Ok everyone I have sent off the PM's to the 2 people who were chosen. I wish you could all have been chosen, but sadly that is not the case. Stay safe and have great adventures 😀😀😀
Ok everyone this recruitment page is open again. Anyone who has already posted a character above that wants to join in just post a quick note saying you are still interested with the same character. If you want to roll up a new character that is also fine post your rolls and character sheets.
Everyone else read the first three posts of the thread, and PM me if you have questions.
A little bit of information about what is currently happening.
The Unlucky Bastards of Justice has been hired by the Captain of the City Guard to find and kill the Goblins that have recently started attacking the city at night. He will pay 5Gp per Goblin ear.
The Unlucky Bastards of Justice investigated and finally figured out that the Goblins were entering the city through Orak's Bathhouse. Orak the retired Dwarven adventurer, was somehow charmed into letting the goblins enter the city through his basement. As the party descended into the basement, they found themselves in an old abandoned Dwarven settlement.
Shortly thereafter they set off an alarm and were swarmed by goblins. After a minute or so they decided to retreat and regroup. (Currently they are still in the process of retreating).
After they all get out they will hastily set out to replace two members that have left the group.
Name: Vonnir Torevir Race: Mountain dwarf Class: (Totem) Barbarian Background: Outlander Backstory: At a young adult age, for Dwarfs, Vonnir's barbarian mountain clan was attacked by a goblin horde. The horde killed almost everyone, however, a couple of them were captured including Vonnir. Some of the youngest were raised by the goblins and came to adjust to their ways, but not Vonnir. Vonnir had witnessed what happened to his clan, to his family, to his parent. He remembered and would always remember, and thus, when an opportunity arose, he fled. Years past while he travelled the outlands alone, only encountering other humanoids occasionally. He almost grew accustomed more to animals, than to humanoids; even learning to communicate with them.
At some point a bear spirit came to him and joined him for his journeys. As you can imagine he would sometimes encounter others that weren't kind to outlanders and he felt empowered with the spirit close by when he felt the rage of what the goblins did to his clan. That rage was never far back in his mind, but through the years he learned how to control it, so he could use it when he actually needed it. He travelled long and far, until just a couple of days a go when his spirt pulled him towards Cauldron. Vonnir learned to listen to his spirit, but now he wasn't sure why he was led to this city. While he didn't necessarily like being behind stonewalls, as he has never been behind walls since his clan was attacked so harshly. He wondered, and wondered until he heard about the Goblin attacks; that must be why his spirit let him here. To go and help whoever is defending against the goblins and make sure they don't hurt anyone else.
((I started a different class; but then I noticed that one of the previous applications was exactly that combination of race-class, and that one was actually chosen..:P))
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Pax is a dance tutor for young aristocrats or wealthy merchants in need of refinement. He is known to perform as well, as either a professional tap dancer, or as an escort (eye candy) for those who don’t wish to go stag to a sophisticate party.
But Pax is so much more. His spare time is spent in the study of magical objects. He is a practical man, eschewing study in libraries in favor of learning by doing. And his mind has found uncommon uses for simple - but powerful- magics.
Lately, Paxalim has found himself in need of new occupation after becoming the object of a student’s obsession… to the point of being somewhat frightening. Paxalim is looking to move into a more anonymous field, where one might disappear from the Scene, for a little while. No one would expect the dance teacher to become a bounty hunting adventurer. So this is where he finds himself…
Paxalim has come to Cauldron the hide amidst rough, adventuring types. He’s looking for companions to help him hide from his stalker.
He is not from the Cauldron, I don’t think. He is from someplace a bit more culturally sophisticated or demanding.
I have some DCs etc set in my character sheet notes for some different activities like you suggested.
What I bring to the table: Paxalim is intended to be a fop with a joy for helping, teaching, and talking about everything or nothing. He loves good company, and tries to be the same. He is also prepared to show the vulgar and belligerent the error of their ways as his magical potency is considerable. I have not played an artificer of any significant level, so I’m interested to see how he can help out besides just blasting problems.
Would I be welcome to try coming back with a different character? I kinda forgot I was in this campaign when I came back. I assume Irena was lost in the retreat.
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
Would I be welcome to try coming back with a different character? I kinda forgot I was in this campaign when I came back. I assume Irena was lost in the retreat.
Deleting her sheet from the campaign left the whole group in a bit of a lurch. I was going to play her until the end of the Encounter. Because of that you wouldn't be my first choice, but if you want to roll up a new character, I'll see how the players feel about it. After all they have the final say.
Name: Vonnir Torevir Race: Mountain dwarf Class: (Totem) Barbarian Background: Outlander Backstory: At a young adult age, for Dwarfs, Vonnir's barbarian mountain clan was attacked by a goblin horde. The horde killed almost everyone, however, a couple of them were captured including Vonnir. Some of the youngest were raised by the goblins and came to adjust to their ways, but not Vonnir. Vonnir had witnessed what happened to his clan, to his family, to his parent. He remembered and would always remember, and thus, when an opportunity arose, he fled. Years past while he travelled the outlands alone, only encountering other humanoids occasionally. He almost grew accustomed more to animals, than to humanoids; even learning to communicate with them.
At some point a bear spirit came to him and joined him for his journeys. As you can imagine he would sometimes encounter others that weren't kind to outlanders and he felt empowered with the spirit close by when he felt the rage of what the goblins did to his clan. That rage was never far back in his mind, but through the years he learned how to control it, so he could use it when he actually needed it. He travelled long and far, until just a couple of days a go when his spirt pulled him towards Cauldron. Vonnir learned to listen to his spirit, but now he wasn't sure why he was led to this city. While he didn't necessarily like being behind stonewalls, as he has never been behind walls since his clan was attacked so harshly. He wondered, and wondered until he heard about the Goblin attacks; that must be why his spirit let him here. To go and help whoever is defending against the goblins and make sure they don't hurt anyone else.
((I started a different class; but then I noticed that one of the previous applications was exactly that combination of race-class, and that one was actually chosen..:P))
I'm going to leave it up to the current players to make the choices, but I think you would do nicely 😉
First things first, let's see what we have to work with:
Ability scores: 181515121311
What do you think the party is in need of? If only to give some inspiration.
Here we go!
Name:Jack Goldberg Race: Variant Human Class: Fighter (Rune Knight) Background: Gladiator Backstory: Jack's family was originally from Cauldron, some mid-class cloth merchants that had an unlucky strike during a trip to Sasserine. The whole family was captured by Drow raiders and taken to the Underdark.
His parents and his older brother soon succumbed under the Drows' cruelty, but Jack's size and capabilities were outstanding enough to give him a chance - he was taken with other prisoners into the arena, and forced to fight for the dark elf nobles' amusement.
During a Duergar raid to the settlement, the slaves revolted and some of them managed to escape, including Jack and Fjolqvist, a young Stone Giant who was also prisoner of the sadistic elves. Jack helped Fjolqvist reach the ancestral highlands of his people, forging a friendship bond in the proccess, and then returned to Cauldron with no real purpose other than find some friendly faces and have a nice meal at a tavern. There'll be plenty of time to think about his future afterwards.
Jack: A hulking black mountain of muscle, Jack stands about 6.5 feet and weighs over 20 stone, which causes terror in most of his weaker enemies. During his time as a gladiator, Kack learned many ways to make combats entertaining and long, but also techniques to finish an enemy as quickly as the blink of an eye. When he's relaxed, though, he shows a warm smile and a good sense of humour. He usually tells some stories which everyone quickly discard as exaggerations, though deep inside they know he's a trustable companion on whom to rely in case of danger.
Describe your self and what you might bring to the group, along with if you are local or not, and if not what brought you to Cauldron: Jack is strong and tough. He can stand in the way, able to occupy 4 squares when he grows thanks to Giant Might. He can grapple a foe (or two if he sets his shield away) and that guy will be forever screwed. When he levels up, he plans on getting some spells to help his beefiness.
As described in his backstory, Jack is a local but he's spent some years (let's say about 6 or 7) away and just recently got back. He knows a guy or two, but just slightly and inderictly - his family and their closest relatives/acquaintances have either gone, passed away or were victims in the original expedition to Sasserine.
Pax is a dance tutor for young aristocrats or wealthy merchants in need of refinement. He is known to perform as well, as either a professional tap dancer, or as an escort (eye candy) for those who don’t wish to go stag to a sophisticate party.
But Pax is so much more. His spare time is spent in the study of magical objects. He is a practical man, eschewing study in libraries in favor of learning by doing. And his mind has found uncommon uses for simple - but powerful- magics.
Lately, Paxalim has found himself in need of new occupation after becoming the object of a student’s obsession… to the point of being somewhat frightening. Paxalim is looking to move into a more anonymous field, where one might disappear from the Scene, for a little while. No one would expect the dance teacher to become a bounty hunting adventurer. So this is where he finds himself…
He is not from the Cauldron, I don’t think. He is from someplace a bit more culturally sophisticated or demanding.
What I bring to the table: Paxalim is intended to be a fop with a joy for helping, teaching, and talking about everything or nothing. He loves good company, and tries to be the same. He is also prepared to show the vulgar and belligerent the error of their ways as his magical potency is considerable. I have not played an artificer of any significant level, so I’m interested to see how he can help out besides just blasting problems.
@dm
I’m trying to edit in details.
The crafting: is that a separate skill from tool proficiency? I am not positive I understood that right.
I made my instrument proficiency from my background drums just because it’s on the list, but I’m playing the character as a tap dancer. I assume that’s a perfectly reasonable exchange?
If I’m not from the Cauldron, do I need to worry about selecting a specific place from a list etc that I am from?
Pax is a dance tutor for young aristocrats or wealthy merchants in need of refinement. He is known to perform as well, as either a professional tap dancer, or as an escort (eye candy) for those who don’t wish to go stag to a sophisticate party.
But Pax is so much more. His spare time is spent in the study of magical objects. He is a practical man, eschewing study in libraries in favor of learning by doing. And his mind has found uncommon uses for simple - but powerful- magics.
Lately, Paxalim has found himself in need of new occupation after becoming the object of a student’s obsession… to the point of being somewhat frightening. Paxalim is looking to move into a more anonymous field, where one might disappear from the Scene, for a little while. No one would expect the dance teacher to become a bounty hunting adventurer. So this is where he finds himself…
He is not from the Cauldron, I don’t think. He is from someplace a bit more culturally sophisticated or demanding.
What I bring to the table: Paxalim is intended to be a fop with a joy for helping, teaching, and talking about everything or nothing. He loves good company, and tries to be the same. He is also prepared to show the vulgar and belligerent the error of their ways as his magical potency is considerable. I have not played an artificer of any significant level, so I’m interested to see how he can help out besides just blasting problems.
@dm
I’m trying to edit in details.
The crafting: is that a separate skill from tool proficiency? I am not positive I understood that right.
I made my instrument proficiency from my background drums just because it’s on the list, but I’m playing the character as a tap dancer. I assume that’s a perfectly reasonable exchange?
If I’m not from the Cauldron, do I need to worry about selecting a specific place from a list etc that I am from?
Still editing
Tool Proficiencies
Tool proficiencies are a useful way to highlight a character’s background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.
Tools and Skills Together
Tools have more specific applications than skills. The History skill applies to any event in the past. A tool such as a forgery kit is used to make fake objects and little else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool proficiency instead of proficiency in a skill?
To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.
Advantage. If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.
Added Benefit. In addition, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with mason’s tools makes a successful Wisdom (Perception) check to find a secret door in a stone wall. Not only does the character notice the door’s presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door.
Tool Descriptions
The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign.
Components. The first paragraph in each description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.
Skills. Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.
With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.
In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant.
Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph.
Sample DCs. A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.
Alchemist’s 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.
Alchemist’s Supplies
Activity
DC
Create a puff of thick smoke
10
Identify a poison
10
Identify a substance
15
Start a fire
15
Neutralize acid
20
Brewer’s Supplies
Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.
Components. Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.
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.
Brewer’s Supplies
Activity
DC
Detect poison or impurities in a drink
10
Identify alcohol
15
Ignore effects of alcohol
20
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.
Calligrapher’s Supplies
Activity
DC
Identify writer of nonmagical script
10
Determine writer’s state of mind
15
Spot forged text
15
Forge a signature
20
Carpenter’s Tools
Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.
Components. Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
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.
Carpenter’s Tools
Activity
DC
Build a simple wooden structure
10
Design a complex wooden structure
15
Find a weak point in a wooden wall
15
Pry apart a door
20
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.
Components. Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, 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.
Cartographer’s Tools
Activity
DC
Determine a map’s age and origin
10
Estimate direction and distance to a landmark
15
Discern that a map is fake
15
Fill in a missing part of a map
20
Cobbler’s Tools
Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.
Components. Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.
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.
Cobbler’s Tools
Activity
DC
Determine a shoe’s age and origin
10
Find a hidden compartment in a boot heel
15
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.
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.
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.
Cook’s Utensils
Activity
DC
Create a typical meal
10
Duplicate a meal
10
Spot poison or impurities in food
15
Create a gourmet meal
15
Disguise Kit
The perfect tool for anyone who wants to engage in trickery, a disguise 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.
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.
Disguise Kit
Activity
DC
Cover injuries or distinguishing marks
10
Spot a disguise being used by someone else
15
Copy a humanoid’s appearance
20
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.
Forgery Kit
Activity
DC
Mimic handwriting
15
Duplicate a wax seal
20
Gaming Set
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand.Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
Gaming Set
Activity
DC
Catch a player cheating
15
Gain insight into an opponent’s personality
15
Glassblower’s Tools
Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.
Components. The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.
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.
Glassblower’s Tools
Activity
DC
Identify source of glass
10
Determine what a glass object once held
20
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.
Herbalism Kit
Activity
DC
Find plants
15
Identify poison
20
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.
Components. Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.
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.
Jeweler’s Tools
Activity
DC
Modify a gem’s appearance
15
Determine a gem’s history
20
Land and Water Vehicles
Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.
In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.
Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.
Investigation, Perception. When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.
Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the vehicle’s AC and saving throws.
Vehicles
Activity
DC
Navigate rough terrain or waters
10
Assess a vehicle’s condition
15
Take a tight corner at high speed
20
Leatherworker’s Tools
Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.
Components. Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.
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.
Leatherworker’s Tools
Activity
DC
Modify a leather item’s appearance
10
Determine a leather item’s history
20
Mason’s Tools
Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick.
Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square.
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. 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.
Mason’s Tools
Activity
DC
Chisel a small hole in a stone wall
10
Find a weak point in a stone wall
15
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.
Pax is a dance tutor for young aristocrats or wealthy merchants in need of refinement. He is known to perform as well, as either a professional tap dancer, or as an escort (eye candy) for those who don’t wish to go stag to a sophisticate party.
But Pax is so much more. His spare time is spent in the study of magical objects. He is a practical man, eschewing study in libraries in favor of learning by doing. And his mind has found uncommon uses for simple - but powerful- magics.
Lately, Paxalim has found himself in need of new occupation after becoming the object of a student’s obsession… to the point of being somewhat frightening. Paxalim is looking to move into a more anonymous field, where one might disappear from the Scene, for a little while. No one would expect the dance teacher to become a bounty hunting adventurer. So this is where he finds himself…
He is not from the Cauldron, I don’t think. He is from someplace a bit more culturally sophisticated or demanding.
What I bring to the table: Paxalim is intended to be a fop with a joy for helping, teaching, and talking about everything or nothing. He loves good company, and tries to be the same. He is also prepared to show the vulgar and belligerent the error of their ways as his magical potency is considerable. I have not played an artificer of any significant level, so I’m interested to see how he can help out besides just blasting problems.
@dm
I’m trying to edit in details.
The crafting: is that a separate skill from tool proficiency? I am not positive I understood that right.
I made my instrument proficiency from my background drums just because it’s on the list, but I’m playing the character as a tap dancer. I assume that’s a perfectly reasonable exchange?
If I’m not from the Cauldron, do I need to worry about selecting a specific place from a list etc that I am from?
Still editing
Tool Proficiencies
Tool proficiencies are a useful way to highlight a character’s background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.
Tools and Skills Together
Tools have more specific applications than skills. The History skill applies to any event in the past. A tool such as a forgery kit is used to make fake objects and little else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool proficiency instead of proficiency in a skill?
To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.
Advantage. If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.
Added Benefit. In addition, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with mason’s tools makes a successful Wisdom (Perception) check to find a secret door in a stone wall. Not only does the character notice the door’s presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door.
Tool Descriptions
The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign.
Components. The first paragraph in each description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.
Skills. Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.
With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.
In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant.
Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph.
Sample DCs. A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.
Alchemist’s 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.
Alchemist’s Supplies
Activity
DC
Create a puff of thick smoke
10
Identify a poison
10
Identify a substance
15
Start a fire
15
Neutralize acid
20
Brewer’s Supplies
Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.
Components. Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.
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.
Brewer’s Supplies
Activity
DC
Detect poison or impurities in a drink
10
Identify alcohol
15
Ignore effects of alcohol
20
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.
Calligrapher’s Supplies
Activity
DC
Identify writer of nonmagical script
10
Determine writer’s state of mind
15
Spot forged text
15
Forge a signature
20
Carpenter’s Tools
Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.
Components. Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
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.
Carpenter’s Tools
Activity
DC
Build a simple wooden structure
10
Design a complex wooden structure
15
Find a weak point in a wooden wall
15
Pry apart a door
20
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.
Components. Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, 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.
Cartographer’s Tools
Activity
DC
Determine a map’s age and origin
10
Estimate direction and distance to a landmark
15
Discern that a map is fake
15
Fill in a missing part of a map
20
Cobbler’s Tools
Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.
Components. Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.
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.
Cobbler’s Tools
Activity
DC
Determine a shoe’s age and origin
10
Find a hidden compartment in a boot heel
15
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.
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.
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.
Cook’s Utensils
Activity
DC
Create a typical meal
10
Duplicate a meal
10
Spot poison or impurities in food
15
Create a gourmet meal
15
Disguise Kit
The perfect tool for anyone who wants to engage in trickery, a disguise 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.
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.
Disguise Kit
Activity
DC
Cover injuries or distinguishing marks
10
Spot a disguise being used by someone else
15
Copy a humanoid’s appearance
20
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.
Forgery Kit
Activity
DC
Mimic handwriting
15
Duplicate a wax seal
20
Gaming Set
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand.Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
Gaming Set
Activity
DC
Catch a player cheating
15
Gain insight into an opponent’s personality
15
Glassblower’s Tools
Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.
Components. The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.
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.
Glassblower’s Tools
Activity
DC
Identify source of glass
10
Determine what a glass object once held
20
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.
Herbalism Kit
Activity
DC
Find plants
15
Identify poison
20
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.
Components. Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.
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.
Jeweler’s Tools
Activity
DC
Modify a gem’s appearance
15
Determine a gem’s history
20
Land and Water Vehicles
Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.
In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.
Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.
Investigation, Perception. When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.
Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the vehicle’s AC and saving throws.
Vehicles
Activity
DC
Navigate rough terrain or waters
10
Assess a vehicle’s condition
15
Take a tight corner at high speed
20
Leatherworker’s Tools
Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.
Components. Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.
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.
Leatherworker’s Tools
Activity
DC
Modify a leather item’s appearance
10
Determine a leather item’s history
20
Mason’s Tools
Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick.
Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square.
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. 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.
Mason’s Tools
Activity
DC
Chisel a small hole in a stone wall
10
Find a weak point in a stone wall
15
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.
Musical Instrument
<th
Activity
I understand tool proficiencies, I just wasn’t sure if you were saying crafting would be a separate skill from a tool proficiency in this game. It’s very possible I misunderstood when I read your opening posts.
As long as you have proficiency in a Tool Set and you pick the crafting 3.5 skill you can use the crafting skill instead of the tool set itself. (Which adds your INT score to the crafting roll.
If you wanted to play your drums as a crafting, I would probably set up different DC's something like this
Getting an inn full of people to dance DC 5
Dancing for a crowd with your drums to make money or distraction DC 10+
Making an enemy start to uncontrollably dance DC 20 followed by some sort of save
Making an more than one enemy start to uncontrollably dance DC 25 followed by some sort of save.
As this is something personal to your Character, you should come up with a list of several things you might want to do and I will assign DC's too them. Then if a situation arises that you want to try something new, it will be easier to assign a DC.
Hope this helps
As far as your background goes, you don't need to say where you are from, but you should include what has brought you to Cauldron.
Ok, I am closing this to new posts. I will PM the lucky ones hopefully in a few days, and make a final post to let the rest of you know.
Lol... “lucky ones” v “unlucky bastards” 😂 it made me laugh
Paladin - warforged - orange
Cheers
Ok everyone I have sent off the PM's to the 2 people who were chosen. I wish you could all have been chosen, but sadly that is not the case. Stay safe and have great adventures 😀😀😀
Ok everyone this recruitment page is open again. Anyone who has already posted a character above that wants to join in just post a quick note saying you are still interested with the same character. If you want to roll up a new character that is also fine post your rolls and character sheets.
Everyone else read the first three posts of the thread, and PM me if you have questions.
A little bit of information about what is currently happening.
The Unlucky Bastards of Justice has been hired by the Captain of the City Guard to find and kill the Goblins that have recently started attacking the city at night. He will pay 5Gp per Goblin ear.
The Unlucky Bastards of Justice investigated and finally figured out that the Goblins were entering the city through Orak's Bathhouse. Orak the retired Dwarven adventurer, was somehow charmed into letting the goblins enter the city through his basement. As the party descended into the basement, they found themselves in an old abandoned Dwarven settlement.
Shortly thereafter they set off an alarm and were swarmed by goblins. After a minute or so they decided to retreat and regroup. (Currently they are still in the process of retreating).
After they all get out they will hastily set out to replace two members that have left the group.
Ability scores: 11 12 10 12 16 14
Name: Vonnir Torevir
Race: Mountain dwarf
Class: (Totem) Barbarian
Background: Outlander
Backstory:
At a young adult age, for Dwarfs, Vonnir's barbarian mountain clan was attacked by a goblin horde. The horde killed almost everyone, however, a couple of them were captured including Vonnir. Some of the youngest were raised by the goblins and came to adjust to their ways, but not Vonnir. Vonnir had witnessed what happened to his clan, to his family, to his parent. He remembered and would always remember, and thus, when an opportunity arose, he fled. Years past while he travelled the outlands alone, only encountering other humanoids occasionally. He almost grew accustomed more to animals, than to humanoids; even learning to communicate with them.
At some point a bear spirit came to him and joined him for his journeys. As you can imagine he would sometimes encounter others that weren't kind to outlanders and he felt empowered with the spirit close by when he felt the rage of what the goblins did to his clan. That rage was never far back in his mind, but through the years he learned how to control it, so he could use it when he actually needed it. He travelled long and far, until just a couple of days a go when his spirt pulled him towards Cauldron. Vonnir learned to listen to his spirit, but now he wasn't sure why he was led to this city. While he didn't necessarily like being behind stonewalls, as he has never been behind walls since his clan was attacked so harshly. He wondered, and wondered until he heard about the Goblin attacks; that must be why his spirit let him here. To go and help whoever is defending against the goblins and make sure they don't hurt anyone else.
Character sheet
((I started a different class; but then I noticed that one of the previous applications was exactly that combination of race-class, and that one was actually chosen..:P))
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
First things first, let's see what we have to work with:
Ability scores: 12 16 16 16 12 12
What do you think the party is in need of? If only to give some inspiration.
"Losing to a master is nothing to be ashamed of, unless you learn nothing from the experience."
Master Suana.
Ability scores: 15 15 14 15 12 13
Paxalim -High Elf - Artificer (artillerist) - Entertainer
Pax is a dance tutor for young aristocrats or wealthy merchants in need of refinement. He is known to perform as well, as either a professional tap dancer, or as an escort (eye candy) for those who don’t wish to go stag to a sophisticate party.
But Pax is so much more. His spare time is spent in the study of magical objects. He is a practical man, eschewing study in libraries in favor of learning by doing. And his mind has found uncommon uses for simple - but powerful- magics.
Lately, Paxalim has found himself in need of new occupation after becoming the object of a student’s obsession… to the point of being somewhat frightening. Paxalim is looking to move into a more anonymous field, where one might disappear from the Scene, for a little while. No one would expect the dance teacher to become a bounty hunting adventurer. So this is where he finds himself…
Paxalim has come to Cauldron the hide amidst rough, adventuring types. He’s looking for companions to help him hide from his stalker.
He is not from the Cauldron, I don’t think. He is from someplace a bit more culturally sophisticated or demanding.
I have some DCs etc set in my character sheet notes for some different activities like you suggested.
https://www.dndbeyond.com/profile/nschrock/characters/60926193
What I bring to the table: Paxalim is intended to be a fop with a joy for helping, teaching, and talking about everything or nothing. He loves good company, and tries to be the same. He is also prepared to show the vulgar and belligerent the error of their ways as his magical potency is considerable. I have not played an artificer of any significant level, so I’m interested to see how he can help out besides just blasting problems.
Paladin - warforged - orange
Would I be welcome to try coming back with a different character? I kinda forgot I was in this campaign when I came back. I assume Irena was lost in the retreat.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
We currently have A Rouge, Wizard, Paladin, and Cleric. So maybe a fighter? But anything goes.
Deleting her sheet from the campaign left the whole group in a bit of a lurch. I was going to play her until the end of the Encounter. Because of that you wouldn't be my first choice, but if you want to roll up a new character, I'll see how the players feel about it. After all they have the final say.
I'm going to leave it up to the current players to make the choices, but I think you would do nicely 😉
Ouch, no, That's some bad blood, I'll stay out. I'm sorry I did that to you. Good luck with the campaign.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Here we go!
Name: Jack Goldberg
Race: Variant Human
Class: Fighter (Rune Knight)
Background: Gladiator
Backstory: Jack's family was originally from Cauldron, some mid-class cloth merchants that had an unlucky strike during a trip to Sasserine. The whole family was captured by Drow raiders and taken to the Underdark.
His parents and his older brother soon succumbed under the Drows' cruelty, but Jack's size and capabilities were outstanding enough to give him a chance - he was taken with other prisoners into the arena, and forced to fight for the dark elf nobles' amusement.
During a Duergar raid to the settlement, the slaves revolted and some of them managed to escape, including Jack and Fjolqvist, a young Stone Giant who was also prisoner of the sadistic elves. Jack helped Fjolqvist reach the ancestral highlands of his people, forging a friendship bond in the proccess, and then returned to Cauldron with no real purpose other than find some friendly faces and have a nice meal at a tavern. There'll be plenty of time to think about his future afterwards.
Jack: A hulking black mountain of muscle, Jack stands about 6.5 feet and weighs over 20 stone, which causes terror in most of his weaker enemies. During his time as a gladiator, Kack learned many ways to make combats entertaining and long, but also techniques to finish an enemy as quickly as the blink of an eye. When he's relaxed, though, he shows a warm smile and a good sense of humour. He usually tells some stories which everyone quickly discard as exaggerations, though deep inside they know he's a trustable companion on whom to rely in case of danger.
Describe your self and what you might bring to the group, along with if you are local or not, and if not what brought you to Cauldron: Jack is strong and tough. He can stand in the way, able to occupy 4 squares when he grows thanks to Giant Might. He can grapple a foe (or two if he sets his shield away) and that guy will be forever screwed. When he levels up, he plans on getting some spells to help his beefiness.
As described in his backstory, Jack is a local but he's spent some years (let's say about 6 or 7) away and just recently got back. He knows a guy or two, but just slightly and inderictly - his family and their closest relatives/acquaintances have either gone, passed away or were victims in the original expedition to Sasserine.
Still need to pick potions/scrolls.
"Losing to a master is nothing to be ashamed of, unless you learn nothing from the experience."
Master Suana.
Just bumming this back up.
@dm
I’m trying to edit in details.
The crafting: is that a separate skill from tool proficiency? I am not positive I understood that right.
I made my instrument proficiency from my background drums just because it’s on the list, but I’m playing the character as a tap dancer. I assume that’s a perfectly reasonable exchange?
If I’m not from the Cauldron, do I need to worry about selecting a specific place from a list etc that I am from?
Paladin - warforged - orange
Still editing
Tool Proficiencies
Tool proficiencies are a useful way to highlight a character’s background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.
Tools and Skills Together
Tools have more specific applications than skills. The History skill applies to any event in the past. A tool such as a forgery kit is used to make fake objects and little else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool proficiency instead of proficiency in a skill?
To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.
Advantage. If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.
Added Benefit. In addition, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with mason’s tools makes a successful Wisdom (Perception) check to find a secret door in a stone wall. Not only does the character notice the door’s presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door.
Tool Descriptions
The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign.
Components. The first paragraph in each description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.
Skills. Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.
With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.
In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant.
Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph.
Sample DCs. A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.
Alchemist’s 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.
Alchemist’s Supplies
Brewer’s Supplies
Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.
Components. Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.
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.
Brewer’s Supplies
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.
Calligrapher’s Supplies
Carpenter’s Tools
Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.
Components. Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
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.
Carpenter’s Tools
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.
Components. Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, 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.
Cartographer’s Tools
Cobbler’s Tools
Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.
Components. Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.
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.
Cobbler’s Tools
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.
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.
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.
Cook’s Utensils
Disguise Kit
The perfect tool for anyone who wants to engage in trickery, a disguise 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.
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.
Disguise Kit
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.
Forgery Kit
Gaming Set
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
Gaming Set
Glassblower’s Tools
Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.
Components. The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.
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.
Glassblower’s Tools
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.
Herbalism Kit
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.
Components. Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.
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.
Jeweler’s Tools
Land and Water Vehicles
Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.
In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.
Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.
Investigation, Perception. When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.
Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the vehicle’s AC and saving throws.
Vehicles
Leatherworker’s Tools
Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.
Components. Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.
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.
Leatherworker’s Tools
Mason’s Tools
Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick.
Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square.
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. 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.
Mason’s Tools
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.
Musical Instrument
I understand tool proficiencies, I just wasn’t sure if you were saying crafting would be a separate skill from a tool proficiency in this game. It’s very possible I misunderstood when I read your opening posts.
Paladin - warforged - orange
Edited the character and post with extra info.
Question: Starting equipment is what we get, right? I mean besides the potions/scrolls.
"Losing to a master is nothing to be ashamed of, unless you learn nothing from the experience."
Master Suana.
@ nschrock
My bad.
As long as you have proficiency in a Tool Set and you pick the crafting 3.5 skill you can use the crafting skill instead of the tool set itself. (Which adds your INT score to the crafting roll.
If you wanted to play your drums as a crafting, I would probably set up different DC's something like this
Getting an inn full of people to dance DC 5
Dancing for a crowd with your drums to make money or distraction DC 10+
Making an enemy start to uncontrollably dance DC 20 followed by some sort of save
Making an more than one enemy start to uncontrollably dance DC 25 followed by some sort of save.
As this is something personal to your Character, you should come up with a list of several things you might want to do and I will assign DC's too them. Then if a situation arises that you want to try something new, it will be easier to assign a DC.
Hope this helps
As far as your background goes, you don't need to say where you are from, but you should include what has brought you to Cauldron.