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.