Tools and Skills.   Posted by DM.Group: 0
DM
 GM, 64 posts
Wed 3 Oct 2018
at 20:04
Tools and Skills
Survival will be handy for quite a lot in the wild, from warmth, to food, to bounty collecting (in some areas). Then again, so will Goodberry and Leomund's Tiny Hut.

Skills pretty much take care of themselves, but with long and expensive supply lines, Tools become important. Supply lines won't always be long, ofcourse, in in Western Continent or Siberian games, they could be an issue

Xanathar's rules are being used, but there are some expansions to the tools to cover the variety of things you may need to make yourself. Generally what tool proficiency to use to make a give item. I'll fill that in below as needed,but will try and have some details included to start.

Remember: To get Advantage from using both Tool and Skill, you must have training in both. You may or may not actually need to have the tools handy.

This message was last edited by the GM at 23:27, Wed 03 Oct 2018.

DM
 GM, 65 posts
Wed 3 Oct 2018
at 23:29
Carpenter's Tools
Really, all Carpenter's tools are good for is building buildings. In the wild, this would include the ever popular Log Cabin, of course.

For building wooden weapons (or wooden parts of weapons), use Wood Carving.
DM
 GM, 66 posts
Wed 3 Oct 2018
at 23:32
Cobbler's Tools
Cobbling is a separate tool set, so Leather Working can NOT produce shoes or boots.

If you're planning on making your own clothing out of animal skins in the wild, you're going to want to take this skill, as well...or settle for moccasins, which aren't really good for much.
DM
 GM, 67 posts
Wed 3 Oct 2018
at 23:36
Herbalism Tools
Being an Herbalist helps with foraging for plants and herbs.

When used with Survival, it helps find food.

When used with Nature, it can help find herbs for other uses. Such as when a spell caster is without spell components or a casting focus.

This message was last edited by the GM at 00:06, Thu 04 Oct 2018.

DM
 GM, 68 posts
Wed 3 Oct 2018
at 23:41
Leather Worker's Tools
This is also about the only skill or proficiency that could be used for tanning hides, something every Trapper should know how to do...if they want their furs to be resalable.

This can be used to give Advantage to Survival to properly skin a creature.

It can be used to make any Light armor Hide. Rivets will still need to be provided for Studded Leather.

It can be used to make leather clothing, including hats and gloves, as well as fur clothing, but NOT footwear, other than basic moccasins. Moccasins will give penalties to long marches and any saves involving damage to the feet. Still, it's better than bare feet.
DM
 GM, 69 posts
Wed 3 Oct 2018
at 23:43
Potter's Tools
Potter's Tools can be used in the wild to make any ceramic items, assuming a bed of clay can be found, but Firing the ceramics is a whole other problem. I wouldn't expect much help from it in the wild. Consider wooden bowls and mugs.

This message was last edited by the GM at 20:02, Thu 07 Nov 2019.

DM
 GM, 70 posts
Wed 3 Oct 2018
at 23:47
Smith's Tools
Smith's tools can make anything that's made entirely of metal. Also the metal bits of other items (although some assembly may be required). It's unlikely to be of much help beyond repair work in the wild, but, if you can setup a permanent encampment, it might be worth having lugged the tools with you.

Actually, that's not entirely true. Precious metals require Jeweler although silver plating weapons falls under smith.

When it comes to spell components, a Smith's Tools can be used to powder silver, but not gems.

This message was last edited by the GM at 20:05, Thu 07 Nov 2019.

DM
 GM, 71 posts
Wed 3 Oct 2018
at 23:49
Tinker's Tools
Tinker's Tools are handy, but Mending doesn't encumber, if you can learn it.

In addition to keeping pretty nearly everything repaired, it can be used to assemble hilts onto swords, metal heads onto wood mace handles, etc. Handy if you need to get a new axe handle seated properly.

Tinker's Tools can also powder silver, but not gems.

This message was last edited by the GM at 23:55, Wed 03 Oct 2018.

DM
 GM, 72 posts
Wed 3 Oct 2018
at 23:54
Jeweler's Tools
Jeweler's Tools can be used to deal with any precious metals (except silver plating weapons), making specific items as necessary for spell components and the like. They can also be used to powder silver and gems.

You'd be surprised how many Mage types think their precious gems turn into powder on command when needed to throw a spell. They don't. You've been warned.

Jewelers can also make divine Foci amulets, but they can't make them work. That takes a cleric or paladin using the Sanctify spell. They need clear knowledge of what the appropriate holy symbol should look like, of course. Religion skill helps, but worshipping the right deity is better, as is a model to follow. A cleric can always make his own deity's symbol, assuming training in Jeweler.

Making a Crystal Arcane Foci is a bit easier to learn. The same rules as Wood Carving apply: The right feat or class is needed.

This message was last edited by the GM at 20:07, Thu 07 Nov 2019.

DM
 GM, 73 posts
Thu 4 Oct 2018
at 00:01
Woodcarver's Tools
Woodcarvers are the masters of quite a bit. They make any hand held wooden items, as well as wooden bits of other items.

Xanathar's covers making arrows and bolts on the fly.


This is the skill of making ANY wooden weapon, including bows and crossbows other than Heavy (which have some important metal parts). However, it's also the skill of making Staves and wands to be used as spell foci.

Now, to properly make a foci, the wood carver must be of an appropriate focus using class. Druids can't make arcane foci, Wizards can't make Druidical foci and Arcane Tricksters can't make foci at all (all this assumes training in woodcarving, of course). However, a woodcarver that also knows Arcana and has the Magical Initiate for a particular class can make the foci that class can use...as long as it's a  staff or wand.

This message was last edited by the GM at 20:10, Thu 07 Nov 2019.