Just want to give you guys a head up, what ever you do in the world have consequences (depends on the DM). Trust me, I already been there.
In addition, this is the world of fantasy where magic exist, people / authority can trace you using magic and sometime certain precaution with magic is needed (example: the use if anti-magic ward to avoid scam).
I don't found Pot of Awakening in the list of Replicate Magic Item, is it a homebrew or UA?
A simple scam with infusions is too sell your infused items as if they were permanent magic items. Use disguise self to masquerade as a merchant peddling magic items. Sell a bag of holding (or any other expensive infusion) to a wealthy customer who wouldn't know any better, then travel to the next place. Rinse and repeat.
You're a Kobold so one day you could be disguised as a hearty Lightfoot halfling peddling an alchemy jug. The next you could be a rock gnome inventor. Of course this may bring about consequence in game as Joker said but it sounds fun to roleplay.
Actually disguise self wouldn't work really well when selling magic item. Since the spell only up for an hour. To sell magic item you need at least 1 week down time and spend around half of the day to find person to buy the magic item, persuade them and avoid any complication. Well you can recast it again and again until run out of spell slot. You can try disguise kit, but it only change your physical appearance only, you still the same race but different colour or style. But both Disguise self and Disguise kit will not change your voice.
In the end, just do it if you want to. It will be fun to role play and get into trouble sometime.
Use Right Tool for the Job to create temporary tools and have them vanish when it's convenient. "Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again."
Create Calligrapher's supplies (which include inks and paper), write up an official looking title deed for a piece of property or land you don't own. Sell the property, sign the papers, and hand over the deed. Then take an hour to remake your temporary tools to have the previous set of tools disappear, thus removing the signatures, the ink, and the paper it was written on. All of it. What's great is it's entirely up to you how long that deed exists so it can disappear in the dead of night with no sign of forced entry or it can linger on for days/weeks/years until the moment it ceases being useful to you (provided you don't use Right Tool for the Job again). The rightful owners can contest it with the poor fools who bought the place but all record of your involvement has vanished without a trace.
Something similar can be done with Magical Tinkering, except there the paper itself wouldn't disappear just what's written on it. Although with magical tinkering you could replace one signature with another which might be even more useful depending on the situation.
Just take in mind that in the world of magic, people can trace you using magic and a lot of people will take precaution with magic.
I mean yeah, I'm not saying it's foolproof. Botching a critical deception check could ruing the whole thing before it starts. And it does nothing to prevent an investigator from attempting to scry on you from a given description from the people who eventually discover they've been scammed. Any and all scams can and should have consequences in a game.
But part of the beauty of it is that none of those effects are the results of spells so who would suspect that this entirely nonmagical paper and ink would suddenly vanish without a trace? Neither Detect Magic nor Identify would reveal anything about it RAW. It's nonmagical so no aura to see, and it's not created by a spell so no learning what spell created it.
I could see Detect Magic working on Magical Tinkering. But when Right Tool for the Job specifically says the tools are nonmagical I tend to take them as being nonmagical.
I'm also not saying there's no other way to consider the contract suspicious or that someone might simply deduce that it disappeared by magic through process of elimination.
Footrace Sham: Go into a guards tower, bar, or somewhere that contains a lot of people and start calling out people for a foot race. 1 gp-10 gp to enter and winner takes all the money. Set up a 120 Ft (100ft if you have a small race) race course and just before the race cast long strider and expeditious retreat. Take the double dash actions and you could blaze past everyone with a minimum of 100ft (Races with 25ft Base Movement) to 120ft (Races wtih 30ft Base Movement). Your dm might realize what you're doing but as long as you con enough people for enough money you could rack up coins quick. This only costs 2 spell slots at level one, which isn't alot as you gain levels.
Footrace Sham: Go into a guards tower, bar, or somewhere that contains a lot of people and start calling out people for a foot race. 1 gp-10 gp to enter and winner takes all the money. Set up a 120 Ft (100ft if you have a small race) race course and just before the race cast long strider and expeditious retreat. Take the double dash actions and you could blaze past everyone with a minimum of 100ft (Races with 25ft Base Movement) to 120ft (Races wtih 30ft Base Movement). Your dm might realize what you're doing but as long as you con enough people for enough money you could rack up coins quick. This only costs 2 spell slots at level one, which isn't alot as you gain levels.
The tabaxi rogue in our party did a variation of this last week lol. He convinced an NPC to race to the top of a building at the end of the street. He blasted past the poor guy right out of the gate with action/bonus action dash and feline agility, then scrambled up the side of the building with his innate climb speed while the dude was running up the stairs. Too bad there wasn't any money at stake.
I always love this stuff, what I would suggest is that there is a difference between something being serviceable and it being able to get a decent price when you sell it or convincing when you use it.
We all know this effect from the first time we tried to sell the longswords from some hobgoblins, despite working perfectly well they are not easy to sell to anyone but hobgoblins. Similarly the longswords you can make from a cane may or may not suit a market you are selling them into. What I would do is set a DC based on local market and the local culture and if you make a Smith's Tools check matching that DC then it will sell for the usual used item price, if you over-shoot the required DC by at least 5 it might even sell for the full price. If you flood a local market so that there are more swords than the real demand then the DC can go up, conversely if there is war coming and people are desperate for weapons the DC could be lower than usual.
Similarly for the fake paper trick, contracts are generally on the very best quality paper or vellum so a reasonably challenging DC for you Calligraphy Tool proficiency is appropriate for your Right Tool For The Job to be of appropriate quality that people accept it as a contract seems fair. You will always produce something capable of writing on but whether it looks like fine vellum suitable for that valuable contract is another matter.
In my usual DM style the answer always wants to be "yes and...". In this case yes and what skill do you have to produce something of monetary value rather than of purely functional value to you.
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Just want to give you guys a head up, what ever you do in the world have consequences (depends on the DM). Trust me, I already been there.
In addition, this is the world of fantasy where magic exist, people / authority can trace you using magic and sometime certain precaution with magic is needed (example: the use if anti-magic ward to avoid scam).
I don't found Pot of Awakening in the list of Replicate Magic Item, is it a homebrew or UA?
Pot of Awakening is in XGE
A simple scam with infusions is too sell your infused items as if they were permanent magic items. Use disguise self to masquerade as a merchant peddling magic items. Sell a bag of holding (or any other expensive infusion) to a wealthy customer who wouldn't know any better, then travel to the next place. Rinse and repeat.
You're a Kobold so one day you could be disguised as a hearty Lightfoot halfling peddling an alchemy jug. The next you could be a rock gnome inventor. Of course this may bring about consequence in game as Joker said but it sounds fun to roleplay.
okay noted, I read back the infusion, I didn't notice I can choose the any common item from XGE, I only look at the table.
Actually disguise self wouldn't work really well when selling magic item. Since the spell only up for an hour. To sell magic item you need at least 1 week down time and spend around half of the day to find person to buy the magic item, persuade them and avoid any complication. Well you can recast it again and again until run out of spell slot. You can try disguise kit, but it only change your physical appearance only, you still the same race but different colour or style. But both Disguise self and Disguise kit will not change your voice.
In the end, just do it if you want to. It will be fun to role play and get into trouble sometime.
The Vanishing Contract:
Use Right Tool for the Job to create temporary tools and have them vanish when it's convenient. "Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again."
Create Calligrapher's supplies (which include inks and paper), write up an official looking title deed for a piece of property or land you don't own. Sell the property, sign the papers, and hand over the deed. Then take an hour to remake your temporary tools to have the previous set of tools disappear, thus removing the signatures, the ink, and the paper it was written on. All of it. What's great is it's entirely up to you how long that deed exists so it can disappear in the dead of night with no sign of forced entry or it can linger on for days/weeks/years until the moment it ceases being useful to you (provided you don't use Right Tool for the Job again). The rightful owners can contest it with the poor fools who bought the place but all record of your involvement has vanished without a trace.
Something similar can be done with Magical Tinkering, except there the paper itself wouldn't disappear just what's written on it. Although with magical tinkering you could replace one signature with another which might be even more useful depending on the situation.
I mean yeah, I'm not saying it's foolproof. Botching a critical deception check could ruing the whole thing before it starts. And it does nothing to prevent an investigator from attempting to scry on you from a given description from the people who eventually discover they've been scammed. Any and all scams can and should have consequences in a game.
But part of the beauty of it is that none of those effects are the results of spells so who would suspect that this entirely nonmagical paper and ink would suddenly vanish without a trace? Neither Detect Magic nor Identify would reveal anything about it RAW. It's nonmagical so no aura to see, and it's not created by a spell so no learning what spell created it.
I could see Detect Magic working on Magical Tinkering. But when Right Tool for the Job specifically says the tools are nonmagical I tend to take them as being nonmagical.
I'm also not saying there's no other way to consider the contract suspicious or that someone might simply deduce that it disappeared by magic through process of elimination.
Footrace Sham: Go into a guards tower, bar, or somewhere that contains a lot of people and start calling out people for a foot race. 1 gp-10 gp to enter and winner takes all the money. Set up a 120 Ft (100ft if you have a small race) race course and just before the race cast long strider and expeditious retreat. Take the double dash actions and you could blaze past everyone with a minimum of 100ft (Races with 25ft Base Movement) to 120ft (Races wtih 30ft Base Movement). Your dm might realize what you're doing but as long as you con enough people for enough money you could rack up coins quick. This only costs 2 spell slots at level one, which isn't alot as you gain levels.
The tabaxi rogue in our party did a variation of this last week lol. He convinced an NPC to race to the top of a building at the end of the street. He blasted past the poor guy right out of the gate with action/bonus action dash and feline agility, then scrambled up the side of the building with his innate climb speed while the dude was running up the stairs. Too bad there wasn't any money at stake.
I always love this stuff, what I would suggest is that there is a difference between something being serviceable and it being able to get a decent price when you sell it or convincing when you use it.
We all know this effect from the first time we tried to sell the longswords from some hobgoblins, despite working perfectly well they are not easy to sell to anyone but hobgoblins. Similarly the longswords you can make from a cane may or may not suit a market you are selling them into. What I would do is set a DC based on local market and the local culture and if you make a Smith's Tools check matching that DC then it will sell for the usual used item price, if you over-shoot the required DC by at least 5 it might even sell for the full price. If you flood a local market so that there are more swords than the real demand then the DC can go up, conversely if there is war coming and people are desperate for weapons the DC could be lower than usual.
Similarly for the fake paper trick, contracts are generally on the very best quality paper or vellum so a reasonably challenging DC for you Calligraphy Tool proficiency is appropriate for your Right Tool For The Job to be of appropriate quality that people accept it as a contract seems fair. You will always produce something capable of writing on but whether it looks like fine vellum suitable for that valuable contract is another matter.
In my usual DM style the answer always wants to be "yes and...". In this case yes and what skill do you have to produce something of monetary value rather than of purely functional value to you.