7/1/2023 0 Comments Best artisan tools 5e![]() ![]() Thieves Tools are the only tools you can use to get your proficiency bonus to defuse/disable a trap (without all the other issues you'd incur when you'd attempt to do so without TT) The two tools a party should never go on without are Thieves' Tools and Healing Kits, with a mention of honour of Herbalism Kit. Tools such as cooking tools don't seem applicable at all unless you can talk your DM to apply benefits such as better food allocation, you don't need as much food to feed a character an acceptable meal, or in the case that you will need to personally entertain nobles. Just murdered a person that insulted your evil monk with weaver's tools? When the town's guard approaches just explain you tripped and fell on top of him with your scissors (two daggers) which broke in the accident, you'll still have to make a check but you took your murder's high check and turned it into a more manageable roll. Some tools can be used to make situations more character focused and can possibly turn the situation in his/her favor, my DM will drop the difficulty of checks if your explanation is good enough. But this isn't that common in campaigns.Ĭarpentry tools or Masonry tools will be used for the 40gp cart you don't feel like buying for 2gp more from buying for a reliable merchant. ![]() ![]() and then you have it enchanted to become a magical object. Your DM allows players to create magical items in this manner, you would have to craft the base for the item whether it be a robe or etc. There is little need in most (non-social) campaigns for other tools, there are a few exceptions I can think of though. Most tools other than Disguise Kit, Thieves Tools, Smithing tools, Leatherworking tools, Herb Kits, and Forgery Kit are for flavor reasons. Alchemists don't necessarily need magical knowledge, I would extend this to anyone with the Sage or Guild Artisan who picks his trade to be alchemy, despite most people going sage background are likely spellcasters. I find that this seems like the most logical way of going about it, other than the spellcaster only for alchemists. Sacks, lots of sacks - Useful for carrying loot, a Medusas head, ect, ect. Sharpen an edge and you have a utility axe. Also handy when you have to climb up a building. Grappling hook - Very important when there's no tree or rock to anchor a rope. Advantage on opening locked doors or locked chests = win. Must have equipment you always need but never seem to have.Ĭrow Bar. This also works hand in hand with the calligraphers supplies. ![]() How do you strap it to your body? Which leads to.Ĭobblers tools - If your DM is really into the minutia, then your shoes and boots need constant attention as they get the most abuse.Ĭartographers tools - Needed for mapping out dungeons and trail blazing unexplored terrain. You can use two rocks to bang out dents in armor. Remember, most armor is held together with leather straps. Leatherworker's tools - For fixing armor. Smith's tools - Great for fixing metal armor or straightening bent weapons. The vials can also be used to collect unknown liquid samples or acid in a pinch.Įxplorers pack - 10 days of not needing a survival check.Ĭalligraphers supplies - A must have for spell casters with spell books. Poisoners kit - Great for collecting poisons or liquids from creatures you defeat. I'm going to include must have tools and/or equipment. ![]()
0 Comments
Leave a Reply. |