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Tools and Craftings

Types of Tools

  Artisan Tools:
  • Alchemist's Supplies
  • Calligrapher's Supplies
  • Cartographer's Tools (Includes Navigator's Tools)
  • Cook's Utensils (Includes Brewer's Tools)
  • Jeweler's Tools (Includes Glassblower's Tools)
  • Mason's Tools (Includes Potter's Tools)
  • Painter's Supplies
  • Smith's Tools
  • Tinker's Tools
  • Trapper's Kit
  • Weaver's Tools (Includes Cobbler's and Leatherworking Tools)
  • Woodworker's Tools (includes Carpenter's Tools)
Other Tools:
  • Forgery Kit
  • Herbalism Kit
  • Infiltrator Kit
  • Musical Instruments
  • Poisoner's Kit
  • Thieves' Tools

Basic Crafting and Crafting Rules

  Items can be crafted if you have the time and resources to make them. The tables below are tyically left somewhat broad in terms of resources required, with the expectation that many objects can be found in your surrounding area. Some areas may not have rich resources: for instance, it is unlikely you will find all the resources needed to make Medicinal Herbs in a wasteland or in the middle of a dungeon. Some items may require components with a cost, which can be acquired in any town or city. Most towns have common workspaces available to use in the late hours of the day, when most professional artisans are at home. An adventurer with Smith's Tools might use such a workspace to gain access to a forge.   The tables below are meant to be more suggestion and specifically are meant to be objects an adventurer can craft in the short term. Adventurers typically will not make complex creations as a professional artisan would, unless they have reason to spend an extended amount of downtime in a single location and with daily access to a workspace.   These items below can be crafted by any adventurer, even without specialized tools.  
ItemCrafting Requirements
Simple Weapons
Varies
1 hour
Wood, Bone, stone or metal, string
Firestarter
Creates fire
5 minutes
Wood scraps; flint; stone
Torch
1d4 fire damage; 20 feet of bright light; 20 feet of dim light
10 minutes
Wood, bone or metal; oil or turpentine; cloth
Basket/Bag
Holds objects (up to 10 lbs)
30 minutes
Plant fibres
Rope (10 ft)
Used to make, carry or bind objects
1 hour
String or plant fibers
Whistle
Emits sound that can be heard for up to 300 feet
30 minutes
Wood, bone, stone or metal
Rations
Food that can last 1 week before spoiling
30 minutes
Meat, berries, or root vegetables

Alchemist Supplies

  Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire.   Components. Alchemist’s supplies include 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.   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.   Other Uses. Create a puff of thick smoke, Identify a poison, Identify a substance, Start a fire, Neutralize acid   Alchemy Modifier = your Alchemist’s Supplies proficiency bonus + your Intelligence or Wisdom modifier (your choice).  
ItemCrafting Requirements
Vial of Acid
Thrown weapon, 2d6 acid damage, 20/60 feet
20 minutes
Mushrooms, monster Parts, glass vial
Alchemical Fire
Thrown weapon, 1d4 fire damage, 20/60 feet, on a hit, creature takes 1d4 fire damage at the start of each turn unless it uses an action to put it out.
1 hour
Sulfur, tree resin, oil, glass vial
Grenade
Thrown weapon, 4d6 damage in 5 foot radius (DC13 Dexterity Save), pushes creatures back 10 feet
30 minutes
Bomb Flower, plant fibers, flask
Curative Reagent
10 gold worth of curative reagents, which can be used for potion crafting.
5 hours
Medicinal Herbs
Liquid Lightning
When consumed (as a bonus action), you immediately move 30 feet in one direction and creatures are unable to take opportunity attaacks. Any creature in your path must make a Dexterity Saving Throw or take 3d6 lightning damage.
2 hours
Voltfruit, tree resin, alcohol, vial
Firework
A small firework that after being lit, will fly 100 feet before exploding in a brilliant flash. Creatures that are within fifteen feet of the explosion take 2d6 fire damage and must make a Wisdom Saving Throw or be deafened and blinded for 1d4 rounds.
1 hour
Bomb Flower, wood, plant fibers or parchment

Calligrapher’s Supplies

  Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design.   Components. Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills.   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.   Other Uses. Identify writer of nonmagical script, Determine writer’s state of mind, Spot forged text, Forge a signature   Scrollcrafting Modifier = your Calligrapher’s Tools proficiency bonus + your Intelligence modifier.  
ItemCrafting Requirements
Cantrip Scroll
The effects of a cantrip you know.
1 hour
20 gold worth of ink and parchment
1st-level Spell Scroll
The effects of a 1st-level spell you know.
2 hours
65 gold worth of ink and parchment, 1st level spell slot
2nd-level Spell Scroll
The effects of a 2nd-level spell you know.
4 hours
115 gold worth of ink and parchment, 2nd level spell slot
3rd-level Spell Scroll
The effects of a 3rd-level spell you know.
6 hours
250 gold worth of ink and parchment, 3rd level spell slot
4th-level Spell Scroll
The effects of a 4th-level spell you know.
8 hours
300 gold worth of ink and parchment, 4th level spell slot
5th-level Spell Scroll
The effects of a 5th-level spell you know.
10 hours
650 gold worth of ink and parchment, 5th level spell slot
If any spell requires an expensive spell component, it must be in hand when creating the spell scroll. If the material component is consumed by the casting of the spell, it is consumed when creating the spell scroll.  

Cartographer’s Tools

  Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Proficiency with cartographer’s tools helps you determine a true course based on observing the stars   Components. Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, sextant, calipers, and a ruler.   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 arise 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.   Sighting. By taking careful measurements, you can determine your position on a nautical chart and the time of day.   Other Uses. Determine a map’s age and origin, Estimate direction and distance to a landmark, Discern that a map is fake, Fill in a missing part of a map, Navigate by stars   Scrollcrafting Modifier = your Calligrapher’s Tools proficiency bonus + your Intelligence modifier.  
ItemCrafting Requirements
Dungeon Map
A detailed map showing the interior of a cave system, castle, or similar interior structure that is far from civilization. Can be sold to a cartography office.
1 hour per floor
Area Map
A general map of an unexplored region for showing safe paths and potential dangers, often used by adventurers. Can be sold to a cartography office.
2 hours per day of travel

Cook’s Utensils

  Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit. You also have a knowledge of brewing alcholic beverages and purifying water.   Components. Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.   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. You can also administer alcohol to disinfect a wound or dull pain.   Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.   Persuasion. A stiff drink or good meal can help soften the hardest heart. Your proficiency with Cook's Utensils can help you ply someone with food and drink.   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.   Other Uses. Create a typical meal, Duplicate a meal, Spot poison or impurities in food or drink, Create a gourmet meal   Cooking Modifier = your Cook’s Utensils proficiency bonus + your Wisdom modifier.  
ItemCrafting Requirements
Common Feast
A feast consumed during a short rest, provides 1 extra hit point per hit die rolled.
1 hour
rations, common spices
Uncommon Feast
Effects of Common Feast, each creature can roll 1 hit die for free.
1 hour
rations, common spices, fresh fruits or vegetables
Rare Feast
Effects of Common and Uncommon Feast, each creature gains heroic inspiration
2 hours
rations, ale or beer, common spices, fresh fruits or vegetables, fresh meat, rare spices
Monster Feast
Effects of Common, Uncommon, and Rare Feasts. Gains a beneficial buff from the consumed creature for one hour, determined by DM.
2 hours
rations, ale or beer, common spices, fresh fruits or vegetables, fresh meat, monster parts*, rare spices
Leftovers (x3)
Can be consumed an action, provides d6 x rarity in temporary hit points.
Created after a feast is consumed
Energy Snacks (x3)
Can be consumed as an action, ignores one level of exhaustion for 10 minutes.
1 hour
Dried fruit, nuts, dried meat, common spices
*To effectively use monster parts, you must pass a DC = 12 + Monster CR with Survival or your Cook's Utensils. On a failure, each creature that consumes the feast has the poisoned condition for one hour.  

Forgery Kit

  A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature.   Components. A forgery kit includes 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.   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.   Other Uses. Mimic handwriting, Duplicate a wax seal  

Herbalism Kit

  Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.   Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.   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.   Other Uses. Find plants, Identify poison   Herbalism Modifier = your Herbalism Kit's proficiency bonus + your Intelligence or Wisdom modifier (your choice).  
ItemCrafting Requirements
Herbal Medicine
Recovers 2d4 hit points or grants an additional saving throw against disease or poison, takes one minute to apply.
30 minutes
Medicinal herbs
Greater Herbal Medicine
Recovers 3d4 hit points and grants an automatic success on a saving throw against disease or poison, takes one minute to apply.
1 hour
Various medicinal herbs; 9th level
Antitoxin
Advantage on saving throws against the poisoned condition for 1 hour.
1 hour
Medicinal herbs, vial
Potion of Healing
Recovers 2d4 + 2 hit points when consumed.
4 hours
2 Herbal Medicines, bottle, 20 gold worth of curative reagents
Greater Potion of Healing
Recovers 4d4 + 4 hit points when consumed.
12 hours
2 Greater Herbal Medicines, bottle, 75 gold worth of curative reagents; 9th level
Soothing Pipe
When lit and held in mouth, grants advantage on saves against charmed and frightened for 10 minutes.
30 minutes
Various soothing herbs, smoking pipe

Infiltrator Kit

  The perfect tool for anyone who wants to engage in trickery, an infiltration kit enables its owner to adopt a false identity.   Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.   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.   Other Uses. Cover injuries or distinguishing marks, Spot a disguise being used by someone else, Copy a humanoid’s appearance   Infiltration Modifier = your Infiltration Kit proficiency bonus + your Dexterity modifier  

Jeweler’s Tools

  Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones. In addition, you have the ability shape glass and have specialized knowledge of the methods used to produce glass objects.   Components. Jeweler’s tools consist of a small saw and hammer, files, pliers, tweezers, a blowpipe, small marver, and blocks. You need a source of heat to work glass.   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.   Other Uses. Modify a gem’s appearance, Determine a gem’s history, Identify source of a glass, Determine what a glass object once held  

Mason’s Tools

  Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick. These tools include the necessary components to create pots and ceramics as well, if you have a source of heat.   Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, a square, potter's needles, ribs, scrapers, a knife, and calipers.   History. Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it.   Investigation, Insight. You gain additional insight when inspecting areas within stone structures. You also gain insight into the tastiest rocks... if you have a hungry Goron to worry about, anyway.   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.   Reconstruction. By examining pottery shards, you can determine an object’s original, intact form and its likely purpose.   Other Uses. Chisel a small hole in a stone wall, Find a weak point in a stone wall, Determine what a vessel once held, Create a serviceable pot  
ItemCrafting Requirements
Pot, Jug or Pitcher
A simple container designed to be watertight
30 minutes (8 hours to dry)
Mud, water, clay; heat
Bricks x 20
Simple components for building structures.
6 hours
Mud or clay, straw, wood
Stone Mortal and Pestle
A hand-sized bowl and rounded stone for grinding herbs and plants.
6 hours
Stone
Stone Caltrops
As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. See Caltrops
3 hours
Stone
Stone Tools
Simple tools, such as a stone hammer or stone axe, which can be used for a single task before it breaks.
20 minutes
Stone, wood
Rock Roast
A delicious sirloin rock beloved by Gorons. Provides all the benefits of a Rare Feast.
1 hour
Rock sirloin, Goron spices; extreme heat

Musical Instruments

  Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.   History. Your expertise aids you in recalling lore related to your instrument.   Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.   Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.   Other Uses. Identify a tune, Improvise a tune  

Painter’s Supplies

Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.   Components. Painter’s supplies include an easel, canvas, paints, inks, quills, brushes, charcoal sticks, and a palette.   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.   Other Uses. Paint an accurate portrait, Create a painting with a hidden message, Apply face paint   Painting Modifier = your Painter’s Tools proficiency bonus + your Charisma, Intelligence or Wisdom modifier  
ItemsCrafting Material
Painting
A painting of a scenic location or important person, can be sold for a profit... if you can find a buyer.
4 Hours per Rarity
Paints, canvas
Creature Sketch
A semi-detailed sketch of a rare creature, valued by monster enthusiasts.
1 hour
Paints or inks, canvas
War Paint
War paint that is worn on the face and/or armor. Grants the wearer a d4 on Intimidation checks.
30 minutes
Paints, mud, or blood
Camouflage
Grants advantage on stealth checks to hide in outdoor areas while in use.
30 minutes
Paints or mud
Illusion Trap
A painting of an object on a flat surface such as the floor or wall that may temporarily distract a creature for one turn. Determined by the creature's passive perception vs. 8 + your Painting modifier.
2 hours
Paints

Poisoner’s Kit

  A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.   Components. A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.   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.   Other Uses. Spot a poisoned object, Determine the effects of a poison.  

Smith’s Tools

  Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.   Components. Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone.   Arcana and History. Your expertise lends you additional insight when examining metal objects, such as weapons.   Investigation. 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.   Other Uses. Sharpen a dull blade, Repair a suit of armor, Sunder a nonmagical metal object   Smithing Modifier = your Smith’s Tools proficiency bonus + your Strength modifier  
ItemsCrafting Material
Grappling Hook
Ranged Weapon (20/60): Inflicts 1d4 piercing damage on a successful hit. Alternatively, allows user to climb or swing from high places.
10 minutes
Metal, rope; fire
Nails x 10
Commong building material
2 hours
Metal; fire
Lockpicks
A set of lock picks durable enough to be used once.
10 minutes
Metal or wire, pliers, fire
Chain
Five feet of chain, sturdier than rope.
4 hours
Metal; fire
Manacles
Restraints that can be used on a medium or small creature.
2 hours
Metal, Lock, Chain; fire
Caltrops
As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. See Caltrops.
2 hours
Metal; fire

Thieves’ Tools

  Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.   Components. Thieves’ tools include 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.   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.   Other Uses. Pick a lock Varies, Disable a trap   Thieving Modifier = your Thieves' Tools proficiency bonus + your Dexterity modifier  

Tinker’s Tools

  A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.   Components. Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.   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.   Other Uses. Temporarily repair a disabled device, Repair an item in half the time, Improvise a temporary item using scraps   Tinkering Modifier = your Tinker’s Tools proficiency bonus + your Intelligence modifier  
ItemCrafting Requirements
Clockwork Device
A tiny mechanical object that is imbued with one property from the Prestidigitation spell that lasts for 4 hours.
1 hour
10 gold worth of clockwork pieces
Autoloader
A device for automatically reloading crossbow bolts.
3 hours
20 gold worth of clockwork pieces, metal scraps
Lock and Key
A mechanical lock with a difficulty challenge equal to 10 + your Tinkering Modifier.
2 hours
1 gold worth of clockwork pieces, metal scraps
Pocket Watch
A precise instrument for keeping time.
8 hours
10 gold worth of clockwork pieces, metal scraps
Compass
A precise instrument for showing directions.
6 hours
Metal scraps, glass
Pressure Plate
A mechanism commonly used to enhance traps or alarms
2 hours
Metal scraps, string or wire

Trapper's Kit

  Proficiency with a trapper's kit can be used when hunting and tracking beasts and monstrosities.   Components. Trapper’s tools include a small mallet, wire, snares, pressure plates, hooks, and a set of specialized pliers.   Survival. Your expertise with traps allows you to identify natural or man-made traps in the wild, spot concealed traps in dungeons, and set up your own traps with greater efficiency.   Investigation. You gain additional insight when inspecting areas for traps, spotting hidden mechanisms, and recognizing signs of danger that others might overlook.   Trap Salvage. By imposing a more difficult challenge, you can attempt to not only disarm a trap, but dismantle it so its constituent parts can be reused.   Other Uses. Disarm Trap, Locate Trap, Set Trap   Trapping Modifier = your Trapping Kit's proficiency bonus + your Wisdom modifier.  
ItemCrafting Requirements
Medium Snare
Strength save: Traps medium or smaller creature (save ends)
30 minutes
Rope, bait
Large snare
Strength save: Traps large or smaller creature (save ends)
2 hours
Rope; bait
Bear trap
Dexterity save: Traps creatures of large or smaller, inflicting 4d6 piercing damage (Strength save ends)
2 hours
Wood, stone, bone or metal; string or rope
Trip Wire
Used to to trigger alarm or another trap, requires perception check vs. 10 + your Trapping Modifier.
30 minutes
Wood, string or wire
Pit Trap
Dexterity Save: 10 feet deep pit used to trap creatures large or smaller, causes fall damage.
2 hours
Shovel, sticks, plant debris
Spike Trap
Dexterity Save: 10 feet deep pit with wooden spikes at the bottom, causes 6d6 piercing damage.
4 hours
Shovel, sticks, plant debris, wooden spikes

Weaver’s Tools

  Weaver’s tools allow you to create cloth and tailor it into articles of clothing. This extends into the work of cobblers with shoes, as well as general leatherworking as well.   Components. Weaver's tools include a knife, a small mallet, an edger, a hole punch, thread, needles, cutter, shoe stand and leather scraps.   Arcana, History. 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. 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 or clothing. Your experience in repairing shoes makes it easier for you to identify where damage might come from.   Repair. As part of a short rest, you can repair a single damaged cloth object or Light Armor.   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.   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.   Other Uses. Modify a leather item’s appearance, Determine a leather item’s history, Repurpose Cloth, Mend a hole in a piece of cloth or leather, tailor an outfit.    
ItemCrafting Time
Net
Used for restraining creatures as a trap or a thrown weapon. See Nets
3 hours
Rope, metal or wood rings
Leather
Material which can be used when crafting light armor and different types of clothing.
4 hours to prepare
Animal hide, 24 hour to tan and cure
Fur Cloak
A heavy garment to protect from the rain and cold.
4 hours
Animal pelt
Basic Clothing
Typical clothing for a humanoid using basic materials.
2 hours
Fabric, animal pelt or leather
Canvas \ Blanket
Useful for camping either for constructing a tent or keeping warm at night.
4 hours
Animal pelt or leather
Bag \ Sack
A portable container for tiny objects.
1 hour
Burlap, sackcloth, or leather

Woodworker’s Tools

  Woodwooker’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows. A skilled carpenter can build a house, a shack, a wooden cabinet, or similar items.   Components. Woodworker’s tools consist of a saw, a hammer, nails, a hatchet, a square, a ruler, chisel knife, and a gouge.   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.   Fortify. With 1 minute of work and raw materials, you can make a door or window harder to force open, or ensure an object is made watertight.   Craft 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.   Other Uses. Craft a small wooden figurine, Carve an intricate pattern in wood, Build a simple wooden structure, Design a complex wooden structure, Find a weak point in a wooden wall, Pry apart a door  
ItemCrafting Requirements
10 x Arrows/Bolts
Ammunition that can be prepared for crafting specialty arrows or bolds.
2 hours
Metal, wood, fletching
Fishing Pole
A hunting tool for gathering fish.
3 hours
Wood, string, metal
Pan Flute
A simple musical instrument.
6 hours
Wood, string
Wood shield
A simple wood, reinforced shield.
8 hours, Wood, metal, leather
Ladder
A 30-foot tall ladder.
8 hours
Wood, rope or nails
Bucket
A simple container designed to be watertight.
4 hours
Wood, rope, tar or pitch

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