Secret Lesson 65
LESSON 65
Tools: Tool Proficiency, Artisan’s Tools, Gaming Sets, Musical Instruments, Kits, and Specialized Ability Checks
Weapons answer:
HOW DO I FIGHT?
Armor answers:
HOW DO I PROTECT MYSELF?
Tools answer a different question:
WHAT CAN MY CHARACTER ACTUALLY DO?
An adventurer might need to:
PICK A LOCK
DISARM A TRAP
FORGE A SIGNATURE
NAVIGATE BY THE STARS
IDENTIFY A POISONED DRINK
BUILD A WEAPON
MAKE ARMOR
DRAW A MAP
PLAY AN INSTRUMENT
CREATE A DISGUISE
or:
BREW A POTION OF HEALING
The SRD 5.2.1 handles many of these activities through:
TOOLS
A Tool can help you make:
SPECIALIZED ABILITY CHECKS
can allow you to:
CRAFT PARTICULAR ITEMS
or:
BOTH
PART ONE — WHAT A TOOL DESCRIPTION CONTAINS
A Tool description can contain these entries:
ABILITY
UTILIZE
CRAFT
and, where appropriate:
VARIANTS
Each has a specific meaning.
ABILITY
Tells you which Ability to use for:
ABILITY CHECKS WITH THE TOOL
UTILIZE
Lists specific things you can attempt when you take:
THE UTILIZE ACTION
It also gives:
THE DC
for those attempts.
Each time you take the Utilize action, you can perform:
ONE OF THE LISTED OPTIONS
CRAFT
Lists items that the Tool can be used to:
CRAFT
This does not mean taking one Utilize action instantly creates the item.
Crafting uses:
SEPARATE CRAFTING RULES
VARIANTS
Some Tools come in multiple versions.
Each Variant requires:
A SEPARATE PROFICIENCY
PART TWO — TOOL PROFICIENCY
The most important Tool rule is:
If you have proficiency with a Tool, you can add:
YOUR PROFICIENCY BONUS
to any Ability Check you make that:
USES THAT TOOL
EXAMPLE — THIEVES' TOOLS
Thieves' Tools use:
DEXTERITY
for their listed Ability Checks.
Suppose:
Dexterity:
16
Modifier:
+3
PB:
+3
You are proficient with:
THIEVES' TOOLS
You attempt to pick a lock.
The listed DC is:
15
Roll:
D20 + DEXTERITY MODIFIER + PB
Suppose:
d20:
10
Dexterity:
+3
PB:
+3
Total:
10 + 3 + 3 =
16
DC:
15
Result:
SUCCESS
PART THREE — WHAT IF YOU ARE NOT PROFICIENT?
Tool Proficiency provides:
YOUR PROFICIENCY BONUS
The general Ability Check rules don't say that every Tool Check becomes impossible merely because you lack proficiency.
So, unless another rule specifically requires proficiency, you can potentially make the check:
WITHOUT ADDING PB
EXAMPLE
Dexterity:
+3
No Thieves' Tools proficiency.
Pick-lock DC:
15
Roll:
D20 + 3
You don't add:
PROFICIENCY BONUS
from the Tool.
IMPORTANT EXCEPTION
Some activities specifically require:
TOOL PROFICIENCY
For example, the SRD's nonmagical crafting rules say that to craft an item you must:
USE THE REQUIRED TOOL
and:
HAVE PROFICIENCY WITH IT
So always distinguish:
USING A TOOL FOR A CHECK
from:
MEETING THE REQUIREMENTS TO CRAFT AN ITEM
PART FOUR — TOOL + SKILL PROFICIENCY
This is one of the most important changes to learn.
If:
A TOOL
and:
A SKILL
are both used for the same Ability Check,
and you have proficiency in:
BOTH
then you gain:
ADVANTAGE
on the check.
THIS DOES NOT MEAN DOUBLE PROFICIENCY BONUS
Your PB normally can't be added to the same die roll:
MORE THAN ONCE
So:
Tool proficiency:
ADD PB
Relevant Skill proficiency as well:
GAIN ADVANTAGE
You don't calculate:
PB + PB
PART FIVE — COMPLETE TOOL + SKILL EXAMPLE
Suppose the GM determines that convincingly passing yourself off as someone else uses both:
DISGUISE KIT
and:
DECEPTION
The Skills table explicitly identifies wearing a disguise convincingly as an example use of:
DECEPTION
Your Charisma:
16
Modifier:
+3
PB:
+3
You have proficiency with:
DISGUISE KIT
and:
DECEPTION
RESULT
Because both proficiencies apply:
ADVANTAGE
Roll:
TWO D20S
Suppose:
7
and:
15
Use:
15
Then add:
Charisma:
+3
PB:
+3
Total:
15 + 3 + 3 =
21
Not:
15 + 3 + 3 + 3 =
24
PB is added:
ONCE
The second relevant proficiency provides:
ADVANTAGE
PART SIX — THE GM STILL DETERMINES RELEVANCE
A Skill doesn't automatically combine with a Tool every time you use it.
The general Skill rules say:
THE GM HAS THE ULTIMATE SAY
on whether a Skill is relevant in a situation.
Therefore:
TOOL PROFICIENCY + RELEVANT SKILL PROFICIENCY
creates Advantage.
But the player can't simply declare:
"I HAVE A SKILL, SO EVERY TOOL CHECK HAS ADVANTAGE."
The Skill must actually be:
RELEVANT TO THAT CHECK
PART SEVEN — TOOL ABILITIES ARE NOT ALL DEXTERITY
A major beginner mistake is assuming Tools always use:
DEXTERITY
They don't.
The Tool descriptions use:
STRENGTH
DEXTERITY
INTELLIGENCE
WISDOM
and:
CHARISMA
depending on the Tool.
STRENGTH EXAMPLES
CARPENTER'S TOOLS
MASON'S TOOLS
SMITH'S TOOLS
DEXTERITY EXAMPLES
CALLIGRAPHER'S SUPPLIES
COBBLER'S TOOLS
LEATHERWORKER'S TOOLS
TINKER'S TOOLS
WEAVER'S TOOLS
WOODCARVER'S TOOLS
FORGERY KIT
THIEVES' TOOLS
INTELLIGENCE EXAMPLES
ALCHEMIST'S SUPPLIES
BREWER'S SUPPLIES
GLASSBLOWER'S TOOLS
JEWELER'S TOOLS
POTTER'S TOOLS
HERBALISM KIT
POISONER'S KIT
WISDOM EXAMPLES
CARTOGRAPHER'S TOOLS
COOK'S UTENSILS
PAINTER'S SUPPLIES
GAMING SET
NAVIGATOR'S TOOLS
CHARISMA EXAMPLES
DISGUISE KIT
MUSICAL INSTRUMENT
PART EIGHT — ARTISAN'S TOOLS
The first major Tool category is:
ARTISAN'S TOOLS
These Tools focus on:
CRAFTING ITEMS
and:
PURSUING A TRADE
The SRD states explicitly:
EACH ARTISAN'S TOOL REQUIRES A SEPARATE PROFICIENCY
There are:
17 ARTISAN'S TOOL ENTRIES
in the SRD.
COMPLETE ARTISAN'S TOOL LIST
ALCHEMIST'S SUPPLIES
BREWER'S SUPPLIES
CALLIGRAPHER'S SUPPLIES
CARPENTER'S TOOLS
CARTOGRAPHER'S TOOLS
COBBLER'S TOOLS
COOK'S UTENSILS
GLASSBLOWER'S TOOLS
JEWELER'S TOOLS
LEATHERWORKER'S TOOLS
MASON'S TOOLS
PAINTER'S SUPPLIES
POTTER'S TOOLS
SMITH'S TOOLS
TINKER'S TOOLS
WEAVER'S TOOLS
and:
WOODCARVER'S TOOLS
PART NINE — ALCHEMIST'S SUPPLIES
Cost:
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
and:
PERFUME
EXAMPLE
Intelligence:
+3
PB:
+2
Proficient with Alchemist's Supplies.
Attempt:
IDENTIFY SUBSTANCE
Roll:
d20:
11
+3 Intelligence
+2 PB
=
16
DC 15:
SUCCESS
PART TEN — BREWER'S SUPPLIES
Cost:
20 GP
Ability:
INTELLIGENCE
Weight:
9 LB.
Utilize:
DETECT A POISONED DRINK — DC 15
or:
IDENTIFY ALCOHOL — DC 10
Craft:
ANTITOXIN
IMPORTANT
Brewer's Supplies don't say:
"DETECT ANY POISON"
The listed Utilize option is specifically:
DETECT POISONED DRINK
Use the exact wording.
PART ELEVEN — CALLIGRAPHER'S SUPPLIES
Cost:
10 GP
Ability:
DEXTERITY
Weight:
5 LB.
Utilize:
Write text with impressive flourishes that:
GUARD AGAINST FORGERY
DC:
15
Craft:
INK
and:
SPELL SCROLL
SPELL SCROLL WARNING
Seeing:
SPELL SCROLL
under Craft doesn't mean:
"I OWN THE TOOLS, SO I CAN INSTANTLY CREATE ANY SPELL SCROLL."
Spell Scrolls use their own:
SCRIBING RULES
which include additional prerequisites, time, and cost.
We will study those fully in:
LESSON 70
PART TWELVE — CARPENTER'S TOOLS
Cost:
8 GP
Ability:
STRENGTH
Weight:
6 LB.
Utilize:
SEAL A DOOR OR CONTAINER — DC 20
or:
PRY OPEN A DOOR OR CONTAINER — DC 20
Craft:
CLUB
GREATCLUB
QUARTERSTAFF
BARREL
CHEST
LADDER
POLE
PORTABLE RAM
and:
TORCH
NOTICE THE ABILITY
Carpenter's Tools use:
STRENGTH
for their listed Tool checks.
They aren't automatically:
DEXTERITY-BASED
simply because they involve skilled handwork.
PART THIRTEEN — CARTOGRAPHER'S TOOLS
Cost:
15 GP
Ability:
WISDOM
Weight:
6 LB.
Utilize:
DRAFT A MAP OF A SMALL AREA — DC 15
Craft:
MAP
EXAMPLE
Wisdom:
+2
PB:
+3
Proficient.
Map check:
d20:
9
+2
+3
=
14
DC:
15
Result:
FAILURE
PART FOURTEEN — COBBLER'S TOOLS
Cost:
5 GP
Ability:
DEXTERITY
Weight:
5 LB.
Utilize:
Modify footwear to give the wearer:
ADVANTAGE
on their next:
DEXTERITY (ACROBATICS) CHECK
DC to make the modification:
10
Craft:
CLIMBER'S KIT
EXAMPLE
You successfully modify your ally's footwear.
The next relevant:
DEXTERITY (ACROBATICS)
check receives:
ADVANTAGE
The Tool description doesn't provide an additional:
+BONUS
It specifically grants:
ADVANTAGE
PART FIFTEEN — COOK'S UTENSILS
Cost:
1 GP
Ability:
WISDOM
Weight:
8 LB.
Utilize:
IMPROVE FOOD'S FLAVOR — DC 10
or:
DETECT SPOILED OR POISONED FOOD — DC 15
Craft:
RATIONS
IMPORTANT
Successfully improving food's flavor does not, by itself, say that the food provides:
TEMPORARY HIT POINTS
ADVANTAGE
HEALING
or:
A SAVING THROW BONUS
Don't invent a mechanical benefit that:
ISN'T IN THE TOOL DESCRIPTION
PART SIXTEEN — GLASSBLOWER'S TOOLS
Cost:
30 GP
Ability:
INTELLIGENCE
Weight:
5 LB.
Utilize:
Discern what a glass object held during the past:
24 HOURS
DC:
15
Craft:
GLASS BOTTLE
MAGNIFYING GLASS
SPYGLASS
and:
VIAL
PART SEVENTEEN — JEWELER'S TOOLS
Cost:
25 GP
Ability:
INTELLIGENCE
Weight:
2 LB.
Utilize:
DISCERN A GEM'S VALUE — DC 15
Craft:
ARCANE FOCUS
and:
HOLY SYMBOL
EXAMPLE
The party finds a mysterious gemstone.
A character uses:
JEWELER'S TOOLS
The listed Tool check uses:
INTELLIGENCE
DC:
15
Success allows the character to:
DISCERN THE GEM'S VALUE
according to this Tool option.
PART EIGHTEEN — LEATHERWORKER'S TOOLS
Cost:
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
and:
WATERSKIN
IMPORTANT
Leatherworker's Tools demonstrate that a Tool's Craft list can include:
WEAPONS
ARMOR
and:
ADVENTURING GEAR
The Tool isn't limited to only one type of object.
PART NINETEEN — MASON'S TOOLS
Cost:
10 GP
Ability:
STRENGTH
Weight:
8 LB.
Utilize:
CHISEL A SYMBOL OR HOLE IN STONE — DC 10
Craft:
BLOCK AND TACKLE
PART TWENTY — PAINTER'S SUPPLIES
Cost:
10 GP
Ability:
WISDOM
Weight:
5 LB.
Utilize:
Paint a recognizable image of:
SOMETHING YOU'VE SEEN
DC:
10
Craft:
DRUIDIC FOCUS
and:
HOLY SYMBOL
PART TWENTY-ONE — POTTER'S TOOLS
Cost:
10 GP
Ability:
INTELLIGENCE
Weight:
3 LB.
Utilize:
Discern what a ceramic object held in the past:
24 HOURS
DC:
15
Craft:
JUG
and:
LAMP
PART TWENTY-TWO — SMITH'S TOOLS
Cost:
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
Smith's Tools can also craft:
MEDIUM ARMOR
except:
HIDE ARMOR
and:
ALL HEAVY ARMOR
They can additionally craft:
BALL BEARINGS
BUCKET
CALTROPS
CHAIN
CROWBAR
FIREARM BULLETS
GRAPPLING HOOK
IRON POT
IRON SPIKES
and:
SLING BULLETS
PART TWENTY-THREE — SMITH'S TOOLS AND WEAPONS
Notice the wording:
ANY MELEE WEAPON
with four exceptions.
That includes both:
SIMPLE
and:
MARTIAL
Melee weapons as long as they aren't one of the four excluded weapons.
But crafting still requires:
THE CRAFTING RULES
Possessing Smith's Tools doesn't mean you simply say:
"I MAKE A GREATSWORD NOW."
PART TWENTY-FOUR — TINKER'S TOOLS
Cost:
50 GP
Ability:
DEXTERITY
Weight:
10 LB.
Utilize:
Assemble:
A TINY ITEM COMPOSED OF SCRAP
DC:
20
That Tiny item:
FALLS APART IN 1 MINUTE
Craft:
MUSKET
PISTOL
BELL
BULLSEYE LANTERN
FLASK
HOODED LANTERN
HUNTING TRAP
LOCK
MANACLES
MIRROR
SHOVEL
SIGNAL WHISTLE
and:
TINDERBOX
IMPORTANT — THE SCRAP ITEM
The Utilize option does not state that the Tiny scrap item:
BECOMES A PERMANENT OBJECT
It specifically falls apart after:
1 MINUTE
ALSO IMPORTANT
The SRD doesn't give that temporary scrap item:
AUTOMATIC DAMAGE
SPECIAL AC
MAGIC
or:
A LIST OF INVENTED FUNCTIONS
The actual listed effect is:
ASSEMBLE A TINY SCRAP ITEM
that lasts:
1 MINUTE
Don't silently give it additional mechanics.
PART TWENTY-FIVE — WEAVER'S TOOLS
Cost:
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
and:
TRAVELER'S CLOTHES
PART TWENTY-SIX — WOODCARVER'S TOOLS
Cost:
1 GP
Ability:
DEXTERITY
Weight:
5 LB.
Utilize:
CARVE A PATTERN IN WOOD — DC 10
Craft:
CLUB
GREATCLUB
QUARTERSTAFF
and:
RANGED WEAPONS
except:
PISTOL
MUSKET
and:
SLING
They can also craft:
ARCANE FOCUS
ARROWS
BOLTS
DRUIDIC FOCUS
INK PEN
and:
NEEDLES
PART TWENTY-SEVEN — WHY DIFFERENT TOOLS CRAFT DIFFERENT WEAPONS
This is important.
A:
GREATCLUB
is in the Woodcarver's Tools list.
A:
GREATSWORD
is in the Smith's Tools category.
A:
WHIP
is in the Leatherworker's Tools list.
A:
MUSKET
is in the Tinker's Tools list.
The SRD assigns:
SPECIFIC REQUIRED TOOLS
to different craftable items.
Don't simply decide that:
"ANY ARTISAN'S TOOL CAN CRAFT ANY WEAPON."
PART TWENTY-EIGHT — COMPLETE ARTISAN TOOL REFERENCE
| Tool | Ability | Cost | Weight | Utilize DC |
|---|---|---|---|---|
| Alchemist's Supplies | Intelligence | 50 GP | 8 lb. | 15 |
| Brewer's Supplies | Intelligence | 20 GP | 9 lb. | 10/15 |
| Calligrapher's Supplies | Dexterity | 10 GP | 5 lb. | 15 |
| Carpenter's Tools | Strength | 8 GP | 6 lb. | 20 |
| Cartographer's Tools | Wisdom | 15 GP | 6 lb. | 15 |
| Cobbler's Tools | Dexterity | 5 GP | 5 lb. | 10 |
| Cook's Utensils | Wisdom | 1 GP | 8 lb. | 10/15 |
| Glassblower's Tools | Intelligence | 30 GP | 5 lb. | 15 |
| Jeweler's Tools | Intelligence | 25 GP | 2 lb. | 15 |
| Leatherworker's Tools | Dexterity | 5 GP | 5 lb. | 10 |
| Mason's Tools | Strength | 10 GP | 8 lb. | 10 |
| Painter's Supplies | Wisdom | 10 GP | 5 lb. | 10 |
| Potter's Tools | Intelligence | 10 GP | 3 lb. | 15 |
| Smith's Tools | Strength | 20 GP | 8 lb. | 20 |
| Tinker's Tools | Dexterity | 50 GP | 10 lb. | 20 |
| Weaver's Tools | Dexterity | 1 GP | 5 lb. | 10 |
| Woodcarver's Tools | Dexterity | 1 GP | 5 lb. | 10 |
PART TWENTY-NINE — OTHER TOOLS
After Artisan's Tools, the SRD lists:
OTHER TOOLS
These include:
DISGUISE KIT
FORGERY KIT
GAMING SET
HERBALISM KIT
MUSICAL INSTRUMENT
NAVIGATOR'S TOOLS
POISONER'S KIT
and:
THIEVES' TOOLS
PART THIRTY — DISGUISE KIT
Cost:
25 GP
Ability:
CHARISMA
Weight:
3 LB.
Utilize:
APPLY MAKEUP — DC 10
Craft:
COSTUME
IMPORTANT
The Tool's listed Utilize action is:
APPLY MAKEUP
It doesn't say that a successful DC 10 check automatically means:
EVERY CREATURE BELIEVES YOUR DISGUISE
Social circumstances and other checks can still matter.
The Tool does exactly what:
ITS RULE SAYS
PART THIRTY-ONE — FORGERY KIT
Cost:
15 GP
Ability:
DEXTERITY
Weight:
5 LB.
Utilize option one:
Mimic:
10 OR FEWER WORDS
of someone else's handwriting.
DC:
15
Utilize option two:
DUPLICATE A WAX SEAL
DC:
20
The Tool entry doesn't list:
A CRAFT ENTRY
IMPORTANT NUMBER
Handwriting:
10 OR FEWER WORDS
Don't silently turn this one Utilize option into:
COPYING A 30-PAGE MANUSCRIPT
The listed action has:
A SPECIFIC LIMIT
PART THIRTY-TWO — GAMING SET
Cost:
VARIES
Ability:
WISDOM
Weight:
—
Utilize:
DISCERN WHETHER SOMEONE IS CHEATING — DC 10
or:
WIN THE GAME — DC 20
Gaming Set has:
FOUR VARIANTS
DICE
Cost:
1 SP
DRAGONCHESS
Cost:
1 GP
PLAYING CARDS
Cost:
5 SP
THREE-DRAGON ANTE
Cost:
1 GP
PART THIRTY-THREE — GAMING SET PROFICIENCIES ARE SEPARATE
The general Variants rule says:
EACH VARIANT REQUIRES A SEPARATE PROFICIENCY
So proficiency with:
DICE
doesn't automatically mean proficiency with:
DRAGONCHESS
or:
PLAYING CARDS
or:
THREE-DRAGON ANTE
EXAMPLE
Background gives:
ONE GAMING SET PROFICIENCY
You might choose:
DICE
That means you have proficiency with:
THAT VARIANT
not every Gaming Set in existence.
PART THIRTY-FOUR — HERBALISM KIT
Cost:
5 GP
Ability:
INTELLIGENCE
Weight:
3 LB.
Utilize:
IDENTIFY A PLANT — DC 10
Craft:
ANTITOXIN
CANDLE
HEALER'S KIT
and:
POTION OF HEALING
POTION OF HEALING
Potion of Healing has:
SPECIAL BREWING RULES
The SRD later specifies that a character proficient with:
HERBALISM KIT
can create one using that Kit under the dedicated Potion of Healing rules.
We will cover the exact time and material costs in:
LESSON 70
PART THIRTY-FIVE — MUSICAL INSTRUMENT
Cost:
VARIES
Ability:
CHARISMA
Weight:
VARIES
Utilize:
PLAY A KNOWN TUNE — DC 10
or:
IMPROVISE A SONG — DC 15
The SRD gives:
TEN MUSICAL INSTRUMENT VARIANTS
PART THIRTY-SIX — ALL MUSICAL INSTRUMENTS
| Instrument | Cost | Weight |
|---|---|---|
| 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. |
PART THIRTY-SEVEN — MUSICAL INSTRUMENT PROFICIENCIES ARE SEPARATE
Again:
EACH VARIANT REQUIRES SEPARATE PROFICIENCY
So:
FLUTE PROFICIENCY
does not automatically provide:
LUTE PROFICIENCY
EXAMPLE — BARD
If a feature allows you to choose proficiency with:
THREE MUSICAL INSTRUMENTS
you choose:
THREE SPECIFIC VARIANTS
For example:
LUTE
FLUTE
DRUM
rather than gaining proficiency with:
EVERY MUSICAL INSTRUMENT
PART THIRTY-EIGHT — PERFORMANCE AND MUSICAL INSTRUMENT
The Skills table says:
PERFORMANCE
can be used to:
PERFORM MUSIC
among other things.
Therefore a musical performance check might, when the GM determines both are relevant, use:
MUSICAL INSTRUMENT PROFICIENCY
and:
PERFORMANCE PROFICIENCY
If you have both:
ADVANTAGE
and PB is still added only:
ONCE
EXAMPLE
Charisma:
+4
PB:
+3
Lute proficiency:
YES
Performance proficiency:
YES
GM determines both apply.
Roll:
TWO D20S
Take higher.
Then add:
+4 CHARISMA
and:
+3 PB
once.
PART THIRTY-NINE — NAVIGATOR'S TOOLS
Cost:
25 GP
Ability:
WISDOM
Weight:
2 LB.
Utilize:
PLOT A COURSE — DC 10
or:
DETERMINE POSITION BY STARGAZING — DC 15
EXAMPLE
The adventurers are travelling at night.
A character uses:
NAVIGATOR'S TOOLS
to determine their position by:
STARGAZING
Wisdom check.
DC:
15
If proficient:
ADD PB
PART FORTY — POISONER'S KIT
Cost:
50 GP
Ability:
INTELLIGENCE
Weight:
2 LB.
Utilize:
DETECT A POISONED OBJECT — DC 10
Craft:
BASIC POISON
IMPORTANT DISTINCTION
Brewer's Supplies:
DETECT POISONED DRINK
Cook's Utensils:
DETECT SPOILED OR POISONED FOOD
Poisoner's Kit:
DETECT A POISONED OBJECT
These Tool entries are:
SIMILAR
but not:
IDENTICAL
Read which Tool applies to:
WHICH TASK
PART FORTY-ONE — THIEVES' TOOLS
Cost:
25 GP
Ability:
DEXTERITY
Weight:
1 LB.
Utilize:
PICK A LOCK — DC 15
or:
DISARM A TRAP — DC 15
PART FORTY-TWO — THIEVES' TOOLS IN PRACTICE
Dexterity:
18
Modifier:
+4
PB:
+3
Thieves' Tools proficiency:
YES
Pick Lock:
DC 15
Roll:
d20:
8
+4 Dex
+3 PB
=
15
Result:
SUCCESS
PART FORTY-THREE — THIEVES' TOOLS DO NOT AUTOMATICALLY OPEN EVERYTHING
A successful Tool Check resolves:
THE TASK DESCRIBED BY THE RULE
But don't assume Thieves' Tools automatically:
OPEN EVERY LOCK
DISARM EVERY POSSIBLE MAGICAL EFFECT
or:
REMOVE EVERY TRAP
Some specific locks, traps, adventures, spells, or other rules may:
OVERRIDE THE GENERAL TOOL ENTRY
Specific rules still:
BEAT GENERAL RULES
PART FORTY-FOUR — COMPLETE OTHER TOOLS REFERENCE
| Tool | Ability | Cost | Weight | Utilize |
|---|---|---|---|---|
| Disguise Kit | Charisma | 25 GP | 3 lb. | Apply makeup DC 10 |
| Forgery Kit | Dexterity | 15 GP | 5 lb. | Handwriting DC 15; wax seal DC 20 |
| Gaming Set | Wisdom | Varies | — | Detect cheating DC 10; win DC 20 |
| Herbalism Kit | Intelligence | 5 GP | 3 lb. | Identify plant DC 10 |
| Musical Instrument | Charisma | Varies | Varies | Known tune DC 10; improvise DC 15 |
| Navigator's Tools | Wisdom | 25 GP | 2 lb. | Plot course DC 10; stargaze DC 15 |
| Poisoner's Kit | Intelligence | 50 GP | 2 lb. | Detect poisoned object DC 10 |
| Thieves' Tools | Dexterity | 25 GP | 1 lb. | Pick lock DC 15; disarm trap DC 15 |
PART FORTY-FIVE — UTILIZE DOES NOT EQUAL CRAFT
This distinction is essential.
Suppose you possess:
SMITH'S TOOLS
The Utilize action says:
PRY OPEN A DOOR OR CONTAINER — DC 20
That doesn't mean:
"UTILIZE — CRAFT PLATE ARMOR"
Crafting Plate is listed under:
CRAFT
and therefore uses:
CRAFTING RULES
ANOTHER EXAMPLE
Herbalism Kit.
Utilize:
IDENTIFY PLANT — DC 10
Craft:
POTION OF HEALING
Those are:
DIFFERENT GAME PROCEDURES
PART FORTY-SIX — CRAFT LISTS TELL YOU WHICH TOOL IS REQUIRED
The Craft entry tells you:
WHAT THAT TOOL CAN CRAFT
For example:
Plate Armor:
SMITH'S TOOLS
Studded Leather:
LEATHERWORKER'S TOOLS
Padded Armor:
WEAVER'S TOOLS
Musket:
TINKER'S TOOLS
Longbow:
WOODCARVER'S TOOLS
Potion of Healing:
HERBALISM KIT
Spell Scroll:
CALLIGRAPHER'S SUPPLIES
But the Craft entry alone doesn't give you:
THE TIME
or:
MATERIAL COST
Those come from:
THE CRAFTING RULES
PART FORTY-SEVEN — CRAFTING PREVIEW
We will cover this fully in Lesson 70, but one rule is important now:
To craft a normal nonmagical item, the SRD requires:
THE REQUIRED TOOL
and:
PROFICIENCY WITH THAT TOOL
Anyone assisting you must also have:
PROFICIENCY WITH IT
So Tool Proficiency matters for more than:
ADDING PB TO CHECKS
It can also be an actual:
CRAFTING REQUIREMENT
PART FORTY-EIGHT — TOOL PROFICIENCY FROM CHARACTER CREATION
We have already encountered Tool Proficiencies earlier.
Every standard SRD Background grants:
ONE TOOL PROFICIENCY
For example:
Acolyte:
CALLIGRAPHER'S SUPPLIES
Criminal:
THIEVES' TOOLS
Sage:
CALLIGRAPHER'S SUPPLIES
Soldier:
ONE GAMING SET
Your Class may also provide:
ADDITIONAL TOOL PROFICIENCIES
MONK EXAMPLE
The Monk chooses proficiency with:
ONE ARTISAN'S TOOL
or:
ONE MUSICAL INSTRUMENT
So Tool choice can be part of:
CLASS IDENTITY
as well as:
BACKGROUND
PART FORTY-NINE — SKILLED FEAT AND TOOLS
In Lesson 57, we studied:
SKILLED
That Origin Feat gives proficiency in any combination of:
THREE SKILLS
or:
TOOLS
So you could select:
THREE TOOL PROFICIENCIES
if desired.
EXAMPLE
Skilled:
THIEVES' TOOLS
ALCHEMIST'S SUPPLIES
NAVIGATOR'S TOOLS
All three become:
TOOL PROFICIENCIES
PART FIFTY — TOOL PROFICIENCIES DO NOT ALL COME AS ONE PACKAGE
If you are proficient with:
SMITH'S TOOLS
you aren't automatically proficient with:
CARPENTER'S TOOLS
MASON'S TOOLS
or:
TINKER'S TOOLS
Each Artisan's Tool requires:
ITS OWN PROFICIENCY
Likewise:
Flute and Lute are:
SEPARATE MUSICAL INSTRUMENT PROFICIENCIES
Dice and Playing Cards are:
SEPARATE GAMING SET PROFICIENCIES
PART FIFTY-ONE — TOOL CHECK FORMULA
The practical Tool Check formula is:
D20 + TOOL'S ABILITY MODIFIER + PB
if you have:
TOOL PROFICIENCY
EXAMPLE — SMITH'S TOOLS
Strength:
18
Modifier:
+4
PB:
+3
Smith's Tools proficiency:
YES
Attempt:
PRY OPEN DOOR — DC 20
d20:
14
Calculation:
14 + 4 + 3 =
21
Success.
WITHOUT PROFICIENCY
Same Strength:
+4
Roll:
14
No PB:
14 + 4 =
18
Failure against:
DC 20
Training can therefore:
DIRECTLY CHANGE THE OUTCOME
PART FIFTY-TWO — TOOL + SKILL FORMULA
When a relevant Skill proficiency and Tool proficiency both apply:
ADVANTAGE
then:
ADD PB ONCE
A useful mental formula is:
2D20, KEEP HIGHER + ABILITY MODIFIER + PB
NOT
D20 + ABILITY + PB + PB
EXAMPLE
Charisma:
+3
PB:
+3
Disguise Kit proficiency:
YES
Deception proficiency:
YES
Both relevant.
d20s:
6 AND 14
Use:
14
14 + 3 + 3 =
20
PART FIFTY-THREE — THE ABILITY COMES FROM THE TOOL ENTRY
The Tool descriptions remove much of the guesswork.
Thieves' Tools:
DEXTERITY
Navigator's Tools:
WISDOM
Alchemist's Supplies:
INTELLIGENCE
Smith's Tools:
STRENGTH
Musical Instrument:
CHARISMA
This tells the player:
WHICH ABILITY MODIFIER
to use for those listed Tool checks.
PART FIFTY-FOUR — TOOL PROFICIENCY SCALES WITH LEVEL
Because the bonus is:
PROFICIENCY BONUS
it naturally improves as you level.
Levels 1–4:
+2
Levels 5–8:
+3
Levels 9–12:
+4
Levels 13–16:
+5
Levels 17–20:
+6
EXAMPLE
Dexterity modifier:
+4
Thieves' Tools.
At level 1:
+6 TOTAL MODIFIER
At level 5:
+7
At level 9:
+8
At level 17:
+10
assuming Dexterity itself stays unchanged.
PART FIFTY-FIVE — WHICH TOOLS CAN CRAFT ARMOR?
From the Craft lists:
LEATHERWORKER'S TOOLS
can craft:
HIDE ARMOR
LEATHER ARMOR
STUDDED LEATHER ARMOR
WEAVER'S TOOLS
can craft:
PADDED ARMOR
SMITH'S TOOLS
can craft:
MEDIUM ARMOR EXCEPT HIDE
and:
HEAVY ARMOR
This maps directly onto much of the Armor table from:
LESSON 64
PART FIFTY-SIX — WHICH TOOLS CAN CRAFT WEAPONS?
Important examples:
WOODCARVER'S TOOLS
Club, Greatclub, Quarterstaff and most:
RANGED WEAPONS
except:
PISTOL
MUSKET
SLING
SMITH'S TOOLS
Most:
MELEE WEAPONS
except:
CLUB
GREATCLUB
QUARTERSTAFF
WHIP
LEATHERWORKER'S TOOLS
SLING
and:
WHIP
TINKER'S TOOLS
MUSKET
and:
PISTOL
Together, the different Tool entries cover different methods of:
WEAPON CONSTRUCTION
PART FIFTY-SEVEN — SPELLCASTING OBJECTS
Several Tools can craft objects associated with spellcasting.
ALCHEMIST'S SUPPLIES
COMPONENT POUCH
JEWELER'S TOOLS
ARCANE FOCUS
HOLY SYMBOL
PAINTER'S SUPPLIES
DRUIDIC FOCUS
HOLY SYMBOL
WOODCARVER'S TOOLS
ARCANE FOCUS
DRUIDIC FOCUS
These connections will become more important when we study:
SPELLCASTING EQUIPMENT
in Lesson 69.
PART FIFTY-EIGHT — TOOLS DON'T AUTOMATICALLY GIVE KNOWLEDGE OF EVERYTHING THEY CAN CRAFT
Proficiency means:
TRAINING WITH THAT TOOL
It doesn't automatically mean:
KNOW EVERY PIECE OF LORE
IDENTIFY EVERY MAGIC ITEM
KNOW EVERY SECRET RECIPE
or:
AUTOMATICALLY SUCCEED ON EVERY CHECK
The rule grants:
PB TO RELEVANT TOOL CHECKS
and allows you to satisfy certain:
CRAFTING REQUIREMENTS
It doesn't grant unlimited narrative knowledge.
PART FIFTY-NINE — UTILIZE DCs ARE NOT AUTOMATIC SUCCESSES
The Tool entries usually give:
A DC
That means you generally resolve:
AN ABILITY CHECK
EXAMPLE
Cartographer's Tools:
DC 15
Wisdom:
+2
Tool proficiency:
+3
Roll:
5
Total:
5 + 2 + 3 =
10
Result:
FAILURE
Tool proficiency makes you:
BETTER
It doesn't make success:
AUTOMATIC
PART SIXTY — TOOLS CAN MATTER IN EVERY PILLAR OF PLAY
This is gameplay interpretation based on the actual Tool functions.
EXPLORATION
Navigator's Tools.
Cartographer's Tools.
Thieves' Tools.
Herbalism Kit.
SOCIAL INTERACTION
Disguise Kit.
Forgery Kit.
Gaming Set.
Musical Instruments.
DUNGEON PROBLEM-SOLVING
Thieves' Tools.
Carpenter's Tools.
Smith's Tools.
Mason's Tools.
DOWNTIME AND CRAFTING
Almost every:
ARTISAN'S TOOL
plus specialized kits such as:
HERBALISM
and:
POISONER'S KIT
Tools therefore aren't:
DECORATIVE INVENTORY
They can give characters additional ways to:
SOLVE PROBLEMS
PART SIXTY-ONE — AT THE TABLE
When you want to use a Tool, follow this process.
STEP 1 — NAME THE TASK
For example:
"I WANT TO PICK THE LOCK."
STEP 2 — IDENTIFY THE TOOL
For that listed task:
THIEVES' TOOLS
STEP 3 — CHECK THE TOOL'S ABILITY
Thieves' Tools:
DEXTERITY
STEP 4 — CHECK THE DC
Pick lock:
DC 15
STEP 5 — CHECK TOOL PROFICIENCY
If proficient:
ADD PB
STEP 6 — CHECK FOR A RELEVANT SKILL
If the GM determines a Skill is also being used and you're proficient in it:
ADVANTAGE
STEP 7 — ROLL
Compare:
TOTAL
against:
DC
PART SIXTY-TWO — TOOL QUICK REFERENCE BY ABILITY
STRENGTH
CARPENTER'S TOOLS
MASON'S TOOLS
SMITH'S TOOLS
DEXTERITY
CALLIGRAPHER'S SUPPLIES
COBBLER'S TOOLS
LEATHERWORKER'S TOOLS
TINKER'S TOOLS
WEAVER'S TOOLS
WOODCARVER'S TOOLS
FORGERY KIT
THIEVES' TOOLS
INTELLIGENCE
ALCHEMIST'S SUPPLIES
BREWER'S SUPPLIES
GLASSBLOWER'S TOOLS
JEWELER'S TOOLS
POTTER'S TOOLS
HERBALISM KIT
POISONER'S KIT
WISDOM
CARTOGRAPHER'S TOOLS
COOK'S UTENSILS
PAINTER'S SUPPLIES
GAMING SET
NAVIGATOR'S TOOLS
CHARISMA
DISGUISE KIT
MUSICAL INSTRUMENT
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING ALL TOOL CHECKS USE DEXTERITY
They don't.
Each Tool lists:
ITS OWN ABILITY
MISTAKE 2 — ADDING PB WITHOUT TOOL PROFICIENCY
Tool PB requires:
PROFICIENCY WITH THAT TOOL
unless another relevant proficiency or rule supplies PB.
MISTAKE 3 — THINKING TOOL PROFICIENCY MEANS AUTOMATIC SUCCESS
It doesn't.
You normally still:
ROLL AGAINST THE DC
MISTAKE 4 — ADDING PB TWICE WHEN BOTH SKILL AND TOOL PROFICIENCY APPLY
PB doesn't stack.
You add it:
ONCE
MISTAKE 5 — IGNORING THE BENEFIT OF HAVING BOTH PROFICIENCIES
If both the Skill and Tool apply and you're proficient in both:
ADVANTAGE
MISTAKE 6 — ASSUMING EVERY SKILL COMBINES WITH EVERY TOOL
The Skill must actually be:
RELEVANT
The GM has the ultimate say.
MISTAKE 7 — THINKING UTILIZE AND CRAFT ARE THE SAME THING
They aren't.
UTILIZE
performs the listed Tool action.
CRAFT
identifies things the Tool can make under:
CRAFTING RULES
MISTAKE 8 — CRAFTING AN ITEM IN ONE UTILIZE ACTION
The Craft entry doesn't say:
INSTANT CREATION
MISTAKE 9 — CRAFTING WITHOUT TOOL PROFICIENCY
Nonmagical crafting requires:
PROFICIENCY WITH THE REQUIRED TOOL
MISTAKE 10 — THINKING ONE ARTISAN'S TOOL PROFICIENCY COVERS ALL ARTISAN'S TOOLS
Each Artisan's Tool requires:
SEPARATE PROFICIENCY
MISTAKE 11 — THINKING "MUSICAL INSTRUMENT PROFICIENCY" MEANS EVERY INSTRUMENT
Each Variant requires:
SEPARATE PROFICIENCY
MISTAKE 12 — THINKING FLUTE PROFICIENCY GIVES LUTE PROFICIENCY
It doesn't.
MISTAKE 13 — THINKING ONE GAMING SET PROFICIENCY COVERS ALL GAMES
Dice, Dragonchess, Playing Cards, and Three-Dragon Ante are:
SEPARATE VARIANTS
MISTAKE 14 — THINKING SMITH'S TOOLS CRAFT EVERY WEAPON
They don't.
Several weapon types are assigned to:
OTHER TOOLS
MISTAKE 15 — THINKING SMITH'S TOOLS CRAFT CLUBS
The Craft list explicitly excludes:
CLUB
GREATCLUB
QUARTERSTAFF
and:
WHIP
MISTAKE 16 — THINKING SMITH'S TOOLS CRAFT HIDE ARMOR
The Medium Armor Craft entry explicitly excludes:
HIDE
MISTAKE 17 — THINKING WOODCARVER'S TOOLS CRAFT MUSKETS OR PISTOLS
They are explicitly excluded.
Those appear under:
TINKER'S TOOLS
MISTAKE 18 — THINKING THE TINKER'S TEMPORARY SCRAP ITEM LASTS FOREVER
It falls apart in:
1 MINUTE
MISTAKE 19 — INVENTING SPECIAL ABILITIES FOR THE TINKER'S SCRAP ITEM
The Tool description doesn't provide:
EXTRA MECHANICS
beyond its listed effect.
MISTAKE 20 — THINKING COBBLER'S TOOLS GIVE PERMANENT ACROBATICS ADVANTAGE
The successful modification grants Advantage on:
THE WEARER'S NEXT DEXTERITY (ACROBATICS) CHECK
MISTAKE 21 — THINKING COOK'S UTENSILS AUTOMATICALLY HEAL THE PARTY
Improving flavor doesn't list:
HEALING
MISTAKE 22 — THINKING DISGUISE KIT DC 10 MEANS EVERYONE AUTOMATICALLY BELIEVES THE DISGUISE
Its listed Utilize effect is:
APPLY MAKEUP
Other circumstances can still matter.
MISTAKE 23 — USING FORGERY KIT TO COPY AN UNLIMITED AMOUNT OF HANDWRITING IN ONE USE
The listed option is:
10 OR FEWER WORDS
MISTAKE 24 — THINKING NAVIGATOR'S TOOLS USE INTELLIGENCE
Their listed Ability is:
WISDOM
MISTAKE 25 — THINKING MUSICAL INSTRUMENT USES DEXTERITY
Its listed Ability is:
CHARISMA
MISTAKE 26 — THINKING DISGUISE KIT USES DEXTERITY
It uses:
CHARISMA
MISTAKE 27 — THINKING HERBALISM KIT USES WISDOM
SRD 5.2.1 lists:
INTELLIGENCE
MISTAKE 28 — THINKING THIEVES' TOOLS AUTOMATICALLY USE SLEIGHT OF HAND
Their Tool Ability is:
DEXTERITY
A Skill applies only when:
THE RULES OR GM DETERMINE IT IS RELEVANT
MISTAKE 29 — THINKING THIEVES' TOOLS OPEN EVERY LOCK AUTOMATICALLY
Pick Lock requires:
DC 15
under the general Tool entry.
Specific rules can override that.
MISTAKE 30 — THINKING TOOL COST AND TOOL PROFICIENCY ARE THE SAME THING
Buying:
THIEVES' TOOLS
does not itself give:
THIEVES' TOOLS PROFICIENCY
Owning the object and having training with it are:
DIFFERENT THINGS
QUICK RECAP
A Tool can help with:
SPECIALIZED ABILITY CHECKS
CRAFTING
or:
BOTH
TOOL DESCRIPTIONS
Can include:
ABILITY
which tells you the Ability used.
UTILIZE
which lists specific actions and DCs.
CRAFT
which tells you what can be crafted.
VARIANTS
which identifies versions requiring:
SEPARATE PROFICIENCIES
TOOL PROFICIENCY
If proficient:
ADD PB
to an Ability Check using that Tool.
TOOL + SKILL
If the same check uses a relevant Skill and you have proficiency in both:
ADVANTAGE
But PB is added:
ONLY ONCE
ARTISAN'S TOOLS
There are 17 SRD entries:
ALCHEMIST
BREWER
CALLIGRAPHER
CARPENTER
CARTOGRAPHER
COBBLER
COOK
GLASSBLOWER
JEWELER
LEATHERWORKER
MASON
PAINTER
POTTER
SMITH
TINKER
WEAVER
WOODCARVER
Each requires:
ITS OWN PROFICIENCY
OTHER TOOLS
DISGUISE KIT
FORGERY KIT
GAMING SET
HERBALISM KIT
MUSICAL INSTRUMENT
NAVIGATOR'S TOOLS
POISONER'S KIT
THIEVES' TOOLS
GAMING SET VARIANTS
DICE
DRAGONCHESS
PLAYING CARDS
THREE-DRAGON ANTE
Separate proficiency:
EACH
MUSICAL INSTRUMENT VARIANTS
BAGPIPES
DRUM
DULCIMER
FLUTE
HORN
LUTE
LYRE
PAN FLUTE
SHAWM
VIOL
Separate proficiency:
EACH
PRIME HERO CHALLENGE
A level 5 Rogue has:
Dexterity:
18
Modifier:
+4
Charisma:
16
Modifier:
+3
PB:
+3
Proficiencies:
THIEVES' TOOLS
DISGUISE KIT
DECEPTION
QUESTION 1
The Rogue tries to pick a lock.
Which Ability?
DEXTERITY
QUESTION 2
What is the listed DC?
15
QUESTION 3
What is the Rogue's Tool Check modifier?
Dexterity:
+4
PB:
+3
Total:
+7
QUESTION 4
The Rogue rolls:
9
Total:
9 + 7 =
16
Result:
SUCCESS
QUESTION 5
Later the Rogue attempts a disguise-based deception, and the GM determines both Disguise Kit and Deception are relevant.
The Rogue has proficiency in both.
What happens?
ADVANTAGE
QUESTION 6
Does the Rogue add PB twice?
NO
Roll two d20s, keep the higher, then add:
CHARISMA MODIFIER + PB ONCE
QUESTION 7
The Rogue buys a Lute.
Does owning the Lute automatically give proficiency?
NO
QUESTION 8
The Rogue already has Flute proficiency.
Does that automatically give Lute proficiency?
NO
Each Musical Instrument Variant requires:
A SEPARATE PROFICIENCY
QUESTION 9
A character has Smith's Tools but no Smith's Tools proficiency.
Can they craft Plate Armor using the normal crafting rules?
NO
Crafting requires:
THE REQUIRED TOOL
and:
PROFICIENCY WITH IT
QUESTION 10
A character has Herbalism Kit proficiency.
Which special item appears in its Craft list?
POTION OF HEALING
The exact crafting process comes later in:
LESSON 70
LESSON 65 — KEY TAKEAWAYS
Tools expand a character far beyond:
COMBAT
A weapon tells you how to attack.
Armor tells you how to defend.
A Tool helps define:
WHAT YOU KNOW HOW TO DO WITH THE WORLD AROUND YOU
Tool Proficiency can help you:
PICK LOCKS
NAVIGATE
CREATE DISGUISES
PLAY MUSIC
DETECT POISON
DRAW MAPS
WORK METAL
WORK WOOD
CREATE LEATHER GOODS
PREPARE FOOD
and eventually:
CRAFT EQUIPMENT
THE MOST IMPORTANT TOOL RULE
If you have Tool Proficiency:
ADD YOUR PROFICIENCY BONUS
to an Ability Check using that Tool.
If a relevant Skill is also used and you have proficiency in:
BOTH
then:
YOU HAVE ADVANTAGE
But:
PB DOES NOT STACK
THE SECOND MOST IMPORTANT RULE
Don't confuse:
OWNING A TOOL
with:
BEING PROFICIENT WITH IT
And don't confuse:
UTILIZE
with:
CRAFT
They are separate game procedures.
THE THIRD MOST IMPORTANT RULE
Every Tool has its own:
ABILITY
TASKS
DCs
COST
WEIGHT
and, where applicable:
CRAFT LIST
So when a problem appears during an adventure, ask:
DO I HAVE A TOOL THAT CAN SOLVE THIS?
Then ask:
AM I PROFICIENT WITH IT?
and finally:
DOES ONE OF MY SKILLS ALSO APPLY?
That is where Tools become one of the most useful parts of:
CHARACTER SPECIALIZATION
NEXT LESSON
LESSON 66 — ADVENTURING GEAR
Now that we understand:
TOOLS
we move to the enormous collection of ordinary objects adventurers carry into dangerous places.
Lesson 66 will cover the SRD's:
ADVENTURING GEAR
including important mechanical items such as:
ACID
ALCHEMIST'S FIRE
AMMUNITION
ANTITOXIN
BACKPACKS
BALL BEARINGS
CALTROPS
CHAINS
CLIMBER'S KITS
CROWBARS
HEALER'S KITS
HOLY WATER
HUNTING TRAPS
LANTERNS
LOCKS
MANACLES
NETS
OIL
BASIC POISON
POTIONS OF HEALING
PORTABLE RAMS
ROPE
SPYGLASSES
TINDERBOXES
TORCHES
and:
ADVENTURING PACKS
We will distinguish objects that simply have:
STORAGE OR NARRATIVE FUNCTIONS
from objects that have exact combat mechanics involving:
ACTIONS
SAVING THROWS
CONDITIONS
DAMAGE
ADVANTAGE
and:
DCs
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.