Tools: Difference between revisions
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'''Ability:''' Dexterity '''Weight:''' 1 lb.<br> | '''Ability:''' Dexterity '''Weight:''' 1 lb.<br> | ||
'''Utilize:''' Pick a lock (DC 15), or disarm a trap (DC 15) | '''Utilize:''' Pick a lock (DC 15), or disarm a trap (DC 15) | ||
==Adventuring Gear== | |||
The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item’s price appearing after its name. | |||
===Acid (25 GP)=== | |||
When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage. | |||
===Alchemist’s Fire (50 GP)=== | |||
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see “Rules Glossary”). | |||
===Ammunition (Varies)=== | |||
Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately. | |||
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[[Category:Tools]] | [[Category:Tools]] |
Revision as of 14:11, 8 May 2025
Equipment
Coins
Weapons
Armor
Tools
Adventuring Gear
Mounts and Vehicles
Lifestyle Expenses
Food, Drink, and Lodging
Hirelings
Spellcasting
Magic Items
Tools
A tool helps you make specialized ability checks, craft certain items, or both. A tool’s description includes the tool’s cost and weight, as well as the following entries:
Ability. This entry lists the ability to use when making an ability check with the tool.
Utilize. This entry lists things you can do with the tool when you take the Utilize action. You can do one of those things each time you take the action. This entry also provides the DC for the action.
Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see “Crafting Nonmagical Items,” “Brewing Potions of Healing,” and “Scribing Spell Scrolls” later in “Equipment.”
Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency.
Tool Proficiency
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Your features might give you proficiency with a tool. A monster has proficiency with any tool in its stat block.
Artisan's Tools
Artisan’s Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency.
Alchemist's Supplies (50 GP)
Ability: Intelligence Weight: 8 lb.
Utilize: Identify a substance (DC 15), or start a fire (DC 15)
Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume
Brewer's Supplies (20 GP)
Ability: Intelligence Weight: 9 lb.
Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10)
Craft: Antitoxin
Calligrapher's Supplies (10 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Write text with impressive flourishes that guard against forgery (DC 15)
Craft: Ink, Spell Scroll
Carpenter's Tools (8 GP)
Ability: Strength Weight: 6 lb.
Utilize: Seal or pry open a door or container (DC 20)
Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch
Cartographer's Tools (15 GP)
Ability: Wisdom Weight: 6 lb.
Utilize: Draft a map of a small area (DC 15)
Craft: Map
Cobbler's Tools (5 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10)
Craft: Climber's Kit
Cook's Utensils (1 GP)
Ability: Wisdom Weight: 8 lb.
Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15)
Craft: Rations
Glassblower's Tools (30 GP)
Ability: Intelligence Weight: 5 lb.
Utilize: Discern what a glass object held in the past 24 hours (DC 15)
Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial
Jeweler's Tools (25 GP)
Ability: Intelligence Weight: 2 lb.
Utilize: Discern a gem's value (DC 15)
Craft: Arcane Focus, Holy Symbol
Leatherworker's Tools (5 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Add a design to a leather item (DC 10)
Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin
Mason's Tools (10 GP)
Ability: Strength Weight: 8 lb.
Utilize: Chisel a symbol or hole in stone (DC 10)
Craft: Block and Tackle
Painter's Supplies (10 GP)
Ability: Wisdom Weight: 5 lb.
Utilize: Paint a recognizable image of something you've seen (DC 10)
Craft: Druidic Focus, Holy Symbol
Potter's Tools (10 GP)
Ability: Intelligence Weight: 3 lb.
Utilize: Discern what a ceramic object held in the past 24 hours (DC 15)
Craft: Jug, Lamp
Smith's Tools (20 GP)
Ability: Strength Weight: 8 lb.
Utilize: Pry open a door or container (DC 20)
Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip)]], Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets
Tinker's Tools (50 GP)
Ability: Dexterity Weight: 10 lb.
Utilize: Assemble a Tiny item composed of scrap]], [[which falls apart in 1 minute (DC 20)
Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox
Weaver's Tools (1 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Mend a tear in clothing (DC 10)]], [[or sew a Tiny design (DC 10)
Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes
Woodcarver's Tools (1 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Carve a pattern in wood (DC 10)
Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles
Other Tools
Disguise Kit (25 GP)
Ability: Charisma Weight: 3 lb.
Utilize: Apply makeup (DC 10)
Craft: Costume
Forgery Kit (15 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)
Gaming Set (Varies)
Ability: Wisdom Weight: —
Utilize: Discern whether someone is cheating (DC 10)]], [[or win the game (DC 20)
Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)
Herbalism Kit (5 GP)
Ability: Intelligence Weight: 3 lb.
Utilize: Identify a plant (DC 10)
Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing
Musical Instrument (Varies)
Ability: Charisma Weight: Varies
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, [[2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)
Ability: Wisdom Weight: 2 lb.
Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)
Poisoner's Kit (50 GP)
Ability: Intelligence Weight: 2 lb.
Utilize: Detect a poisoned object (DC 10)
Craft: Basic Poison
Thieves' Tools (25 GP)
Ability: Dexterity Weight: 1 lb.
Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
Adventuring Gear
The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item’s price appearing after its name.
Acid (25 GP)
When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.
Alchemist’s Fire (50 GP)
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see “Rules Glossary”).
Ammunition (Varies)
Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
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