Hypothetically speaking, what combination of race/bg/class/feats would grant proficiency with every single crafting tool while still having some viable role in a party? This would be in a WM style game that allows for Lv1 feats, so long as they do not include any ASI.
If the optional rules from Tasha's Cauldron of Everything are in effect, a Mountain Dwarf Artificer with the Guild Artisan background who trades out their racial proficiencies with axes, hammers, and light and medium armors in favor of extra tool proficiencies should be able to be proficient with practically every artisan tool right at level 1. You get one proficiency for being a dwarf, one for being a Guild Artisan, three for being an artificer (plus a fourth once you hit 3rd level and take your subclass), you can trade your four racial weapon proficiencies for four tool proficiencies, as well as your two armor proficiencies. That's a total of 11 potential proficiencies at first level.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Simple, MPMM Shadar-Kai Elf, after a long rest you gain 2 proficiencies, with either weapon or tools. So you basicly have access to every tool og weapon in the books, just needs a long rest.
Also get access to the fabricate spell as fast as you can.
Fabricate spell might not directly reduce the cost it takes to craft items, but it will reduce the time it takes to craft something to 10 minutes so long as raw materials and tool proficiency are available.
You don’t actually even need to physically interact with the materials or have the tools.
Alternatively, be an artificer of any race or background and get yourself a Sonic Screwdriver All-Purpose Tool. While you're attuned to it, you can transform it into any sort of artisan's tool you want as an action and automatically gain proficiency with that tool for free. So functionally you have proficiency with every tool.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
if you paid a carpenter 1 gold a day what would you pay this guy? he could demand the equivalent of a gold a day for every crafting ability he could have. Then add in any magic bonuses and this guy could ask more than most parties would be willing to pay or could pay. Some villages and small towns could not afford to keep this guy around.
if you paid a carpenter 1 gold a day what would you pay this guy? he could demand the equivalent of a gold a day for every crafting ability he could have.
They could demand it, but unless they've got the ability to perform all those different jobs simultaneously, nobody's going to pay that much. If they're hired on by an adventuring party for "on demand" work, they could probably get two or three times the standard rate for a hireling, but if they were hired for a specific task, like carpentry, they're not going to get extra because they also know how to use tools unrelated to the job.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
... Tasha's ... a Mountain Dwarf Artificer ... trades out their racial proficiencies ... in favor of extra tool proficiencies...
A character's prior life's work may have, in specific cases, afforded them tool proficiencies dependent on their backgrounds: Folk Hero: Artisan's tools x1, Vehicles (land) Guild Artisan: Artisan's tools x1 Hermit: Herbalism kit Sailor: Navigator's tools, Vehicles (water) Urchin: Disguise kit, Thieves' tools
Other DMs I know don't support Tasha's content without case-by-case checks and this is a particular issue where it may again be argued to have gone overboard.
Perhaps player's may be less likely to actually ask if they could swap their proficiencies in "battleaxe, handaxe, light hammer, and warhammer" (four weapons with similar ratios of weight distribution) for carpenter's tools, disguise kit, water vehicles, and bagpipes due to the potential appearance that the player was abusing the system.
The DM might also remember this when the player opted for a single level in a weapon using class to get all the weapon proficiencies back.
The college of creation allows you to create one nonmagical item of your choice but doesn't enable tool proficiency.
The player's handbook (core rules) route further gives a standard way to learn tool use by taking the skilled feat through which three proficiencies can be gained.
RAW, elemental adept is the only feat that you can take multiple times but a DM might optionally permit repeated use of the skilled feat.
Whether or not GMs support it (and most GMs I know really don't care about tool proficiencies given that most of them really are functionally a cosmetic effect), it's still the single greatest number of tool proficiencies a 1st level character can get per RAW.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
if you paid a carpenter 1 gold a day what would you pay this guy? he could demand the equivalent of a gold a day for every crafting ability he could have.
They could demand it, but unless they've got the ability to perform all those different jobs simultaneously, nobody's going to pay that much. If they're hired on by an adventuring party for "on demand" work, they could probably get two or three times the standard rate for a hireling, but if they were hired for a specific task, like carpentry, they're not going to get extra because they also know how to use tools unrelated to the job.
I would demand a full days wage for each and every proficiency that I had to use that day. You hired me and not a dozen specialists trying to save money. Your still saving money just not as much as you thought. Just ask any good union worker what he would ask for and you will get close to the very same answer.
if you paid a carpenter 1 gold a day what would you pay this guy? he could demand the equivalent of a gold a day for every crafting ability he could have.
They could demand it, but unless they've got the ability to perform all those different jobs simultaneously, nobody's going to pay that much. If they're hired on by an adventuring party for "on demand" work, they could probably get two or three times the standard rate for a hireling, but if they were hired for a specific task, like carpentry, they're not going to get extra because they also know how to use tools unrelated to the job.
I would demand a full days wage for each and every proficiency that I had to use that day.
You can demand it. Doesn't mean you're going to get it.
You hired me and not a dozen specialists trying to save money. Your still saving money just not as much as you thought.
If you're demanding triple a laborer's wage because you spent six hours doing stonemasonry and an hour hammering some nails followed by an hour blowing glass, I'm not saving any money vs hiring three people to each do eight hours worth of work.
Union or not, you can't arbitrarily decide to charge more for your labor than anyone can actually afford to pay you and still be hired.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Just as a small addition, fighter Rune Knight with the Fire Rune gets effectively expertise with all proficient tools.
could this stack/multiply with other expertise?
Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Whether or not GMs support it (and most GMs I know really don't care about tool proficiencies given that most of them really are functionally a cosmetic effect), it's still the single greatest number of tool proficiencies a 1st level character can get per RAW.
I'd question whether it was rules as intended to allow a character to swap multiple proficiencies with the similarities of "battleaxe, handaxe, light hammer, and warhammer" for four life background tools for which Zanathar's describes functional effects.
True to say that GMs can do what they want. Hopefully, players add cosmetic effects for flavour.
Some races that include the Ability Score Increase trait also grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.
So yes, it was definitely intentional.
And while I'm aware that Xanathar's Guide gave (extremely basic) rules for what you can do with tool proficiencies, it's still pretty easy to go through an entire campaign without the tool proficiencies actually doing anything that mattered.
Hypothetically speaking, what combination of race/bg/class/feats would grant proficiency with every single crafting tool while still having some viable role in a party? This would be in a WM style game that allows for Lv1 feats, so long as they do not include any ASI.
If this has already been discussed, apologies!
vedalken artifcer and rune knight mc for 3 levels.
Really cool suggestions here, and Artificer was what I assumed the baseline would be haha -- thank you! The rune knight dip is interesting, I wasn't aware that was one of the perks of the fire rune
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Hypothetically speaking, what combination of race/bg/class/feats would grant proficiency with every single crafting tool while still having some viable role in a party? This would be in a WM style game that allows for Lv1 feats, so long as they do not include any ASI.
If this has already been discussed, apologies!
If the optional rules from Tasha's Cauldron of Everything are in effect, a Mountain Dwarf Artificer with the Guild Artisan background who trades out their racial proficiencies with axes, hammers, and light and medium armors in favor of extra tool proficiencies should be able to be proficient with practically every artisan tool right at level 1. You get one proficiency for being a dwarf, one for being a Guild Artisan, three for being an artificer (plus a fourth once you hit 3rd level and take your subclass), you can trade your four racial weapon proficiencies for four tool proficiencies, as well as your two armor proficiencies. That's a total of 11 potential proficiencies at first level.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Simple, MPMM Shadar-Kai Elf, after a long rest you gain 2 proficiencies, with either weapon or tools.
So you basicly have access to every tool og weapon in the books, just needs a long rest.
Artificer, crafting stuff is entirely their thing.
Here's a terribly MAD multi class that'll get the job done as far as being VERY able to use tools as well as craft things. :
Artificer X(at least 6 for Expertise w/tools) / Bard 3 (College of Creation) / Cleric X (Forge Domain)
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Also get access to the fabricate spell as fast as you can.
Fabricate spell might not directly reduce the cost it takes to craft items, but it will reduce the time it takes to craft something to 10 minutes so long as raw materials and tool proficiency are available.
You don’t actually even need to physically interact with the materials or have the tools.
Alternatively, be an artificer of any race or background and get yourself a
Sonic ScrewdriverAll-Purpose Tool. While you're attuned to it, you can transform it into any sort of artisan's tool you want as an action and automatically gain proficiency with that tool for free. So functionally you have proficiency with every tool.Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Imagine if this guy was an NPC hireling.
if you paid a carpenter 1 gold a day what would you pay this guy? he could demand the equivalent of a gold a day for every crafting ability he could have. Then add in any magic bonuses and this guy could ask more than most parties would be willing to pay or could pay.
Some villages and small towns could not afford to keep this guy around.
They could demand it, but unless they've got the ability to perform all those different jobs simultaneously, nobody's going to pay that much. If they're hired on by an adventuring party for "on demand" work, they could probably get two or three times the standard rate for a hireling, but if they were hired for a specific task, like carpentry, they're not going to get extra because they also know how to use tools unrelated to the job.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Other DMs I know don't support Tasha's content without case-by-case checks and this is a particular issue where it may again be argued to have gone overboard.
Perhaps player's may be less likely to actually ask if they could swap their proficiencies in "battleaxe, handaxe, light hammer, and warhammer" (four weapons with similar ratios of weight distribution) for carpenter's tools, disguise kit, water vehicles, and bagpipes due to the potential appearance that the player was abusing the system.
The DM might also remember this when the player opted for a single level in a weapon using class to get all the weapon proficiencies back.
The only tool proficiency made possible through multiclassing is the rogue's Thieves tools.
The college of creation allows you to create one nonmagical item of your choice but doesn't enable tool proficiency.
The player's handbook (core rules) route further gives a standard way to learn tool use by taking the skilled feat through which three proficiencies can be gained.
RAW, elemental adept is the only feat that you can take multiple times but a DM might optionally permit repeated use of the skilled feat.
Whether or not GMs support it (and most GMs I know really don't care about tool proficiencies given that most of them really are functionally a cosmetic effect), it's still the single greatest number of tool proficiencies a 1st level character can get per RAW.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Just as a small addition, fighter Rune Knight with the Fire Rune gets effectively expertise with all proficient tools.
I would demand a full days wage for each and every proficiency that I had to use that day.
You hired me and not a dozen specialists trying to save money. Your still saving money just not as much as you thought.
Just ask any good union worker what he would ask for and you will get close to the very same answer.
You can demand it. Doesn't mean you're going to get it.
If you're demanding triple a laborer's wage because you spent six hours doing stonemasonry and an hour hammering some nails followed by an hour blowing glass, I'm not saving any money vs hiring three people to each do eight hours worth of work.
Union or not, you can't arbitrarily decide to charge more for your labor than anyone can actually afford to pay you and still be hired.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
could this stack/multiply with other expertise?
Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
I'd question whether it was rules as intended to allow a character to swap multiple proficiencies with the similarities of "battleaxe, handaxe, light hammer, and warhammer" for four life background tools for which Zanathar's describes functional effects.
True to say that GMs can do what they want. Hopefully, players add cosmetic effects for flavour.
From Tasha's Cauldron of Everything:
So yes, it was definitely intentional.
And while I'm aware that Xanathar's Guide gave (extremely basic) rules for what you can do with tool proficiencies, it's still pretty easy to go through an entire campaign without the tool proficiencies actually doing anything that mattered.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
vedalken artifcer and rune knight mc for 3 levels.
Blank
Really cool suggestions here, and Artificer was what I assumed the baseline would be haha -- thank you! The rune knight dip is interesting, I wasn't aware that was one of the perks of the fire rune