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Tools & Crafting

When characters are proficient with tools, all skill checks using the proper tools are granted Advantage on the skill check roll. The list of tools and their crafting usage provided below are examples of simple portable tool sets that are common to most TTRPGs, as well as skill checks the tools would most likely be used for. Larger or more complex tasks may require Spending Downtime at a Workshop;

Creating Items

When crafting items the player needs to have the ingredients required for the item, the proper tools and work space to craft, and the time to be able to work on the project. Some crafts may also need to be done all at once or can be done in phases depending on the task.

Workshops

Workshops are places that are well supplied with tools and space in order to maximize efficiency, giving Advantage on Skill checks to use Tools. Workshops with masterwork tools may also give a static bonus on the roll depending on the task. Workshops are often used as part of Downtime actions, therefore the amount of time working and the amount of time required on a project is discussed between the player and the GM.

Alchemist Items

Brewing potions and creating oils can be done as part of a Long Rest. The player may create one item per Long Rest provided they have all the requirements to do so. Creating alchemy items requires creature parts and/or Groceries, but some recipes may require additional ingredients for the completion of the item.

  • Base Solvent. An essential item that may be created for crafting Alchemist items.
  • Potions. Tinctures that benefit the user, such as healing HP and MP, granting Resistance or nullifying Weaknesses. Creating a potion requires a Base Solvent and particular ingredients in order to get the desired effects.
  • Oils. Can serve as coatings for weapons or yield benefits from being spread or burned. Creating an oil requires a Base Solvent and particular ingredients in order to get the desired effects.
  • Perfumes. Applications used for various purposes such as attracting or repelling creatures. Creating a perfume requires Essential Oils and particular ingredients for the desired effect.
  • Poisons/toxins. Concoctions used to deliver ailments to those affected. Creating a toxin requires a Base Solvent in order to mix the poison/toxin with.

More complex or potent items may be created with more or higher quality materials, as well as a higher roll for the production of the item. For example, making a Health Potion may only require a base solvent and one other ingredient, however to make a higher quality Health Potion might require an additional ingredient or a larger quantity of the ingredient, but the DC might be a Hard check, otherwise a smaller success creates a normal quality Health Potion.

Cooking Items

Cooking can be done once at the beginning of every Long Rest and once at the of the Long Rest in order to make a Dish, some Dishes may be cooked to preserve while others are eaten once cooked for temporary bonuses.

Dishes are meals that provide a temporary boost to the condition of the characters for 12 hours. In order to create a Dish one needs the proper ingredients and the proper cooking tools, whether they be professional or makeshift. When Grocery ingredients are used to create a Dish the flavor palette is created from the main ingredient, with the side ingredients complimenting style of Dish to create a potential for more bonuses.

When a dish is created, there is a potential that the chef is able to bring out every ingredient. Creating a Dish requires a Main Ingredient and up to two Secondary Ingredients, but can also have an Herbs & Spices as an optional ingredient. The die roll determines the success and potency of the Dish, a Trivial to Easy success yields the benefit of the Main Ingredient, a Moderate to Hard success yields the benefit of the Main Ingredient and the Secondary Ingredient, and a Very Hard to Near Impossible success yields the benefit of all three ingredients, and an Impossible Dish yields all four ingredients if four were required to make the dish. However, after the die roll is determined, if an Herbs & Spices was added to the Dish the chef may choose to replace one of the yielded benefits with the benefit of the Herbs & Spices instead.

Enchanter Items

Enchanting spell focuses can be done as part of a long rest and only requires the right un-enchanted spell focus and the character being able to cast the spell. The enchanted spell focus can be used to cast the spell it’s enchanted with a number of times per day equal to the wielder’s Intelligence modifier. When all charges of the enchantment are cast, the ritual must be done again as part of a long rest.

When enchanting spell focuses only certain spells may be cast on certain focuses;

  • Orbs. Walls, Burst, and Verbal spells.
  • Staves. Auras, Cones, and Touch spells.
  • Wands. Lines, Ranged, and Somatic spells.

Spell Focuses may only be enchanted with one bonus at a time.

Herbalist Items

Collecting herbs can be done as part of travel or can be done in the wild as part of a Long Rest. While Herbalist’s Tools are only used to collect and preserve items, often these items are desired and have value in any part of the world.

  • Alchemist’s Ingredients. Plants or other bio matter that can be used to create Alchemy items.
  • Fruits. Grocery items used for cooking.
  • Vegetables. Grocery items used for cooking.
  • Grains. Grocery items used for cooking.
  • Herbs & Spices. Grocery items used for cooking.

Mason Items

Crafting with Masonry Tools are often done with small stone or wood chisels or other hand tools in a travel kit that would not require a Workshop as artwork and may be as large or as small as the project demands. Depending on the GM and the scale of the project these may be used as part of a Short or Long Rest.

  • Pieces of Art. Something created with a debatable value in order to sell to shops.
  • Construction. Creates a structure, depending on the project it may be temporary or permanent.
  • Excavation. The ability to remove the earth for archeological purposes or the retrieval of items such as ore, fossils, etc.
  • Woodworking. Allows for working alongside lumber as well as stone.

Navigator Items

As part of a Long Rest the Navigator’s Tools may be used to create a detailed and accurate map of the area that the players have explored that day. This may be part of an ongoing map project or a local map.

  • Maps. Used in order to navigate terrain, can also be created, copied and sold to shops and other adventurers.

Painter Items

As part of a Long Rest a piece of artwork may be sketched, painted, or inked. This may be part of an ongoing project or this may be a simple piece that is finished within the Long Rest.

  • Pieces of Art. Something created with a debatable value in order to sell to shops.
  • Dye. Use paints and stains to create dyes that alter the color of items.

Smithing Items

As part of a Long Rest these tools may be used in order to repair Rended armor or any Equipment that has suffered some sort of damage or impairment. Anything more than repairing Equipment, smelting, and leaching must be done at a Workshop with a proper forge, hammers, and an anvil.

  • Repair. Can repair any negative penalties of a weapon, repairs Rended medium and heavy armor.
  • Smelting/Leaching. Extracting metals to be later used at Workshops.
  • Weapons/Armor. Using a Workshop the Smithing Tools may be used to create Equipment in order to use or sell.

Tinkering Items

As part of a Long Rest these tools may be used in order to repair Rended armor as the Smithing Tools can. Tinkering Tools may also be used to set traps in the wilderness or to repair a lock that has been broken.

  • Pieces of Art. Something created with a debatable value in order to sell to shops.
  • Create a Trap. A mechanical or natural trap created that may be a one time use or a permanent item.

Weaving Items

As part of a Long Rest these tools may be used to create clothing, provided they have the means to do so. This can range from a list of materials that would create fashionable cloths, or garb meant for extreme weather conditions. The amount of time determined for these depends upon the GM and players.

  • Pieces of Art. Something created with a debatable value in order to sell to shops.
  • Leather working. Can cut and stitch leather to make Light Armor.
  • Repair. Can repair Light Armor as well as other cloth and leather items.
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