Tool Kits

## **WORK IN PROGRESS**

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.

Artisan’s Tools: These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

## **Artisan's Tool Kits**

### **Alchemist’s Supplies**

* **Ability Score Modifier -** Constitution or Intelligence
* **Cost -** 50 GP
* **Contents -** Two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
* **Uses -**
	+ **Arcana.** Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials. Investigation. When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.
	+ **Alchemical Crafting**. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.
	+ **Collect** “evidence” or “samples” of any kind.
	+ **Identify** a substance, potion or spell components.
	+ **Discover** the properties of a substance or plant.
	+ **Research** of any kind, including quickly skimming books.
	+ **Understanding** theories or other alchemists notes.

### **Brewer’s Supplies**

* **Ability Score Modifier -** Constitution or Intelligence
* **Cost -** 20 GP
* **Contents -** A large glass jug, a quantity of hops, a siphon, and several feet of tubing.
* **Uses -**
	+ **History.** Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
	+ **Medicine.** This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
	+ **Persuasion.** A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
	+ **Potable Water.** Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.
	+ **Judging** the purity of water or other liquid.
	+ **Investigating** a crop blight.
	+ **Mixing** drinks.
	+ **Identifying** the quality of a drink.

### **Calligrapher's Supplies**

* **Ability Score Modifier -** Dexterity or Intelligence
* **Cost -** 10 GP
* **Contents -** A pot of ink, a dozen sheets of parchment, and three quills.
* **Uses -**
	+ **Arcana.** Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.
	+ **History.** This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.
	+ **Decipher Treasure Map.** This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts.
	+ **Spotting** a hidden idea or symbol in a letter or document.
	+ **Understanding** the message of a legal document.
	+ **Creating** a piece of calligraphy art as a gift or to sell.
	+ **Embellishing** a letter or document to look more official.

### **Carpenter’s Tools**

* **Ability Score Modifier -** Strength or Dexterity
* **Cost -** 8 GP
* **Contents -** A saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
* **Uses -**
	+ **History.** This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.
	+ **Investigation.** You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.
	+ **Perception.** You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.
	+ **Stealth.** You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on.
	+ **Fortify.** With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.
	+ **Temporary Shelter.** As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available , the shelter collapses 1d3 days after being assembled.
	+ **Fixing** a wooden object, (e.g. wagon wheel).
	+ **Checking** a piece of furniture for false backs or hidden drawers or while looking for traps on a door, chest, or other wooden object.

### **Cartographer’s Tools**

* **Ability Score Modifier -** Intelligence or Wisdom
* **Cost -** 15 GP
* **Contents -** A quill, ink, parchment, a pair of compasses, calipers, and a ruler.
* **Uses -**
	+ **Arcana, History, Religion.** You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
	+ **Nature.** Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
	+ **Survival.** Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements a rise in relation to geographic locations, are familiar to you. Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activity.
	+ **Record** the location of a new discovery on a current map accurately.
	+ **Create** a new map (real or fake) of an area or specific location.
	+ **Attempt** to understand hidden messages on a map or follow a coded map (e.g. treasure map).
	+ **Calculate** exact travel distance or time.

### **Cobbler’s Tools**

* **Ability Score Modifier -** Dexterity or Intelligence
* **Cost -** 5 GP
* **Contents -** A hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.
* **Uses -**
	+ **Arcana, History.** Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items. Investigation. Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.
	+ **Maintain Shoes.** As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.
	+ **Craft Hidden Compartment.** With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.
	+ **Fixing** broken or damaged leather items (specifically shoes, but you could roll with disadvantage on fixing other leather items).
	+ **Making** a new pair of shoes or repairing current ones.
	+ **Measuring** an object.
	+ **Punching** holes in soft materials or binding material together with laces.
	+ **Making** molds or casts, especially of footprints.

### **Cook’s Utensils**

* **Ability Score Modifier -** Intelligence or Wisdom
* **Cost -** 1 GP
* **Contents -** A metal pot, knives, forks, a stirring spoon, a ladle and a collection of herbs.
* **Uses -**
	+ **History.** Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits. Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
	+ **Survival.** When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
	+ **Prepare Meals.** As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.
	+ **Finding** and preparing meals while traveling.
	+ **Spotting** poison or impurities in food.
	+ **Identifying** safe foods when foraging, as well as good locations for foraging.

### **Glassblower’s Tools**

* **Ability Score Modifier -** Dexterity or Wisdom
* **Cost -** 30 GP
* **Contents -** A blowpipe, a small marver, blocks, and tweezers.
* **Uses -**
	+ **Arcana, History.** Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.)
	+ **Investigation.** When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.
	+ **Identify Weakness.** With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.
	+ **Analyzing** the glass pieces in a damaged room to determine how it was broken (e.g. explosion vs. punched).
	+ **Cutting** glass to open a window/door without alerting anyone.
	+ **Appraising** the value of a glass item.
	+ **Identifying** the contents of a glass jar/vial.

### **Jeweler’s Tools**

* **Ability Score Modifier -** Dexterity or Intelligence
* **Cost -** 25 GP
* **Contents -** A small saw and hammer, files, pliers, and tweezers.
* **Uses -**
	+ **Arcana.** Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.
	+ **Investigation.** When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold.
	+ **Identify Gems.** You can identify gems and determine their value at a glance.
	+ **Crafting** a piece of jewelry.
	+ **Examining** a jewel-encrusted item to determine its possible purpose.
	+ **Authenticating** or dating a piece of jewelry.
	+ **Appraising** the value of gems or jewelry.

### **Leatherworker’s Tools**

* **Ability Score Modifier -** Dexterity or Charisma
* **Cost -** 5 GP
* **Contents -** A knife, a small mallet, an edger, a hole punch, thread, and leather scraps.
* **Uses -**
	+ **Arcana.** Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.
	+ **Investigation**. You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.
	+ **Identify Hides.** When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.
	+ **Appraising** the value of leather items.
	+ **Crafting** leather items or tanning leather while out on the road.
	+ **Investigating** leather items for clues.
	+ **Determining** the origins of leather goods.

### **Mason’s Tools**

* **Ability Score Modifier -** Strength or Intelligence
* **Cost -** 10 GP
* **Contents -** A trowel, a hammer, a chisel, brushes, and a square.
* **Uses -**
	+ **History.** Your expertise aids you in identifying a stone building’s date of construction and purpose, a long with insight into who might have built it.
	+ **Investigation.** You gain additional insight when inspecting areas within stone structures.
	+ **Perception.** You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.
	+ **Demolition.** Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.
	+ **Determine** the age/culture of origin/purpose of a building or structure.
	+ **Find** the weak point in a building in order to collapse it.
	+ **Investigate** the type of rock found in an area to determine what geological features might be in the area (e.g. If traveling underground, the party might start to see a lot of obsidian, the mason would know they are getting close to volcanic activity).
	+ **Find** traps or hidden doors in a stone structure.

### **Painter’s Supplies**

* **Ability Score Modifier -** Dexterity or Charisma
* **Cost -** 10 GP
* **Contents -** An easel, canvas, paints, brushes, charcoal sticks, and a palette.
* **Uses -**
	+ **Arcana, History, Religion.** Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
	+ **Investigation, Perception.** When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
	+ **Painting and Drawing. As** part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
	+ **Spotting** an original piece among a bunch of copies.
	+ **Determining** the age/value/origins of a work of art.
	+ **Interpreting** the message in a work of art.
	+ **Remembering** the lore behind a piece of art.

### **Potter’s Tools**

* **Ability Score Modifier -** Wisdom or Charisma
* **Cost -** 10 GP
* **Contents -** Potter’s needles, ribs, scrapers, a knife, and calipers.
* **Uses -**
	+ **History**. Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.
	+ **Investigation, Perception.** You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.
	+ **Reconstruction**. By examining pottery shards, you can determine an object’s original, intact form and its likely purpose.
	+ **Attempting** to date, appraise, or otherwise understand a piece of pottery or investigate broken pottery.
	+ **Determining** if a piece is authentic or fake.
	+ **Find** clay or understand a geological area based on the dirt found there.

### **Smith’s Tools**

* **Ability Score Modifier -** Strength or Constitution
* **Cost -** 20 GP
* **Contents -** Hammers, tongs, charcoal, rags, and a whetstone.
* **Uses -**
	+ **Arcana and History.** Your expertise lends you additional insight when examining metal objects, such as weapons.
	+ **Investigatio**n. You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.
	+ **Repair.** With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.
	+ **Open** a metal object or door without unlocking it.
	+ **Determine** the value of weapons or armor.
	+ **Understand** how a metal object was used based on the wear and damage the item received.
	+ **Repurpose** a metal object to fit their needs in a pinch.

### **Tinker’s Tools**

* **Ability Score Modifier -** Intelligence or Wisdom
* **Cost -** 50 GP
* **Contents -** A variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
* **Uses -**
	+ **History.** You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
	+ **Repair.** You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.
	+ **Understanding** the function of an invention, including how to turn it on/off and what its weaknesses might be.
	+ **Gaining** insight into a clue which has mathematical, theoretical, or physics roots.
	+ **Building** something useful out of scraps or random materials under pressure.
	+ **Recalling** random, but useful, information from previous studies.

### **Weaver’s Tools**

* **Ability Score Modifier -** Wisdom or Charisma
* **Cost -** 1 GP
* **Contents -** Thread, needles, and scraps of cloth.
* **Uses -**
	+ **Arcana, History.** Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.
	+ **Investigation.** Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.
	+ **Repair.** As part of a short rest, you can repair a single damaged cloth object.
	+ **Craft Clothing.** Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.
	+ **Looks** for clues based on tapestries, fabric found at the scene, or damaged clothing on a suspect.
	+ Wants to gain insights based on what the NPC is wearing (social status, where they have traveled, etc.).
	+ Determines the enchantment placed on a cloak based on the symbols embroidered on it.
	+ Spot the richest person in the room, you know, to “talk” to them.

### **Woodcarver’s Tools**

* **Ability Score Modifier -** Dexterity or Wisdom
* **Cost -** 1 GP
* **Contents -** A knife, a gouge, and a small saw.
* **Uses -**
	+ **Arcana, History.** Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.
	+ **Nature.** Your knowledge of wooden objects gives you some added insight when you examine trees.
	+ **Repair.** As part of a short rest, you can repair a single damaged wooden object.
	+ **Crafting Arrows.** As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.
	+ **Investigates** the purpose or iconography on a wooden object.
	+ **Examining** an object’s carvings to determine what enchantment has been placed on it.
	+ **Discovering** clues based on the features or style of a wooden item.
	+ **Attempting** to repair a delicate wooden object, such as a wand.

### **Navigator’s Tools**

* **Ability Score Modifier -** Intelligence or Wisdom
* **Cost -** 25 GP
* **Contents -** A sextant, a compass, calipers, a ruler, parchment, ink, and a quill.
* **Uses -**
	+ **Survival.** Knowledge of navigator’s tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.
	+ **Sighting.** By taking careful measurements, you can determine your position on a nautical chart and the time of day.
	+ **Look** at a map and determine the quickest/safest way to get to their destination.
	+ **Find** an alternate route.
	+ **Determine** the month based on the constellations.
	+ **Remember** a path they have taken before.

### **Thieves’ Tools**

* **Ability Score Modifier -** Dexterity or Intelligence
* **Cost -** 25 GP
* **Contents -** A small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
* **Uses -**
	+ **History.** Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps. Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
	+ **Set a Trap.** Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
	+ **Attempts** to stealthily open a locked door or window.
	+ **Disarms** or sets a trap.
	+ **Attempts** to gain information using questionable means.
	+ **Investigates** a room for a hidden safe or stash.

### **Poisoner’s Kit**

* **Ability Score Modifier -** Constitution or Intelligence
* **Cost -** 50 GP
* **Contents -** Glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
* **Uses -**
	+ **History.** Your training with poisons can help you when you try to recall facts about infamous poisonings.
	+ **Investigation, Perception.** Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
	+ **Medicine.** When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
	+ **Nature, Survival.** Working with poisons enables you to acquire lore about which plants and animals are poisonous. Handle Poison. Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
	+ **Identifying** a poison based on it’s effects.
	+ **Collecting** poison from an unusual source (e.g. the fangs of an unknown creature).
	+ **Testing** a food or water source for poison.
	+ **Creating** a new poison.

### **Disguise Kit**

* **Ability Score Modifier -** Dexterity or Charisma
* **Cost -** 25 GP
* **Contents -** Cosmetics, hair dye, small props, and a few pieces of clothing.
* **Uses -**
	+ **Deception.** In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
	+ **Performance.** A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
	+ **Persuasion.** Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
	+ **Create Disguise.** As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
	+ **Covering** bruises or scratches.
	+ **Attempting** to look like another humanoid.
	+ **Spotting** a disguise worn by someone else.

### **Forgery Kit**

* **Ability Score Modifier -** Intelligence or Charisma
* **Cost -** 15 GP
* **Contents -** Several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.
* **Uses -**
	+ **Arcana.** A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.
	+ **Deception.** A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
	+ **History.** A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
	+ **Investigation.** When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine. Other Tools. Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer’s tools to make a fake map.
	+ **Quick Fake.** As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake.
	+ **Spotting** a fake item or document.
	+ **Attempting** to copy seals or handwriting as samples to keep for later.
	+ **Identifying** family seals or crests.
	+ **Adding** gold or silver leaf to something.

### **Herbalism Kit**

* **Ability Score Modifier -** Intelligence or Wisdom
* **Cost -** 5 GP
* **Contents -** Pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
* **Uses -**
	+ **Arcana.** Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
	+ **Investigation.** When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
	+ **Medicine.** Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
	+ **Nature and Survival.** When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
	+ **Identify Plants.** You can identify most plants with a quick inspection of their appearance and smell.
	+ **Identifying** a poison and creating an antitoxin.
	+ **Identifying** a disease and knowing a cure.
	+ **Foraging** for herbs or food.
	+ **Identifying** plants or berries.
	+ **Analyzing** the contents of a potion to know its effects.

## **Gaming Sets**

* Dice Set
* Playing Card Set
* Dragonchess Set

## Musical Instruments

* Bagpipes
* Drum
* Dulcimer
* Flute
* Lute
* Lyre
* Horn
* Pan flute
* Shawm
* Viol