, a small degree of manual dexterity is needed. From engraving metal to
sharpening a sword, smiths are no exception to this rule.
Intelligence
For some works lost to history, a certain knowledge of metalworking may be needed to recall or
deduce certain information.
d6 Setback
The amount of a type of scrap needed increases by x 1.5
1
(using a scrap that is already required)
The time it takes to finish the project increases by 1 unit of time (If the
2 project is measured in days, it takes one more day; if measured in
weeks, one more week)
3 The project is completed in need of repair
The smith is injured in the process, taking 2d6 hazard damage (see
4
below)
5 Future repairs will need 1d4 extra scrap per hit point
Hazard Damage
d4 Damage Type
1 Fire
2 Bludgeoning
3 Piercing
4 Slashing
Metalworking
Making items with the Smith’s Tools uses metal scraps. Scraps can be foraged, purchased, or
found in treasure hoards, and are found in five different rarities. The rarity of the scraps
determines the quality of the items produced from them, and thus the capability of the created
items to be upgraded and enchanted. The following table shows the maximum Difficulty Class of
skill checks made when working with specific rarities of scrap.
Rarity Maximum DC
Common 13
Uncommon 15
Rare 17
Very Rare 19
Legendary 20
Each piece of weapons, armor, or other objects has a particular amount of scraps. In addition,
they also have a recycle value that they bestow when turned back into scrap. Scrap retrieved
from items is half the cost of the value to create it (rounding up), and will not give back any
non-scrap items used to create it.
The full list of items that can be made through the Smith’s Tools can be found in the Appendix.
Repairs
For a certain amount of scrap, repairs can be made to armor or weapons. A metalsmith can use
one metal scrap and 1 hour of time to restore an object’s hit points by 1d4 + their proficiency
bonus.
Magic Items
Items made of specific rarities will automatically produce the floating modifier enhancement.
That is, producing a weapon with Uncommon metal scrap will make that weapon a +1 without
any additional work. This makes acquiring a +1, +2, or +3 item much easier compared to
making a specialized variant of them.
To add further enhancements to an item, it must be enchanted with Arcane Essence. Some
items may have an alternative to Arcane Essence that allows a different recipe to be used.
Regardless, all magic items made using Smith’s Tools follow the Enchanting rules from the
Introduction.
Recipes for magic items in the SRD can be found in the Appendix.
Thieves’ Tools
Lock Picking
Picking locks allows entry into areas either forbidden by law or defenses while remaining subtle.
Trap Disarming
Traps are described in other books, such as The Dungeon Master’s Guide and Xanathar’s
Guide to Everything. However, to be able to deal with traps, a great number of skills are
necessary, sometimes making it difficult to keep track.This supplement will standardize the skill
checks needed to deal with traps, magical and otherwise, to give Rogues and DMs alike a
break.
Trap Setting
Though mentioned briefly in Xanathar’s Guide to Everything, the main focus of this
supplement’s take on the Thieves’ Tools will be for the player’s construction of traps. Knowledge
of the operation of traps allows a thief to hide their ill-gotten wealth and protect it with the very
weapons they so cleverly learned to avoid.
Skill Checks
Thievery
Skill checks related to picking locks, as well as dealing with the arming or disarming of traps,
use a Thievery check. Proficiency in Thieves’ Tools allows the character making the check to
add their proficiency bonus to Thievery checks. For example, picking a lock may demand a
Dexterity (Thievery) check while investigating the operations of a trap can call for an
Intelligence (Thievery) check.
Dexterity
Working with their hands, a thief can pick locks and disable complex machinery.
Intelligence
Some thieves invest their know-how into understanding the machinery behind a lock or a trap,
and can better understand how to assemble or disarm a device when given knowledge
regarding the process of its operation.
Wisdom
Detecting traps requires a perception that extends beyond practical knowledge. As such,
potential dangers are initially perceived by wisdom.
d6 Setback
Lock Picking
Picking a lock can require a number of skill checks depending on the complexity of the lock.
Most only require a single action, but others may require more time to resemble needing to
access multiple tumblers to open the lock.
However, rather than needing multiple checks, only one skill check is needed regardless of the
amount of time spent to open the lock.
Disarming
Disarming traps is explained in greater detail in The Dungeon Master’s Guide, but here a guide
will be provided in case a DM wants to unify the required checks necessary to deal with traps.
Detection
Detection relies on passive skills so the need for rolling perception to sweep every room will not
grind the game to a halt. As such, a DM should choose either Wisdom (Perception) or
Intelligence (Investigation) to detect mundane triggers such as pressure plates and trip wires.
Magical traps can use the opposite skill. For example, if a DM decides it makes more sense for
an investigative person to find physical signs of traps, more perceptive characters will tend to
notice the signs of a magical trap.
Operation
Investigating a detected trap can use a Thievery check, but a DM may find it appropriate to use
an Intelligence (Arcana) check or an Intelligence (Investigation) check. This step is not essential
to disarming the trap, but spending time investigating the operation of the trap allows for an
easier time to disarm the trap and to replicate its activating mechanics for later use.
Investigating the operation of a trap takes 10 minutes, can only be performed by a character
with proficiency in Thieves’ Tools, and can only be attempted once. Failing the check has no
consequences except for spent time, but success grants advantage on checks to disarm the
contraption.
Disarming
Disarming a trap requires a Thievery check, using an attribute appropriate to the nature of the
disarming process.
Construction
Making a trap is similar to building an object, except that it must be set within the world itself. As
such, trap building is much more related to constructions of other types. Certain mechanisms
and schematics require various dimensions to best operate, demanding knowledge of
construction and dimensional spaces. The dimensions, cost in money, and the skill check
necessary to install the trap, are listed for some common traps below. All trap installations,
regardless of the nature of the trap, use Thievery as the skill check necessary to install.
Trap Costs
The following are traps found in Xanathar’s Guide to Everything, listing their dimensions, cost,
and the skill check necessary to install the trap. Higher threat traps tend to be more difficult to
install, reflecting the complexity necessary to construct them.
Trap Repairs
When a trap is completed, it has 5 + the builder’s Intelligence modifier hit points. Every time the
trap is disarmed, it loses 1 hit point. At zero hit points, the trap is broken and needs repair.
Repairing a trap costs nothing, but takes 1 day to repair.
Tinker’s Tools
Why Tinkering?
Tinkering has two meanings: the first originating from the official profession of antiquity that
consisted of repairing mundane objects, and the second more fantastic role of being a
pre-industrial engineer. Settings in Dungeons and Dragons, then, teeter between both of these
roles and players often conflict on the two. However, this supplement incorporates both of them
into the same role. A tinker is the premier at repairing objects, and also at creating niche magic
items and inventions.
Repairs
A traditional tinker was a person that repaired miscellaneous items such as metal pots and
pans. A tinker has a bonus to repairing any objects they come across, making repairs at a
considerably lower cost.
Inventions
Some campaign settings introduce the world to a new age of technology where inventors and
artificers are beginning to construct the first devices meant to improve everyday life, while others
are working on the shoulders of the giants before. A DM should take care to decide whether to
include these mechanics as appropriate to the setting, but this supplement provides it in case
the DM wishes to implement them.
If Inventions are exempt, the only Invention that is makeable through Tinker’s Tools is an Arcane
Invention. This is because an Arcane Invention is necessary to make magic items.
Magic Items
Tinkers tended to be polymaths who worked with broken objects to make new objects.
Consequently, they tend to make great magic item crafters, making magic items that don’t fit
neatly in any other category.
Skill Checks
Tinkering
Skill checks related to making pottery or knowledge pertaining to the various styles of pottery
and ceramics demand a Tinkering check. Proficiency in Potter’s Tools allows the character
making the check to add their proficiency bonus to Pottery checks. For example, working to
repair a small hole in a metal pan may demand a Dexterity (Tinkering) check while drafting a
plan for a new invention or magic item can call for an Intelligence (Tinkering) check.
Dexterity
Tinkering requires the ability to manipulate objects with one’s hands. Dexterity accounts for the
hand coordination to make such maneuvers.
Intelligence
Knowledge of an item’s operation, as well as logical deductions as to how to repair an item, are
necessary to its repair.
Wisdom
Intuition and sensory skills are tested when making repairs. As such, a perceptive tinker can
operate with higher efficiency.
Repairs
Repairing objects allows a character to restore hit points to an object.
Reduced Cost
A tinker can repair any type of object, and does so at half of the cost necessary. However, the
tinker must spend 8 hours to
Workstation
Unlike most repair projects, a tinker does not need to use any workstation to repair items. This
allows a tinker to repair items when travelling, resting, or in a place that does not have the
appropriate workstation to repair the item.
Inventions
Tinkers are often inventors who have gained knowledge of working with all sorts of unusual
skills. As such, they have the capacity to create items that carry magical properties using only
mundane supplies. To make an invention of a certain rarity, metal scraps of the necessary rarity
are needed.
Rarity Time Size Skill Maximum
Checks DC
Tiny 10
Small 50
Medium 100
Large 200
Huge 500
Durability
All inventions have the following object hit points based on their size and rarity. If an invention
has zero object hit points, it must be repaired before it can be used again. All inventions have an
Armor Class of 10 and are inanimate objects.
Common 3 5 - - -
Uncommon 4 6 8 - -
Rare 5 7 9 11 -
Very Rare 6 10 12 16 25
Legendary 8 15 20 35 50
Sizes
Sizes constrain the situations an Invention can have, but can also improve the capacity at which
they function at.
Tiny
Tiny inventions can be held in one’s hand or in a pocket for easy access and use. Drawing a tiny
invention from a pocket is a free action.
Small
Small inventions can be held like an item, but it takes a Use an Item action to draw from
storage.
Medium
A medium invention can be carried with two hands, and takes an action to draw from storage.
Large
More difficult to transport by hand, a large invention must be transported through means similar
to carrying other large cargo. By hand, it can be transported at a slow pace or a creature can
push it a distance equal to 20 + their Athletics modifier feet as an action.
Huge
Impossible to carry with just one person, it must be lugged over great distances at a slow travel
pace. A creature can make a DC 30 Athletics (Strength) check to attempt to move it 10 + their
Athletics modifier as an action.
Inventions
All inventions have one ability that represents their uses. When an invention is completed, the
tinker can select one of the following Schematics that the invention uses. All Inventions are
mundane items for the purposes of the Using an Item action.
Spellcasting
Once completed, the tinker selects one spell from any spell list of a level appropriate to the
invention’s rarity. Once every 7 days, the tinker can use an action to cast that spell using the
invention by operating the invention. If the spell requires concentration, the tinker must maintain
the spell’s concentration.
Automaton
Once completed, the invention can be deployed as an action to take the form of any creature up
to the permitted Challenge Rating. The maximum Challenge Rating of this construct depends on
the rarity and size of the invention.
Common 0 1/8 - - -
Rare 1 2 3 4 -
Very Rare 4 6 8 10 12
Legendary 10 12 14 16 18
When the Automaton takes the form of a creature, it uses that creature’s scores and abilities in
place of its own. If its hit points are reduced to zero while in the form of a creature, it is
converted back into its item form and its object hit points are reduced to zero.
Uncommon +4
Rare +6
Very Rare +8
Legendary +10
Tiny 1 3
Small 2 5
Medium 3 8
Large 3 10
Huge 5 20
Arcane
An arcane Invention is capable of becoming enchanted into a stronger invention. As such, a
magic item made by Tinker’s Tools typically requires an Invention with the Arcane ability to
make. In addition, some Arcane Essence is necessary to bring the invention to life as a magic
item. Some magic items that are consumed on use are produced in Bulk quantities such as
batches of 5 or 10.
Common 50
Uncommon 200
Rare 2,000
Legendary 50,000
Beacon
Once completed, the device can be activated as an action to grant true sight within a range.
Once activated, the device is completely immobile and must be deactivated to move. Larger and
higher rarity inventions grant farther true sight range.
Rarity Tiny Small Medium Large Huge
Universal Translator
Once completed, the invention passively translates languages into Common and vice versa.
The amount of languages increases with greater rarity, but size has no impact on the machine’s
efficiency.
Rarity Languages
Common 1
Uncommon 3
Rare 5
Very Rare 7
Legendary Any
Auto-Bridger
Once completed, the tinker can use an action to activate this invention to cause it to create a
ribbed platform that can be used to cross vertical or horizontal surfaces. The length of the
platform increases with invention rarity and size.
Common 7 (2d4 + 2)
Uncommon 10 (2d6 + 3)
Rare 13 (2d8 + 4)
Legendary 19 (2d12 + 6)
Lock
This invention is a lock pad, or some other device meant to reserve an area to those with a
proper key. All locks are either Tiny or Small, but Small locks can be augmented with special
traps while Tiny locks have slightly higher Difficulty Classes necessary to breach them.
Common 13 10
Uncommon 15 13
Rare 17 15
Very Rare 19 17
Legendary 20 19
Magic Items
Magic Items can also account for the modern connotation of a tinker, acting as the crafter of
hodge-podge items that wouldn’t fit neatly in other categories. To do so, the tinker makes an
Arcane Invention, and infuses it with Arcane Essence to empower the invention to accomplish
the magic item’s task.
A list of recipes for items found in the SRD can be found in the Appendix.
Weaver’s Tools
Why Weaving?
Weaving, and the production of cloth items in general, is generally imagined to be used for
mundane objects such as clothes and bags. Still, mundane clothes and their maintenance can
serve as an important aspect of traveling as wear and tear begin to affect cloth items. Outfits are
also used by different societies to reflect social standing: Nobles wear clothing fit for an
aristocrat, while artisans wear clothes to represent such. Creating an outfit can assist in passing
off as important as one needs- or wants- to be. This system introduces methods of producing
and repairing clothes, as well as possible situations in which certain special sets of clothes can
mean more. Robes and other magical items can be produced by enchanting sets of clothes,
similar to how shoes can be enchanted using the Cobbler’s Tools.
● Needles
● Thread
● Scraps of cloth
● You know how to work a loom, but such equipment is too large to transport.
This supplement introduces consumable scraps of cloth that are used to repair pieces of
clothing, which render scraps of cloth obsolete in the tool kit. Additionally, thread may be
introduced as a consumable item to carry out tailoring at the DM's discretion.
Tailoring
A weaver can weave together spare pieces of fabric to create newer pieces of cloth items. From
clothes to coin purses, the weaver has knowledge of crafting many types of objects. Each item
takes a certain amount of time, skill, and spare pieces of cloth to create, which will all be
discussed at a later part of the supplement.
Repairs
Clothes are especially susceptible to damage, and can wear away while traveling. This
supplement adds new methods of damage and repair to clothing.
Creating Clothes
Clothes contribute greatly to one's appearance. As such, certain clothes are more difficult to
acquire and create than others. However, these more expensive and artisanal clothes often
reflect a higher level of status and can grant special social benefits as a result.
Magic Items
A weaver also possesses the knowledge to enchant robes and clothes with Arcane Essence to
make Magic Items related to clothes. Additionally, magical cloth items can be made using
Arcane Essence and Cloth Scraps.
Skill Checks
Tailoring
When working on a task, the abilities of a weaver are sometimes put to the test. In these cases,
a new skill can be used for all checks relating to using the Weaver's Tools: Tailoring. Tailoring
checks use proficiency in Weaver's Tools, similar to making a skill check in any other skill.
Likewise, an attribute is added to the check that gives extra potential bonuses. For example,
stitching a hole in a jacket would require a Dexterity (Tailoring) check, while observing the
cultural origins of a tapestry would require an Intelligence (Tailoring) check.
Dexterity
The use of manual dexterity comes to use many times in a weaver's profession. From sewing to
stitching, the ability to guide the needle is required to perform optimally as a weaver. The test of
a weaver's hand-eye coordination calls upon a Dexterity (Tailoring) skill check.
Intelligence
A weaver is skilled both in the historical and cultural origins of various styles of producing cloth.
However, the implementation of them also comes into play when developing a set of clothes. As
such, a weaver may need to make an Intelligence (Tailoring) skill check when needing to call
upon their knowledge.
Charisma
Fashion sense requires an understanding of people that intuition and knowledge alone can't
give. Knowing what best appeals to people's tastes requires insight into social norms, which
may require a weaver to make a Charisma (Tailoring) skill check.
3 The object is finished in need of some repair (half item hit points)
4 The object is only worth x .75 its normal value
5 The object is finished in need of repairs (zero item hit points)
Cloth Scraps
Making items with the Weaver’s Tools uses cloth scraps. Scraps can be foraged, purchased, or
found in treasure hoards, and are found in five different rarities. The rarity of the scraps
determines the quality of the items produced from them, and thus the capability of the created
items to be upgraded and enchanted. The following table shows the maximum Difficulty Class of
skill checks made when working with specific rarities of scrap.
Rarity Maximum DC
Common 13
Uncommon 15
Rare 17
Very Rare 19
Legendary 20
Creating Clothes
Clothes use time, skill, and resources to create. Whether made from scratch or from reused
material, clothes can vary in cost to fabricate. Weaving allows a person to create various styles
of clothes that can each grant special benefits that normal clothes, or armor, couldn't provide.
Types of Clothes
Casual
Run of the mill clothes. Although they are easy to produce, they are of mediocre quality and
provide no additional benefits.
Padded Armor
Though not a true piece of clothing, a tunic or a gambeson is well padded to provide protection
from attacks. It also serves as a great base for armor to be built around, making it a key
component to make medium and heavy armors.
Travel
Tougher than normal clothes, travel clothes are more resistant to wear and tear. They are ideal
for exploring the wilderness or otherwise traveling in unconventional areas.
In addition, travel clothes can grant protection from environmental hazards in one type of
chosen terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.
Alternatively, it can give resistance to one damage type related to these environments.
Cultural
Certain styles of clothes can be used to convey importance to a certain group of people. When
creating cultural clothes, the tailor may select a group of humanoids or a faction. Charisma skill
checks against intelligent humanoids of the associated group or faction are made with
advantage.
Luxury
Though not necessarily regal in appearance, they are typically lined with gold, silver, or other
expensive fittings. In addition to being more valuable, they can be enchanted with Arcane
Essence to produce Magic Items.
Noble
The top of the line in expenses and luxury. Usually adorned not only with precious metals and
gemstones, but also the finest threads in the land, these clothes are incredibly valuable. Those
who wear them convey an air of importance, allowing one to pass as royalty. Charisma skill
checks against intelligent, nonaggressive creatures are made with advantage.
Cost
Creating different types of clothes requires a certain amount of material. To make any set of
clothes, a tailor must operate a loom for the duration of time needed to create the desired item.
Other items
Other items can be created using a size comparison. Small items, for example, are cheaper to
make than large items. All items in this category, assuming all things equal, take the same
amount of time. You can assign a longer time or more skill checks for items that have special
properties, such as being larger than large or being luxurious in appearance.
Magic Items
Luxury Clothes can be upgraded into robes and other magical clothes using Arcane Essence.
Other magic items can also be made through Weaver’s Tools and Arcane Essence.
Enchanting clothes takes only an extra week and an additional skill check, but it requires a set
of clothes that are the same rarity as the desired item. Items that are not clothes use the
following table for the amount of time and resources needed.
A full list of magic items from the SRD that can be made using the Weaver’s Tools can be found
in the Appendix.
Woodcarver’s Tools
Why Woodcarving?
Fletching allows for the creation of bows and arrows to be used by players that prefer ranged
combat, which wood carving enables. Additionally, magical staves require carved wood to make,
and wands can also be carved from wood to produce magic wands.
● Knife
● Gouge
● Small saw
Fletching
Forming arrows, bows, and crossbows from wood is one of the most ancient and widespread
uses of wood. The defense of a settlement through the use of wood-based ballistics predates
history itself, and entire professions surround the practice. A fletcher can easily find work in a
city that demands munitions, or a settlement that could do with a hunting lodge.
Carving
Carving wooden items can be useful. Shields, quarterstaffs, and other useful items can be
formed from wood. Some druids will also get use out of an ancient wood carved armor known to
some as laminar armor.
Magic Staves and Wands
Magical staves and wands require an enchanted wooden shaft to channel their power, which
woodcarving enables. This supplement presents a means to create staves and wands of
varying rarities to create magic staves and wands.
Skill Checks
Woodcarving
When a task calls for it, skill checks made by a woodcarver use Woodcarving. Proficiency in
woodcarver's tools allows a character to add their proficiency bonus to woodcarving skill checks.
Similar to other skill checks, a main attribute is also designated to the skill check based on the
nature of the check. For example, an attempt to discern the magical properties of a type of wood
may call for an Intelligence (Woodcarving) check, while whittling a quarterstaff may require a
Dexterity (Woodcarving) check.
Dexterity
Manual dexterity is the bread and butter of the skills a woodcarver needs to create objects of
their trade. Situations that demand this skill, or any skill of fine-tuned movement, call for a
Dexterity (Woodcarving) check.
Intelligence
The arcane and natural properties can be identified based on prior knowledge and proper
amounts of educated guessing. These sorts of knowledge rely on Intelligence (Woodcarving)
skill checks.
Wisdom
The ability to imbue wooden objects with magical properties requires an understanding of the
forces of nature. When enchanting wooden staves or totems, a Wisdom (Woodcarving) check is
needed.
Forestry
Like Carpenter’s Tools, wood can be found in different rarities, and so the Difficulty Class of skill
checks made using specific wood scraps can increase as the rarity does. Making checks
involving forestry have proficiency if the attempt is made by a player with proficiency in
Woodcarver’s Tools.
Fletching
The art of creating arrows and bows is an ancient one. In fact, archery precedes our recording
of history, and its origins derive from the ancestors of the modern human, by proto-humans who
used great slings to hunt their prey. As such, the art of fletching has many long centuries of
practice. For a woodcarver, the construction of a bow is quite simple, but an essential part of
their profession.
Bows
Bows and crossbows are a staple in the weapons of war. Striking from a distance makes a
difference in many a battle, and entire divisions of armies are composed of variations of the
basic archer.
Arrows
Regardless of whether a fighter uses the traditional bow or the (relatively) new-age crossbow,
they rely on ammunition to fire in order to inflict damage on a would-be assailant. In Xanathar's
Guide to Everything, a short rest produces 5 arrows while a long rest produces 20. In this
supplement, arrows and bolts produced will take a set amount of time, as do other items
fletched.
Item Time Cost Checks needed
10 arrows 1 hour 2 scrap 1
10 bolts 1 hour 2 scrap 1
20 darts 1 hour 1 scrap 1
10 javelins 1 hour 10 scrap 1
Wooden Armor
Used by druids and rangers, wooden armor confers defenses similar to metal armor. It is more
susceptible to breaking from use like most wooden items, but because it is imbued with natural
magic it can regenerate half of its maximum object hit points over the duration of a short rest,
even when it is completely broken.
Magic Items
Wooden items can be made into magic items as long as the item is of an equal rarity as the
scraps used to make it. Like Smith’s Tools, weapons and armor that only grant floating modifiers
(+1, +2, +3) are automatically made when making them of the appropriate rarity. For example,
making a quarterstaff out of rare scrap makes it a quarterstaff +2 for no extra cost or effort. To
further enchant it into a magic staff, it will need the appropriate amount of Arcane Essence to do
so.
Artifacts
Artifacts are powerful items that are crafted by masters, using the most potent equipment and
materials. They are indestructible by normal means, formed by nearly-divine powers and often
shape the destiny of the world. A DM should be very careful when allowing a player to craft their
own Artifact, but if they decide to do so, this supplement introduces a method of crafting
Artifacts.
Artifact Prerequisites
To make an Artifact, a character must have the following prerequisites fulfilled for the entire
duration of the Artifact’s construction. If at any point the prerequisites cannot be met, the project
is put on hold until they are once again fulfilled. Progress then resumes as any other project
would.
● A Legendary Workstation
● A Legendary item to work into an artifact, or 100,000 Arcane Essence
● 100,000 Arcane Essence
An Artifact can use properties described in the Dungeon Master’s Guide or, with the Dungeon
Master’s permission, unique properties determined by the maker.
Loot Tables
As a part of the mechanics implementing Scraps, Arcane Essence, and ingredients, loot can
also be a means of bestowing resources to players.
Roll a d100 and use the result. The average for numerical numbers is also included should the
DM wish to forgo doing further rolls. For Ingredient rolls, a DM should either prepare a small list
of items the players might find or use the Appendix for ideas.
d20 Result
d20 Result
d20 Result
To randomly determine the total amount of ingredients, scraps, or Arcane Essence, roll three
times for each table and add the accumulated total for each item.
The ingredients, scraps, and Arcane Essence are all separate tables, but feel free to mix and
match or add and subtract from the total as deemed appropriate. Since the goal of crafting
materials is to moderate the progression of the characters, a DM has a great deal of control
over the distribution of resources.
d20 Result
d20 Result
d20 Result
d20 Result
d20 Result
d20 Result
Arcane Essence
Challenge 0 - 4
1-5 50
6-10 75
11-15 100
16 125
17 150
18 175
19 200
Challenge 5 - 10
d20 Arcane Essence
1-5 200
6-10 500
11-15 1000
16 1500
17 2000
18 2500
19 3000
1-5 2500
6-10 5000
11-15 7500
16 10000
17 12500
18 15000
19 17500
Challenge 17+
1-5 10000
6-10 15000
11-15 17500
16 20000
17 30000
18 40000
19 50000