Skill Redux In addition to the normal skills obtained at the beginning of the game through backgrounds and class selection, this process incorporates "skill points" a la older versions of D&D to further define your character. What you do with the skill points to further define your character is up to you, but this at least permits some fine-tuning. The player receives their Intelligence modifier (minimum of one) per level to assign to a trained skill, untrained skill, artisan tool/kit, musical instrument or language. Each of the afore-mentioned areas of expertise require a certain number of skill points to increase, which are shown in the Skill Point Allocation table. Level One Skill Points At first level, the character chooses skills and backgrounds as normal. If they were able to choose an artisan tool, music instrument or kit, this reflects an "apprentice" status, which is still just basic proficiency with the kit or tool. After the character is created, they are then able to use their Intelligence modifier, with a minimum of one point, in skill points to allocate as they see fit (refer to Skill Point Allocation chart for skill costs). With one skill point, the character is able to put it towards a trained skill, thus increasing their skill check with that trained skill by one. This reflects the specific change the character gets as they become more experienced. If they instead wanted to increase their ability in an untrained skill, it would require two skill points to increase that skill by one point. If the character instead decided to store their skill points to use towards learning a new tool, music instrument, kit or language, than they are able to do that until they are able to obtain enough skill points to purchase what they desire. The most bonus points a character can ever have in a skill is equal to their proficiency modifier. Thus, at first level, they can only ever increase any of their skills by two points, since their proficiency modifier is +2. At 5th level, they will be able to increase their skills an additional point, to three. This is modified somewhat for the tools, music instruments and kits characters can select. It costs two points to become an apprentice in a kit, musical instrument or tool, and you cannot become a journeyman until 5th level. Once you are able to become a journeyman, you must dedicate three skill points to increase your ability, and so on and so forth. Skill point modifications If you would rather stick to the cost and day progression chart in the DMG, you can substitute 250 days of training at 1 gold per day per training level. That way, someone who spends years perfecting their art can become a Grand Master, though I would probably limit them to Expert without them actually going out in to the world and learning new tricks or methods. Skill Point Allocation Skill Points Required Area of Expertise 1 Trained Skill Increase / Read & Write Basic Language 2 Untrained Skill Increase / Apprentice Training / Speak Basic Language 3 Journeyman Training / Read & Write Exotic Language 4 Expert Training / Speak Exotic Language 5 Master Training 6 Grand Master Training DC rolls When a skill mentioned below asks for a DC roll, refer to the base DC listed on the Skills Redux chart. If the character is an apprentice attempting to make something at their level, then the DC should be 13. If the character is a grand master attempting to make something at their level, then the DC should be 21. IF the same grand master is trying to make something at a lower level, use the lower level's DC. Many times, the kits and tools listed below mention rolling above the DC and having some sort of special reaction. Regardless of what is rolled, a 1 is always a drastic failure while a 20 is a success. A 20 can also be considered to be a "permanent" item, for those professions that have magic incorporated in to them. For further detail on the subject and an example, let's look at a Master Brewer. The Master Brewer is wanting to make some kick-ass stout that can increase his strength by 4 for the 30 minutes he drinks it. He rolls on the DC chart, needing a 19 or higher. He gets to add his basic proficiency (for apprentice), his Constitution modifier (for journeyman), his proficiency modifier again (for expert) and he gets advantage on the roll (for being a master). Unfortunately, he STILL rolls only a 17. He has made some good stuff that gives a +3 to his strength, but it will go bad pretty quick (1 day), so he better drink it fast. On the other hand, if he rolled a 23, he'd have a +4 strength brew that lasts 4 days before it goes bad (Rolled 23 - 19 DC = 4 days). Masterwork and Magic Item Alternative If characters would rather rely on a more basic method of training reflected through experience, you can instead base their proficiency bonus on their level of item creation. For example, a player with a +2 proficiency and trained in specific tools can create a common magic item, as long as they have the specific magic-creation formula, raw components and kit to create it.

Skills Redux Level Proficiency Bonus Features DC Rarity Creation Cost (+) Cap Max Skill Points in one skill 1st +2 Apprentice Level: Basic Proficiency 13 Common 100 gp Nothing 2 5th +3 Journeyman Level: Add one ability score modifier (See Skills) 15 Uncommon 500 gp +1 Weapon 3 9th +4 Expert Level: Expertise in Proficiency 17 Rare 5,000 gp +2 Weapon / +1 AC 4 13th +5 Master Level: Advantage on rolls 19 Very Rare 50,000 gp +3 Weapon / +2 AC 5 17th +6 Grand Master Level: Tool specific bonus or spell 21 Legendary 500,000 gp +3 AC 6 This can be done on their downtime at the cost of 25 gold per day, per player that can contribute, as long as they have the same skills and kit training. This would reflect a "magic" quality of the item, through extensive training and being specifically trained in creating that one item. You can also base the standard +1, +2 or +3 weapons and armor as not being magical, but superior examples of masterwork items. If the player spends that much time creating the weapon or armor, and as long as they have a high enough proficiency, they can create a "non-magical" weapon or armor set that gives the +1 through +3 bonus, reflected in the awesome quality and fitting of the item. For all intents and purposes, the weapons and armor wouldn't be "magical", which might cause some contention with your gaming group. I like the idea, personally. Refer to the Skills Redux chart to determine costs and proficiency needed. Combining skill sets When it comes down to whether a player knows Herbalism or Alchemy, it's really just a matter of preference. If your DM allows this set of alternate rules, you may find yourself able to know more than one profession, especially if you have a high Intelligence. In that situation, certain skills play very well off of each other and can actually compliment each other. Like the example above, herbalism and alchemy can go hand-in-hand with each other. When creating alchemical ingredients, the character might have foraged using herbalism and can increase his yield with what he found. Another good example is the relationship between herbalism and poison-making, for exactly the same reason. How your respective DM wants to incorporate two or more skill sets is up to them. A good way to combine the two is with the Poisoner's Kit, which uses herbs you can find in the wild to set the DC for poisons you want to make. Skill Specialization After a player has a total of 5 skill points in a specific skill, they are able to "specialize" in one aspect of that skill. This is a reflection of the old-school 3.0 and 3.5 editions where there were separate subsets of abilities that fell under the major abilities that survived to 5.0. For example, the Tumbling ability that probably fell under Acrobatics. Now, after having a total of 5 skill points in Acrobatics, the character can choose to become specialized in Tumbling, which gives another benefit to that ability specifically, when it is used. If a character specifically "tumbles", then they get advantage on their roll. The creation of "subsets" is entirely up to the DM and the player, but a list of them and their respective skills and associated abilities is also included in this supplement. Strength Subset Subset Carry Climb Drag Jump Lift Push Swim

Dexterity Subset Subset Balance Disable Device Escape Artist Fly Lock-Picking Move Silently Ride Use Rope Constitution Subset Subset Concentration Forced March Hold Breath Professional Drinking Sleep Deprivation Survive without Food Survive without Water Intelligence Subset Subset Appraise Forgery Knowledge: Dungeoneering Knowledge: Engineering Knowledge: Geography Knowledge: Local Knowledge: Nobility Knowledge: The Planes Linguistics Wisdom Subset Subset Listen Spot Feel Smell Charisma Subset Subset Bluff Diplomacy Disguise Voice Gather Information Use Magic Device

Alchemist's Kit A player who desires to instill magic in to their draughts does so by following Alchemy. A character can instill one spell level's worth of spells per tool kit level. The spell that the potion mimics must be "potionable", or with a range of self. For instance, an apprentice can create potions that mimic first level spells like Cure Wounds, but not Arms of Hadar. A Grand Master can replicate up to 5th level spells. Refer to the Skills Redux chart for DC's and costs. It takes one day per level of the spell to create the potions, including the standard gold sink of 50 gold per level and 25 gold per day. The consequence of creating these spontaneous potions is their shelf life. The potions last for one day for every number rolled above the DC. If the character rolls a natural 20, the potion has no expiration date. If they roll a 1, the DM is able to decide what the end result is. As the character grows in experience, they are able to make weaker potions that last longer. At Journeyman level, the character can add their Intelligence or Wisdom modifier to any roll made with this kit. Grand Masters can cut the time required to create potions in half. See Recipe Crafting for Consumables for more ideas. Brewer's Kit A player proficient in brewing is able to brew drafts that increase one ability score, while decreasing another. Refer to the DC list on the Skills Redux table to determine the difficulty. Succeeding on the DC to create a brew allows the creator to make a draft that increases one ability score by one point per tool level. An apprentice can create a +1 Strength cider while a Grand Master can create a +5 Strength Dark Ale. The brew has the side-effect of also reducing the opposing score by the same amount. A +2 Strength brew is also a -2 Intelligence brew. The creation lasts for one day per DC point rolled above the minimum required. The duration of the concoction when imbibed is 30 minutes, and benefits do not stack. The character chooses to create a strong ale or beer that increases strength but decreases intelligence, a wispy wine that increases dexterity but decreases wisdom, or a distilled spirit that increases constitution but decreases charisma. They can also create white teas to increase intelligence and reduce strength, green teas to boost wisdom and lower dexterity, and black teas to bolster charisma while decreasing constitution. Due to the dedication it takes to make a truly awesome brew, the character can only make 1d4 bottles of the stuff at a time, and it takes 1 day per point increase desired to make it along with 10 gold per day. So a +3 Strength brew would take 3 days and 30 gold to make. At Journeyman level, the character can add their Constitution or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Purify Food or Drink once per long rest. See Recipe Crafting for Consumables for more ideas. Calligraphy Kit A player who uses a Calligraphy kit is able to scribe flowing symbols and elegant scripture on parchment and in books. Any player who can cast spells can inscribe their spells as scrolls, and if they are successful on the DC check, can increase the power of their spells either by one spell slot, +1 to the DC save or +1 to the spell attack modifier. A character who is not a spell caster is able to create the basic spell scrolls of protection. An Apprentice can make +1 scrolls, an Expert can make +2 scrolls and a Grand Master can make +3 scrolls. Either way, it requires one day per scroll to create at 25 gold per scroll or spell level, if creating spell scrolls. The character's scrolls are not meant to hold in all the magic they are imbued with. If the player is not a spell caster, then their scrolls only last for one day per DC point rolled above the minimum required. At Journeyman level, the character can add their Dexterity or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Illusory Script once per day. See Recipe Crafting for Consumables for more ideas. A player who uses Carpenter's Tools aspires to build homes and domiciles. Any player who spends 10 minutes making modifications to a room they are residing in can recover max hit dice during another short or long rest. This benefit is also conferred on each other person who attempts to regain hit points, as long as the carpenter succeeds on a single DC check according to the Skills Redux chart for each other player based on the player's level as the DC.

Carpenters who build during their downtime are able to build homes and forts for less than it would cost to buy them outright. A character can assist the building of a structure by contributing their experience, if they stay for the entire duration to assist in building the structure. If they remain for the entire duration to assist in building a structure, they can reduce the total price of the building by half their level in percentage. For example, a 10th level character stays on to help build a Guildhall, which costs 5,000 gp and takes 60 days to build. If they remain there for the entire 60 days to help, they can reduce the cost of the Guildhall by 5%, which would equate to 250 gold saved. They are also able to reduce the number of days it takes to build the structure by rolling a skill check using their tools. Subtract the roll in percent from the total number of days required to determine how much time is saved. A 25 rolled is 25% of the time, which would save 15 days on the total 60. At Journeyman level, the character can add their Strength or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Mending once per long rest. See Fortresses, Temples and Strongholds for more ideas. A player who uses Cartographer's Tools has a keen eye for making hand-drawn maps and remembering topography. Any player who uses their Cartography tools to actively keep track of a map of a dungeon instinctively knows how secret doors and traps would be set up and where they might be. Inside a dungeon or building after the character has charted its insides, roll against the DC level of the overall dungeon, referring to its average CR or level of difficulty and referring to the Skills Redux chart. Every number rolled above the DC opens up a specific mystery of the dungeon or building, determined by the DM. This can be rooms that the group missed, secret caches of money or treasure or secret doors or traps. For use in the wilderness, a character gets to add their tool modifier to not get lost when making a Survival check once per long rest. At Journeyman level, the character can add their Dexterity or Wisdom modifier to any roll made with this kit. Grand Masters are able to cast Find the Path once per day. Climber's Kit A player who is skilled with a Climber's kit knows how to apply ropes and pulleys in the appropriate manner, enabling them to become pro-climbers. Obviously, a character who is skilled with a Climber's Kit applies their proficiency modifier to checks involving climbing and doesn't fall more than 25'. The other benefit to being proficient with a Climber's Kit comes from the experience the climber has had climbing. Climbers inherently become immune to fear being at extreme heights. The character can choose to add their climbing skill modifier and skill benefit to any roll against being frightened, as opposed to their normal saving throw. So eventually, a master will get advantage with bonuses to roll against being frightened. The player is also able to confer these benefits to the rest of his party as well. The player makes a DC check with his benefits. Refer to the Skills Redux table to determine the minimum DC to beat. If another character in the party is level 5, then the DC will be 15. The one roll the player makes determines who in the party gets the same bonuses to the frightened roll as well. If the player's roll is above that 15, then the level 5 character gets the benefits as well. If the character rolled a 16 though, and there is a level 9 character in the group, the level 9 character does not get the benefit. At Journeyman level, the character can add their Strength or Charisma modifier to any roll made with this kit. Grand Masters are able to cast Spider Climb once per long rest. A cobbler-trained character is very proficient at making footwear and boots. He has an eye for proper tread and how to create and mend the best moldings for his fellow players. With the proper products and the Cobbler's Tools, the player can make works of art. A cobbler can roll against the DC of different levels to create boots that greatly enhance the speed and constitution of the wearer. By spending a short rest with another player, the Cobbler can create or mend their boots to different effect. The cobbler has to roll against the other player's level for the DC on the Skills Redux table. If successful, the Cobbler can negate a level of the player's exhaustion due to over-marching or fatigue. If the cobbler spends a long rest after examining another player, the cobbler can create custom-made boots for the player that increase the player's speed and confers the cobbler's benefits against rolling for exhaustion against force-marches or fatigue. Also, when the character takes the Dash action, they can move an additional 5 feet per the cobbler's skill with the kit. An apprentice will bestow +5 feet per dash while grand master-made boots will give a +25 feet per dash. The cobbler has to roll high enough on the DC table in order to make those specific types of boots. At Journeyman level, the character can add their Strength or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Longstrider once per long rest.

Cook's Kit A cook might be one of the lesser-desirable professions in the adventuring life, but with the proper implements and a cook's kit, a player can make food that can enhance his companion's abilities. During a short rest, a cook can create snacks and spice up drinks to refresh the vitality of the group. The cook makes one roll during the short rest. The number rolled is compared to the Skills Redux chart for each individual player in the group according to their level. If the number rolled by the cook exceeds the required number, than that player gets to use an additional hit dice to heal for free without having to go in to their own hit dice pool. During a long rest, the cook can make some awesome foods or spice up other dishes. The player can confer his cook kit bonuses to give to players on healing using hit dice (if you play that way) or to checks to overcome diseases or poisons, as long as the cook beats the DC for his level. If he beats it by 5 or more, he also grants his group a bonus inspiration. At Journeyman level, the character can add their Constitution or Intelligence modifier to any roll made with this kit. Grand Master cooks can create works of art with food. They are able to spice up and flavor food to such an extent and dress it up to look so appetizing that players automatically feel enlightened and invigorated. The cook is able to make food that mimics the spell abilities of Lesser Restoration once per long rest. Disguise Kit A player skilled with the disguise kit is able to take on the physical persona of other people. Through the use of makeups and wigs, along with other clothing, a disguised player can become the king or a common peasant. He becomes skilled with props as well, and can imitate the creation of items of extraordinary power. A character using the disguise kit on other players gets to confer their advantages to them as well in attempts to deceive, and that final roll by the disguising player becomes the DC that others observing the player have to beat. Additionally, the character is able to dress up props to imitate the real thing. If the player has seen or handled an object and wants to mimic it, he can attempt to do so. The DC again is set at the roll, with observers having to beat it. The player is also VERY skilled at camouflage. On a short rest, the character is able to disguise people in camouflage to give them the player's bonus to hide. At Journeyman level, the character can add their Intelligence or Charisma modifier to any roll made with this kit. Grand Masters are able to cast the spell Disguise Self once per long rest. Fletcher's Kit Fletcher's are able to create ammunition from stock wood found in nature. Normally, they can salvage other arrows and their attachments to use for their own creations. Doing this, they are basically able to have an endless supply of arrows if given ample time to search and restock in the wild. Additionally, they are able to make exquisite arrows if able to find specific feathers, shafts of wood and arrow tips. Depending on the materials found, arrows can be modified or created that create specific effects. Refer to the following chart for more details. The price is per arrow if it has a # symbol, otherwise the price is for 20 arrows. At Journeyman level, the character can add their Dexterity or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Cordon of Arrows once per long rest. A Fletching Good Time Name Cost Features DC Barbed 2gp Range: 30', Hit grapples enemy 13 Bleeding# 360gp Normal dmg, +1 HP/turn until heal 21 Blunt 2gp Bludgeon damage, not piercing 13 Durable# 1gp Does not break 13 Dye# 1gp Marks a target with paint, no dmg 13 Flight 2gp +50'/150' range, -1 to attack 13 Incendiary 10gp Action to light, -1 to attack, +1 damage, DC 15 DEX save to avoid flammable items catching fire 15 Lodestone# 10gp +4 to attack armored target (magnetized), half damage 15 Pheromone# 15gp Attacks based on scent get +2 against hit creature and can track 17 Pronged 2gp -1 to attack/+1 dmg small and tiny 13 Raining# 30gp -2 to attack, sprays holy water 5' 19 Slow Burn# 150gp -1 to attack, +1d6 fire dmg 1 turn 21 Smoke# 10gp Trails smoke, smokes 5' radius 15 Splintercloud# 25gp Breaks apart, 5' burst of 1d3 dmg 19 Tanglefoot# 20gp Half range, glued if hit, DC 10 DEX save to avoid, DC 12 STR to escape or 10 slashing dmg 17 Thistle# 1gp Pain barb, Disadvantage to saves for 1 round 15 Trip# 25gp DC 10 DEX save to avoid prone, no dmg 19 Whistling 2gp Heard within 500 feet 13

Forgery Kit A forger can create documents that allow others to pass for anyone they might imagine. Whether it be official scrolls of pedigree or papers to enter a country legally, they have an eye for detail and can trace even the most elegant script. They do not inherently write with a flair all their own; their ability comes from mimicking the writing of others to pass off as their own. Their keen eye allows for a perception above and beyond their peers. They can recognize a fake from a mile away and are able to pick up even the slightest variations from what should be the "true" norm. They can very easily create fake documents for the right cost, but their true ability lies in their perception. Because of their attention to detail, forgers are able to pick up even the slightest variation in something others have created. They are able to add their skill set bonus to ascertain the answers to written riddles, the designs of glyphs, and basically anything of the written word. As long as they can look at the writing close enough, they are able to ascertain clues about its origin, and possibly answers to its enigma, if there is one. Additionally, they are obviously able to make fake documents. When creating a document, the player rolls a d20, adding all of their relevant modifiers. That number, much like a "stealth" check, is the number that is set in stone to go against others and their Insight or Perception checks. Most importantly is their ability to "figure things out". Using the Skills Redux chart, if the player handles the possibly magic item for a few minutes, they get to roll against the DC for their proficiency against the rarity of the item. For instance, a Common item is equal to a +2 proficiency, which on the chart is a DC 13. A Legendary item is equal to +6 proficiency, which would be a DC 21. If the player rolls above the DC, they learn something about the item, like how powerful it is (common or legendary), what one of its powers might be, etc. At Journeyman level, the character can add their Dexterity or Intelligence modifier to any roll made with this kit. Grand Masters can cast the spell Identify once per long rest. Glassblowers are one of the lesser-utilized professions, but inherently have much value. Glassblowers are not only responsible for the windows in homes, but also for mason jars, glass baubles, light fixtures and a whole plethora of everyday items that are taken for granted. While adventuring, glassblowers obviously have the ability to create small amounts of glass containers, like potion bottles. They can also create the small thrown implements like alchemist's fire, acid vials, and holy water containers. Lastly, they can create glass or mirror-implements for use in spyglasses, compasses, magnifying glasses, lanterns, and hourglasses. The gasses that are created when materials are burned and then molded in to a glass container can create surprising side-effects, if those gases are trapped inside the glass container that is created. For instance, everything from sleep gas to smoke to poison can be trapped inside a small glass bauble, just waiting to be thrown. Refer to the following chart for DC's of different types of glass "bombs" that can be created. When creating these explosives, they are only good for a number of days equal to the number rolled over the DC required. They all are thrown, affect a 5 foot radius unless noted and have a range of 40 feet. If the glassblower spends twice the money, increases the DC by 4 and shortens the range to 20 feet, they can create larger versions of the below that affect a 10 foot radius. Additionally, while on downtime, the glassblower can contribute to the construction of structures that have windows. As long as the building has windows and they remain there assisting in the construction of said building for the entire duration, they can reduce the cost of building it by 25% of their level in percentage. For example, a 12th level glassblower helping to build our Guildhall the Carpenter is making helps out the whole time. They can now reduce the cost of the building by another 3%. If it originally cost 5,000 gold to construct, they can reduce it by another 150 gold. At Journeyman level, the character can add their Dexterity or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Chromatic Orb once per long rest. Glass with Class Name Cost Features DC Acid 15gp 2d6 acid damage 13 Alchemist's Fire 25gp 1d4 fire dmg until DC 10 DEX save 13 Dye 1gp Full of paint 13 Explosive 15gp 1d4 damage and deafened condition until DC 10 CON save 17 Glass Caltrops 1gp 1 dmg and stop moving unless DC 15 DEX save 13 Grease 5gp Prone unless DC 12 DEX save 17 Napalm 50gp 1d6 fire damage until DC 15 DEX save 21 Oil 5sp +5 fire damage if lit 13 Pepper Spray 2gp Blinded condition for 3 rounds until DC 10 CON save 17 Poison Gas 10gp Poison condition for 3 rounds until DC 10 CON save 15 Sleep Gas 25gp Unconscious unless DC 10 CON save 19 Smoke 10gp Heavy obscure 5' area 15 Sticky Foam 15gp Random body part becomes glued until DC 12 STR save 19 Stink 1gp Smells; draws attention 15 Tear Gas 20gp Incapacitated condition for 3 rounds until DC 10 CON save 15 Water 1sp Wets area, can use holy water 13

Healer's Kit A healer's kit use is common sense. As stated in the player's handbook on page 151, a healer's kit stabilizes a creature that has 0 hit points without the use of a medicine check. What a player trained in using the healer's kit can do is much different. A trained player can heal another player once per long rest with 1d4 hit points per training level per use of the kit. An apprentice can heal a character with one use of the kit for 1d4 hit points while a grand master with 5 uses of the kit can heal 5d4 hit points to that same character. Additionally, whenever a DC is required to treat a disease or poison, the character can add their healer's kit modifier to the roll to treat it. At Journeyman level, the character can add their Constitution or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Cure Wounds once per long rest. Herbalism Kit Players skilled in using an herbalism kit are able to extract the juices and resin of herbs they find in the wilderness. In addition, they are able to dry them to use in pipes and compact them to be used like chew. Much like brewery, whenever a player creates something with the herbalism kit, they can only create up to their tool training level. An apprentice can create an herbal supplement that grants a +1 to only ability checks in a certain ability score while a grand master can create a +5. The creation lasts for a number of days equal to the number rolled above the DC for their training level. A player skilled with the herbalism kit can attempt to "create" two herbal concoctions per long rest. When the herb is used to confer the bonus, the bonus remains with the character for 30 minutes. Bonuses do not stack and using more than one herb at the same time results in the poisoned condition for 30 minutes instead. When herbs are chewed on, they confer a bonus to Strength checks. When herbs are powdered and then inhaled, they confer a bonus to Dexterity checks. When herbs are dried out and turned in to supplements, they confer a bonus to Constitution checks. When herbs are used for their resin and sucked on like a lozenge, they confer a bonus to Intelligence checks. When herbs are dried out and put in to drinks, they confer a bonus to Wisdom checks. When herbs are dried out and smoked, they confer a bonus to Charisma checks. At Journeyman level, the character can add their Constitution or Wisdom modifier to any roll made with this kit. Grand Masters are able to cast the spell Locate Animals or Plants once per long rest, but can only locate plants. Refer to Recipe Crafting for Consumables for more information. Hunter's Kit A hunter's kit consists the basics for concealment, camouflage and containment. Hunters spend all night staying perfectly still waiting for the perfect opportunity to catch their prey. In game terms, a hunter can add their kit bonus to any checks made to find and kill game for food. Additionally, because they are so stealthy, they get advantage while in the wilderness to their hide rolls. If they have advantage on their hide rolls and attack, they can add their kit proficiency to their first attack as well and if they hit, automatically do critical damage. At Journeyman level, the character can add their Wisdom or Dexterity modifier to any roll made with this kit. Grand Masters are able to cast the spell Hunter's Mark once per long rest. Characters proficient with jeweler's tools are skilled at refining, shaping and molding crystals and gems in to magnificent works of art. Not only that, they can set those stones in to pre-made jewelry and make exquisite necklaces, bracelets and rings. They can tell how much a gem might cost just by holding it, and how antique your favorite bauble might be. When it comes to the adventuring life, jewelers obviously come in handy being able to tell how much treasure might be to sell. They can also negotiate with other jewelers in town to fetch a better price. They can typically get 10% more if they act as the go-between selling the group's booty.

Additionally, they are able to innately tell if gems, jewels, crystals or stones are magic. There are many magical items in the world that other players don't necessarily know are magic. Crystals, gems and stones have a magic all unto themselves that need to be unlocked to unleash their potential. These gems, crystals, stones and jewels are known as "foci", or focus in the singular. Normally, they are pretty and can be shaped to fit jewelry. A skilled jeweler, or someone attuned to nature, can handle a foci and understand that there is something deeper to it than just its looks. If they are able to unlock its powers, then just having the foci on their person instills in them benefits and abilities. Treat these foci just like any other magic item, as well as their creation cost. A foci takes time and patience to decipher its facets and create magical. The following charts are basic (kind of!) lists of foci ranging from minor to legendary. They were originally created to be used with the Akashic Sensitive Prestige Class (Jedi) class I created, so look that up for more information. The best part of unlocking a magic foci is just spending time with it. A player still needs to spend the allotted money to buy the foci or find it in their adventures. Not every stone is a foci, and a player needs to roll above the DC for the rarity of the stone to be able to determine if it can be "unlocked". If so, they can only dedicate their concentration to one foci at a time, and it takes the prescribed amount of time to create an equal magic item. For instance, if a player finds a "very rare" Emerald, they can try to make it magic. A very rare magic item creation requires a +5 proficiency bonus according to the Skills Redux table, which requires a Master jewel crafter. The inherent DC to determine if it is magical or not and can be made magical is 19, according to the same table. If the character rolls high enough and spends enough time to invest in 5,000 gold "magic item creation" cost, then they can unlock the emerald's "+1d8 to healing spells, Calm Emotions at will, Revivify per short rest" very rare ability. Normally, players can only invest 25 gold per day in the creation of magic items. With jewelers, because it’s so hard to really share with other jewelers, they are able to pay to have more of the creation cost knocked off. This is done by refining the gem and placing it into jewelry. If they purchase and/or create a beautiful gold ring for 500 gold with a setting for their emerald, then they can reduce the total cost and time by the 500 gold. The minimum to create the magic item though is always at least 50% of the original cost's time. So even if you reduce the 5,000 emerald to nothing, it will still require 100 days to create, since 100 days is 50% of the original 200 days originally required to make it. At Journeyman level, the character can add their Dexterity or Intelligence modifier to any roll made with this kit. Grand Masters can cast the spell Color Spray once per long rest. A leatherworker can create leather, hide and scale armors from the skins of dead animals. As normal, they can create 25 gold per day worth of material. Making a standard set of armor is quite easy with the proper materials. Leather only costs 10 gp to buy, so a player can technically make 2 sets per day if they have the adequate skins. Regardless of the type obtained from a creature, the player can only attempt to make a suit of armor from the skin if they meet the skill level for the armor. To determine this, take the proficiency modifier of the trained skill, for instance, +2 for apprentice. That player can make a max armor of the normal type of armor +2. For instance, leather armor is 11 AC. An apprentice can make a suit of leather armor with max AC of 13. Scale male confers a 14 AC. An apprentice can make a max AC of 16 from scales. A specific-sized animal can provide enough leather for a specific-sized set of leather armor. Medium creature for medium armor. If a player acquires the hide of another animal and wants to try to keep the benefits the hide bestowed on the creature originally, the player has to roll higher than the DC according to the creature's CR on the Skills Redux table. If successful, they retain one quality of the hide's original power. For instance, a creature that had a natural AC of 13 and resistance to lightning can keep one of those qualities. The creation takes 10 days to create at 25 gold per day, no matter who helps. If the player takes the scales of a creature, a specific-sized animal can provide enough scales to create a set of armor for a creature one size smaller. A large creature is required to make medium-sized armor. Use the same rules as above to create the scale mail, rolling against the CR of the creature. If successful, the player makes a suit of scale mail that also keeps one property of the original creature. This creation takes 30 days to create at 25 gold per day, no matter who helps. This will most likely come in to play regarding Dragons and their scales. Here is an example of a 10th level Expert leatherworker fighting a large young red dragon: The young dragon has natural armor of 18 and immunity to fire damage. Because it's large, it provides enough scales for a medium-sized set of scale mail armor. The expert leatherworker has a +4 proficiency bonus, which means it can make the red scale mail at AC 18 (Scale AC 14 + 4 proficiency mod) or it can make AC 14 scale with fire resistance. Either way, it has to roll against the young dragon's CR of 10 on the skills redux chart, which is a DC of 17. At Journeyman level, the character can add their Strength or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Animal Friendship once per long rest.

Minor Foci (50 gp) Name Color Power Agate, Blue Lace Blue +1 on Performance checks Agate, Dendritic Colorless, white or gray +1 on Concentration checks Agate, Fire Deep brown with flashes of orange, red, green or gold Fire Bolt at will Agate, Holly Blue Blue-violet +1 ki per day Agate, Moss Moss-colored green Gust at will Agate, Purple Sage Pale lavender to purple-black Guidance at will Agate, Waterdeep Blue Pale sky blue to deep blue-violet Message at will Albite Colorless, white, brown, red or blue +1 on History checks Apatite Blue, green or gold +1d4 on healing spells Aventurine Green, blue or red +1 on Investigation checks Azurite Deep blue +1 on Insight checks Blue Quartz Pale blue +1 against fear and charm effects Calcite Blue, colorless, green, orange, pink or red +1 on Performance checks Calcite, Honey Golden-brown +1 on Arcana checks Calcite, Merkabite White True Strike at will Calcite, Stellar Beam Amber or yellow +1 on Religion checks Diaspore Pink, purple, brown, green, yellow, white, colorless or gray +1 on Intelligence checks Eye Agate Gray, white, brown, blue or green Mage Hand at will Goethite Black, yellow or red-brown +1 spell Hematite Gray-black ADV to see through illusions Hemimorphite Turquoise-blue Friends at will Heulandite Colorless, pink, red, white, green or yellow +1 Akashic buff/de-buff per short rest Lapis Lazuli Light and dark blue with yellow flecks +1 on Perception checks Lilac Lepidolite Rich lavender +1 on Medicine checks Malachite Light or dark green Hidden from Divination magic Marcasite Brassy yellow to silver-yellow +1 on Death Saves Obsidian, Black Black Resist psychic damage Obsidian, Gold Sheen Golden black +1 on Deception checks Obsidian, Mahogany Jet black or red-brown Control Flames at will Obsidian, Peacock Undulating red, gold, green, violet, orange and/or blue Mold Earth at will Obsidian, Rainbow Iridescent -2 to attack, +5 to damage Obsidian, Snowflake Black with light patches +1 on Charisma checks Pyrite Yellow +1 on Strength checks Rhodochrosite Light pink ADV on Healing with HD Rhodonite Rose-red ADV on profession checks Sodalite Blue or gray +1 on Wisdom checks Tiger Eye Brown with golden center +1 on Dexterity checks Topaz Sky blue, golden or white +1 on Persuasion checks Turquoise Light blue-green +1 HP per level

Common Foci (100 gp) Name Color Power Angelite Soft blue Shield prof mod/day Carnelian Orange to red-brown Charm Person per short rest Chalcedony Blue or purple Identify at will Chrysoprase Green ADV on Nature checks Citrine Pale yellow to deep amber Silent Image at will Clinochlore Green Cure Wounds prof mod/day Cuprite Brown or black red to pure crimson Detect Poison and Disease at will Danburite Colorless or white Shield of Faith per short rest Dioptase Emerald to deep blue-green Compelled Duel per short rest Dolomite White, gray, green, brown or pink +2 to Concentration checks Elestial Quartz Smoky or colorless ADV on History checks Epidote Black, dark or yellow green Detect Evil/Good at will Fluorite Colorless, green, purple, white, yellow, red, pink or black Akashic Immunity at will Galena Lead-colored +1 to all skill checks Goshenite Colorless Wrathful Smite per short rest Halite Colorless, white, purple, blue, yellow, red, black or pink +1 Ki Heliodor Golden yellow +1 to Wisdom Iolite Violet +1d6 to healing spells Jasper, Red Red +1 to Constitution Jasper, Rainforest Green ADV on Survival checks Jasper, Mook Purple and yellow Feather Fall at will Jasper, Fancy Multi-colored ADV on Medicine checks Jasper, Picture Gray and brown ADV on Arcana checks Jasper, Unakite Pink and green Healing Word per short rest Lazulite Rich azure to pale blue +1 to Intelligence Moonstone White with pale blue glow, gray or peach ADV on Insight checks Moonstone, Rainbow Prismatic +1 to AC Onyx Bands of pure black and white +1 to Strength Petalite White, colorless, gray, pink or yellow Chromatic Orb per short rest Quartz White, smoky gray or yellow Store a 1st lvl spell to be cast per short rest Sardonyx Bands of red and white Gain proficiency in one skill Selenite Colorless, gray, white, green or golden brown Thunderwave per short rest Serpentine Pale yellow-green to deep forest green Crown of Madness per short rest Shattuckite Light to deep blue +2 on CHA skill checks Smithsonite Blue, pink, purple, green, yellow, white, gray or brown Immune to being charmed Smoky Quartz Very pale tan to deep chocolate brown Resistance to Necrotic damage Star rose quartz Rosy stone with white star-shaped center Gain proficiency in one trade Stilbite White, pink, gray, yellow, red, orange or brown ADV on Stealth checks Sunstone Orange to red-brown Searing Smite at will Zircon Pale blue-green Thunderous Smite at will Zoisite Shades of green, gray, white, green, brown, colorless, blue, purple, yellow or pink Heroism per short rest

Uncommon Foci (500 gp) Name Color Power Adamite Bright yellow-green CHA becomes 19 Amethyst Deep purple +1 to AC and saves Ametrine Yellow and gold ADV on Initiative and Perception rolls Andalusite Brown and black Removes one level of Exhaustion per day Angel Wing Blue Anhydrite Soft blue +1d8 to healing spells Aragonite Soft blue Immune to Mind Reading Aragonite Star Clusters Red ADV on Concentration checks Astrophyllite Coppery bronze to golden yellow Astral Projection on self 1/day Axinite Brown CON becomes 19 Barite Colorless, white, light blue, green, yellow or red-brown +1 to attack/damage, returns if thrown Bloodstone Dark green with red spots Removes one condition 1/day Brookite Darg grey or black Comprehend Languages at will Cathedral Quartz Colorless or white Detect Magic per short rest Cerussite Colorless, gray or brown with an adamantine luster Resist poison and disease Chrysoberyl Green or golden Can't be surprised Chrysocolla Green, blue, or blue-green Make no sound, ADV on surprise Datolite Colorless, white, pale yellow or pale green INT becomes 19 Garnet, Almandine Orange-red to purple-red STR becomes 19 Garnet, Grossular Light green +10% coins Garnet, Rhodolite Rose red to pale violet Charm Person at will Garnet, Spessartine Yellow-Orange Disguise Self at will Garnet, Uvarovite Deep green +10% Experience Healer's Gold Black and gold Double HD when healing Infinite Green or gray-green Blindsight 30' Jade Black, blue, green, lavender, purple or red +1 STR, no exhaustion from death Jet Deep black +1 to AC and saves Kyanite Blue, indigo, green or black Detect Thoughts at will Labradorite Flashes of green, blue, gold, orange, red or violet +2 Ki Lepidolite Pink, purple or lavender Suggestion per short rest Magnetite Gray metallic Levitate at will Morganite Pink, peach or purple Lesser Restoration per short rest Muscovite White, gray or colorless Enhance Ability per short rest Natrolite Colorless, white, yellow or gray Calm Emotions at will Pearl Lustrous white, yellow or pink +1 to attack Prehnite Yellow-green See Invisibility at will Pyromorphite Pea-green Eat, drink and sleep half as much Scapolite White, gray, light green, blue, yellow or red +1 to all ability checks Spinel Red, red-brown or deep green Max HD when healing Staurolite Red-brown, dark brown or brown-black Locate Animals or Plants at will Strontianite White, yellow, green, gray, brown, red or colorless +10 to speed Tourmaline Black, brown, green, pink or red Heat Metal at will Tourmaline, Watermelon Pink center with green around outside Prayer of Healing per short rest

Rare Foci (1,000 gp) Name Color Power Aegirine Black, green or brown-black +2 Ki, +1 AC Ajoite Blue or blue-green Immune to fear, +1d8 to healing spells Alexandrite Green or blue-green WIS becomes 19 Amblygonite Pale yellow Immune to Madness Apophyllite Green or colorless Speak with Plants at will and Plant Growth per short rest Aqua Lemuria Blue-green DIS on attacks against you until one hits Aquamarine Pale blue-green Resist fire, Tongues at will Black pearl Pure black Deals 1d6 necrotic damage on hit Blizzard Stone Black with flecks of white +2 to attack/damage, returns if thrown Blue spinel Deep blue Stores up to 5 levels in spells Bustamite Light to brown-red CHA becomes 19, ADV on Persuasion checks Cavansite Blue to blue-green +3 ki Celestial Quartz White or red INT becomes 19, ADV on History checks Celestite Colorless, blue, or green Legendary save per short rest Charoite Pale lilac to deep purple +1 AC, +1d8 to healing spells Chlorite Phantom Green Aura of Vitality per short rest Crocoite Red or red-orange Constitution +2, ADV against and resist poison Diopside White to light green Slow per short rest Dream Quartz Green to blue-green Astral Projection self 1/day, Major Image per short rest Eudialyte Pink, red or red-brown Mass Healing Word per short rest Fulgurite Tan Lightning Bolt per short rest Garnet, Andradite Glossy black +1 AC, Erupting Earth per short rest Gel Lithium Silica Very dark to pale magenta Beacon of Hope per short rest Golden Labradorite Golden yellow Fireball per short rest Hanksite Colorless, gray or pale yellow INT becomes 19, advantage against illusion Kunzite Pink to violet Protection from Energy per short rest Larimar Blue, blue-green and white Command at will, Cone of Fear per short rest Magnesite White Clairvoyance per short rest Ocean Jasper White, green, pink, red or black Fly at will Peridot Rich olive green ADV on skill check per short rest, +10% coins Pietersite Gold, brown, gray, blue-gray or black ADV on Insight checks, cannot be surprised Proustite Deep scarlet red Invisible in dim light or darkness Purpurite Vivid purple Lesser Restoration per short rest, ADV on Insight Rhodizite Colorless, white or yellow Double range, damage, duration or other benefit of a focus 1/day Rose Quartz Very pale pink to deep reddish pink Knock at will Rutilated Quartz Gold, silver or copper colored Store up to 3 levels in spells, ADV on spells cast against you Rutile Gold-yellow, red-brown, red or black +2 Ki, +2 to attack/damage Scolecite Colorless, white or yellow Do not need to eat or drink Sphene Light brown to golden yellow INT +2, learn new skills and professions twice as fast Stibnite Metallic gray to black Speak with Dead at will, Vampiric Touch per short rest Tangerine Quartz Orange +2d6 damage to one creature type (choose when found) Thulite Pale to deep red-pink CHA +2, ADV to CHA checks Tourmalined Quartz Clear with black running through it Remove any ailment or heal to full HP, self 1/day Tremolite White, gray, pink, green or brown Truesight to 30' (or plus 30')

Very Rare Foci (5,000 gp) Name Color Power Adularia Clear, with a blue-white flash Telekinesis at will Benitoite light to dark blue Arcane Eye at will Beryllonite Colorless, white or pale yellow +3 to attack/damage, Darkness per short rest Cacoxenite Gold, yellow or brown Regenerate 1d6 HP per 10 min Calim Gold Tektite Glassy yellow WIS +2, ADV on WIS checks Cassiterite Metallic red brown to brown black +2 to attack/damage, crit against enemy <100 HP, DC 15 or slay Chultite Yellow to yellow-green Phantasmal Killer per short rest Cinnabar Vermillion red Instills training and expertise in Alchemy Covellite Deep blue to black Death Ward per short rest Creedite White, colorless or orange +4 ki Emerald Deep bright green +1d8 to healing spells, Calm Emotions at will, Revivify per short rest Euclase Colorless, blue, pale blue or blue-green STR of 23 Faden Quartz Clear with a smoky line down the center +1d8 to healing spells, store 10 levels of healing spells Fairy Wand Quartz Milky Restore max HD at meditation instead of short rest Herderite Colorless, pale yellow, green, brown or gray INT +2, ADV on INT checks Hiddenite Yellow-green or emerald green CHA +2, ADV on CHA checks Lepidocrocite Reddish brown to deep red +2 AC, immune to disease Nuummite Charcoal gray or black with iridescence ADV with spells and enemy has DIS against your spells Opal, Black Black with iridescence Reaction: cancel <4th lvl spells up to 20 lvls per day Opal, Common White, pink, blue brown or black +1 AC, resist one element Opal, Dale Clear with bluish tinge Hallucinatory Terrain at will Opal, Fire Vivid orange Compulsion per short rest Opal, Reghed Blue Rich blue Akashic Immunity at will, immune to fear, Bigby's Hand at will Opal, White White with iridescence Reckless Attack at will Phenacite Prismatic Scrying at will Sapphire, Blue Blue, pink, white, or yellow +2 to attack/damage, bonus attack with main hand Sapphire, Orange Orange +3 to attack/damage, can throw and return to hand Sapphire, Star Blue sapphire w/ white star-shaped center DEX +2, ADV on Iniative Sichuan Quartz White or black ADV on Iniative, Can't be surprised, see invisible Sphalerite Red, black, brown, yellow, green, gray, white or colorless STR +2, CON +2 Spider Jasper Black with red-orange swirling Resist one element, weapon +1d6 dmg of element Stichtite Pink-purple Max dmg to objects, +2 attack/damage, +2d6 dmg nat 20 Strombolite Gray to deep purple Charm Person at will, target has DIS on charm saves Sugilite Pale lilac to deep purple Dream at will Tiger Iron Gold, red and silver-gray STR 19, CON 19, immune to fear Tugtupite Rich pink Summon Fire Elemental 1/day Ulexite White or colorlesss Rary's Telepathic Bond at will Vanadinite Red, orange-red, brown-red, brown or yellow ADV on concentrationc checks, Immune to charm/fear Variscite Varying shades of green While meditating, heal 2x HD and Commune with Nature Vaasan Red Quartz Deep orange-red CHA +2, ADV on death saves

Legendary Foci (50,000 gp) Name Color Power Amegreen Purple, green or white Telepathy at will Angel Aura Quartz Iridescent and silver +5 ki Angel Phantom Quartz White, yellow or red-orange +1 to proficiency mod Aqua Aura Quartz Blue with flashes of iridescence Immune to psychic attack, +3 to attack/damage Azeztulite Colorless or white Truesight 120' Bixbite Raspberry red No max on CON, CON +2 Black Phantom Quartz Prismatic black Greater Invisibility per short rest Black sapphire Lustrous black with glowing highlights +3 to attack/damage, can transfer plusses to AC Celestite, Shaar Gray, whitish or blue-gray When taking 20, take 25 Chrysanthemum Stone Black and white +10% XP and coins Diamond Blue-white, canary, pink, brown or blue No max on INT, INT +2 Gem Silica Blue green to deep turquoise Telepathy and Clairvoyance at will Herkimer Quartz 'Diamond' Smoky or colorless Programmed Illusion and Heal per day Hotenowanite Green, purple, red, white, brown or yellow Investiture of Flame at will Iolite-Sunstone Sparkling orange to red-brown No max on WIS, WIS +2 Jacinth Fiery orange Any Bigby spell at will Lemurian Jade Gray-green or black Bones of the Earth at will Lemurian Seed Crystals Colorless Succeed on any one ability/skill check per short rest Lithium Quartz Prismatic, lavender or pink-gray Double and max HD when meditating Maztican Tears Black-brown +3 to AC and saves Moldavite Deep forest to pale green +1 to EVERY ROLL and AC Mystranite Black and white +2 attack, absorb/recast spell cast at you if save Nebula Stone Black with green spots ADV on Initiative, no surprise, +2 to attack/damage Papagoite Copper-base with rich blue Investiture of Wind at will Pink Lazurine Rich pink to lavender purple No max on CHA, CHA +2 Prasiolite leek-green Find the Path at will Prophecy Stone Brown or black Foresight per day Reghed Blue Quartz Blue Mind Blank at will Ruby Clear red to deep crimson STR of 27, immune to fear and charm Satyaloka Quartz White, inclusions of red-brown and gray Antipathy/Sympathy per day Seraphinite Deep green, laced with silver Regenerate per day Seriphos Green Quartz Lettuce green to deep spinach green Etherealness per day Spirit Quartz Purple +2 AC, ADV with all saves Star ruby Ruby with white star-shaped center ki-infused; each ki used, +1 to attack or damage die Tathite Dark green +3 to attack/damage, nat 20 cut limb/extra 6d8 Thayanite Blue to blue-violet +3 AC, immmune to necrotic Titanium Quartz Iridescent Regenerate 15 HP per hour, CON +2 Shouan Black Quartz Clear with black inclusions Meditation takes 15 min and equals a full short rest Shiva Lingam Gray or tan with red stripes Resurrection per day Vivianite Colorless, blue-green or deep blue Pick 5 spell levels in spells to know as bonus spells White Phantom Quartz Various colors w/ ghost image of quartz Legend Lore at will Willemite Orange-red Astral Projection at will Wulfenite Orange or yellow Primordial Ward per short rest Zincite Red to orange-yellow Project Image per short rest

Miscellaneous Foci (DM Determines rarity) Name Color Power Amber Watery gold to rich gold ADV with air spells Coral Crimson ADV with water spells Flint Black, brown or tan ADV with fire spells Gaia Stone Green-glassy ADV with earth spells Metals, Copper Copper ADV with Necromancy spells Metals, Electrum Dark silver ADV with Conjuration spells Metals, Gold Gold ADV with Transmutation spells Metals, Mithral Mithral ADV with Enchantment spells Metals, Niobium Eridescent ADV with Divination spells Metals, Platinum Platinum ADV with Evocation spells Metals, Silver Silver ADV with Illusion spells Metals, Titanium Titanium ADV with Abjuration spells Meteorite Brown or black ADV with defensive spells Petrified Wood Brown or gray ADV with nature spells Shaman Stone Medium brown ADV with healing spells Tektite Black or brown-black ADV with offensive spells A mason specifically deals with the building of foundations for structures. Where the carpenter might make the walls and roof, the mason is responsible for being able to support all that. In addition, some buildings were made entirely out of masonry, like castles and keeps. In those instances, the mason was also responsible for exact measurements and fittings for every piece of the giant puzzle. In the adventuring life, much like carpenters, masons don't really have a lot to offer. At least, not at first glance. Masons are the central-point to community and building relationships. Without their knowledge and expertise, the coordination to create a city would take an eternity. Masons inherently have an ability to find the right people to fill the jobs needed. On the road, this equates to professional experience negotiating with merchants and the like. Normally, they automatically get a 10% discount just by small-talk. They do this by coordinating with the merchant for other wares they might be interested in. Almost like a used-car salesman. As long as the mason spends an extra hour at the end of the day fulfilling his part of any kind of negotiating, they continue to get this bonus. When the mason wants to try to really negotiate for some reduced prices, the character can make a skill check using their proficiency with their tools. Whatever number they roll is the percent off the total price they can negotiate for. When the items start getting pricey or magical is when a DC check is needed. The player has to pass a DC check for the level of rarity of the item using the Skills Redux table. At Journeyman level, the character can add their Strength or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Hallow once per week. A navigator, unlike a cartographer, is one who is skilled with observing the planetary bodies in the sky and being able to direct vessels in the correct direction. Specifically, water-borne vessels and by using the stars in the heavens. A navigator can inherently tell what time it is, just by looking at the sky. While out on the ocean, the navigating player is key to finding the right heading and getting across the boundless track that is water on every horizon. When making skill checks to not get lost while out at sea, a navigating player gets to add their bonuses from these tools. The navigator's tools are not just valuable out at sea though. The player skilled with these tools also gets to use them to add to their chances of not being lost on land, as long as they can see the night sky. During the day, it is not as helpful, and they get half their bonus. Their prolonged experiences with the stars though have been able to teach these players about certain phenomena. Much like diviners who rely on the stars for horoscopes and the like, players who have stared out in to the deep dark nothing know that things stare back. Knowledge in that can help guide the player and his group to avoid danger, or to seek it out. The navigating player is able to foretell disastrous events or encounters if he can spend an hour gazing skywards at night. After the player rolls with his proficiency in his tools, depending on how high he rolls determines what the DM might warn them about. Everything from bad weather to an army on the move can be at their fingertips. At Journeyman level, the character can add their Intelligence or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Gust of Wind once per long rest.

Painter's Supplies Painters are proficient in making bland buildings fabulous! Not only that, they are able to bring 2D images to life on the canvass. They have an eye for the artistic quality in life and in nature, and are able to transcribe it to the blank slate. As an adventurer, they have an exquisite eye for detail. They can pick up the slightest irregularities and note the smallest changes from something they are looking at to something they are trying to create. In game terms, they have advantage on perception checks made with sight. When it comes to downtime, the painting character can make artistic renditions of almost life-like quality. By referring to the Skills Redux table and rolling against the "rarity", a character can create everything from the "common" painting of a hill on the horizon, to "legendary" feats like a cascading waterfall with some little trees here and thousands of detailed rocks there with an exquisite half-elf bard playing the pedal harp in the foreground. For monetary purposes, the DM can decide how much a work of art can sell for, and to which audience might find it more desirable. It is when the character gets to the level of grand master that their paintings take on an almost life-like quality, jumping from the canvass. At Journeyman level, the character can add their Dexterity or Intelligence modifier to any roll made with this kit. Grand Masters can cast the spell Silent Image once per long rest. Poison Kit A player who uses a Poison Kit is obviously one who intends to either extract, or use, poison. In the wide world of adventuring, there are many creatures who have poison in their blood. A character can become wise to this fact one of two ways; being poisoned by the creature or succeeding on a nature roll. In the case of using a nature roll to determine if a creature is poisonous, the hero who is skilled with a poison kit can use their poison kit modifier in place of their nature modifier. To attempt to withdraw poison from a creature, the player must succeed on a DC roll equal to 10 plus the creature's CR level. If the player fails, no big deal. If the player fails by 5 or more, they in turn become poisoned by the creature. If successful, the player can withdraw 1d4 plus their proficiency modifier in vials of poison. Arsenic and Old Lace Name Type Cost DC Assassin's Blood Ingested 150 gp 13 Burnt Othur Fumes Inhaled 500 gp 17 Drow Poison Injury 200 gp 15 Essence of Ether Inhaled 300 gp 15 Malice Inhaled 250 gp 15 Midnight Tears Ingested 1500 gp 19 Oil of Taggit Contact 400 gp 17 Pale Tincture Ingested 250 gp 15 Torpor Ingested 600 gp 17 Truth Serum Ingested 150 gp 13 In the case of creating poisons from scratch, the character must roll higher than the following DC's for the poisons listed in the DMG. It still takes 25 gp per day to create these poisons, and when the player is successful, they create 1d4 + their proficiency modifier in vials of it. If they fail the roll by 5 or more, they become poisoned by their own creation. If you're interested in making your own brand of poisons based on what you can gather while out and about, refer to the Poisoner's Kit. If you are interested in creating new kinds of poisons and oils, refer to Recipe Crafting for Consumables. At Journeyman level, the character can add their Dexterity or Intelligence modifier to any roll made with this kit. Grand Masters can cast the spell Protection from Poison once per short rest. Blimey Harry, you're a Potter! Pottery is another of the oft-not used professions and tools that doesn't get a lot of love. Like the glassblower, the potters are able to create containers for things that are easily breakable, except they are made out of clay instead of glass. In their downtime, potters are able to make beautiful works of art that can fetch a high price. Depending on the complexity and decoration, a potter can become very well known in the world and make his living off it. The adventurer though, brings their pottery skills in to play by utilizing their keen investigative skills that they acquire by constantly working with their clay. Able to see a weakness in the final mold of a product, that investigative power is transferred over to the everyday mercenary life of an adventurer by getting advantage with Investigation checks. Being unsatisfied with their final creation is where you get to see the destructive power behind a potter, reflected in their Grand Master ability, like a Bull in a China shop. At Journeyman level, the character can add their Dexterity or Intelligence modifier to any roll made with this kit. Grand Masters can cast the spell Thunderstrike once per long rest.

A smithy is able to use anvils and forges to create armor and weapons. That in and of itself would be a boon to the average adventuring group. At the cost of 25 gp per day, the character can create anything he might have seen or wielded before. In reference to the ability of a character to create something a little more extraordinary, refer to the section above talking about masterwork items. Depending on how much extra time and energy the character puts in to creating a weapon or piece of armor, they can make it a +1 to +3. Referring to the Skills Redux chart, a journeyman smith can make a +1 weapon after spending 500 gp to make it and passing on a DC 15 smith tools check. It is not a magical weapon, but a masterwork weapon crafted with care and precision. The same can be said for armor. At 9th level when the character becomes an expert, they can spend 5000 gp to make a +2 weapon or +1 armor. That special armor is not magical, but fitted so perfectly that it creates a bonus. Those are all things that a character can do in their downtime. When the player is out and about in the wilderness, they are able to make quick repairs to weapons and armor, and sometimes increase the damage and AC of them as well. When a player's weapon or armor takes a penalty for some reason, a smith player can decrease that penalty by one, until they are able to get back to a smithy and repair it fully. Additionally, if the smith spends a short rest with another player, he can increase the damage of their weapons by +1 by attaching counter-balances, sharpening blades and just making the weapon more deadly. This adjustment is only good for one day and only one weapon can be worked on per short rest. If the smith spends a short rest with another player's armor, the smith is able to make the armor quieter to negate the disadvantage imposed on stealth checks for 1 hour. The smith can also increase a player's armor class by 1 until they are struck in combat, where they lose the bonus AC. Refer to Crafting and Magic Items for more details on different materials a player can use when crafting weapons and armor. At Journeyman level, the character can add their Strength or Intelligence modifier to any roll made with this kit. Grand Masters can cast the spell Magic Weapon once per long rest. Tacklebox (Fisherman's Kit) A professional fisherman with his tackle box is ready to hook up the biggest bait to catch the craziest fish. In their downtime, a fisherman can obviously provide for himself and sell any extra fish to market. It's not the savviest lifestyle to survive on, but it'll do. In some cities, depending on the roll the player gets, he might be able to fish up some rare exquisite fish that bring in a little more cash. In the adventuring life, a fisherman can bring in some extra food for when the group is near a body of water. Rolling with their tackle box proficiency determines how many fish they can catch in a day that are edible. Each fish is able to provide at least one meal for one player. To be a successful fisherman requires patience and silence. If the player spends a long time standing still in the water, or moving slowly through the current with a net to catch the biggest group, they eventually learn how to not interrupt the flow of the water and how to be deathly quiet. These players don't inherently know how to hide better, but they are definitely much stealthier. A player skilled in fishing can choose to use their kit proficiency bonus to stealth checks, as opposed to what their stealth might be, especially so while in the water. While in the water, they are so stealthy they get to add their kit proficiency to their normal stealth checks as well. At journeyman level, the character can add their Dexterity of Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell *Silence" once per long rest. Tailor's Kit Tailor's swift ability to make clothing can definitely provide for them while on their downtime. Depending on how skilled the tailor becomes determines the quality of their clothing and how much a price they can fetch. Exotic materials add to the desirability of the player's clothing line, and that can be where the adventuring life began. Adventuring tailors are able to make bags for their companions, in addition to clothing. The player can make 25 gp per day in items. In addition, the bags are usually always custom-made for their friends and can hold just a bit more than the standard bags. Where they come in most handy is how tailors are able to somehow tap in to the Weave that is the source of all magic. Tailors are able to sew designs that are actually glyphs or runes that can be added to player's clothing, much like a tabard or sigil. For spell casters, this equates to regaining one spell slot per skill level. If the tailor player rolls above the DC for their profession level, they can create one of these sigils per day that lasts a number of days equal to the number they rolled above their DC. They are able to create one per day that restores a number of spell slots equal to their profession level. At Journeyman level, the character can add their Dexterity or Intelligence modifier to any roll made with this kit. Grand Masters can cast the Mage Armor spell once per long rest.

The bonuses to using thieves' tools are obvious; open stuff up. What most people don't know is how delicate and focused a player has to be to really unlock some masterful locks. Being able to hear the clicking of the cogs or the set of the switch in order to lay the pick just right is an art all unto itself. The player must be focused and determined, and have hearing on an almost subconscious level. Because of that, the additional benefit to using thieves' tools is that the player has advantage on their perception checks based on hearing. At Journeyman level, the character can add their Dexterity or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Knock once per long rest. A tinker is educated and, some say, crazy enough, to invest in the unknown. To create little toys or machines that replicate everything from a child's doll to a miniature box that brings fire to life inside it. Whatever their predication, they dive in to scrap heaps and salvage every piece of anything they can get their hands on. Notorious hoarders, tinkers use the materials they find to create oddities that they come to love. In their downtime, tinkers spend most of their time... tinkering. They are able to make plenty of items that mimic other things, from magic to other skills and kits. One day, they might have a little doll that breathes fire like the cantrip Fire Bolt. The next day, they might have a device that has a thousand attachments that you can just stick in to a lock that picks it for you. Either way, the creations are all mechanical and not magical. Ultimately, the tinkerer can only fully assemble and maintain gadgets equal to their proficiency modifier. They can constantly be creating other ones, which is why it only takes one day to create a new gadget. The gadgets and what they do are determined by the player, but the DC and level required to make them are decided by the DM. Refer to the Skills Redux table to determine difficulty and minimum requirements. Regardless of the difficulty, it takes 50 gold in other costs to create each gadget, whether that's from getting schematics or specific materials not found in scrap heaps. An example could be creating a special ammunition loader for a crossbow. Increasing the attacks of a crossbow would be on par with a rare magic item, which would require level 9 and being an expert tinkerer. Unless you only wanted the crossbow to fire off one extra bolt per short rest. Then it could be modified to the apprentice level. It all depends... An awesome reference for gadgets is included in Recipe Crafting for Consumables. At Journeyman level, the character can add their Dexterity or Intelligence modifier to any roll made with this kit. Grand Masters can cast the spell Grease once per long rest. Trapper's tools consist of the basic materials to set up snares, concealment and basic trips. Most often used in the wilderness, the player who uses his tools against a specific enemy can create booby traps, pitfalls, nooses and nets to counter the skill set of his chosen prey. If the player who uses trapper's tools knows the type of enemy he is going up against and decides to create a trap, roll against the DC of the creature's CR, referring to the Skills Redux chart. They must first know the creature's daily routine, eating habits, normal route, etc. If successful, they can add the points rolled above the DC to the "hide" number of the trap, which is 10 + the number rolled above the DC. If the creature follows its normal routine, then use its passive perception to see if it notices the trap laid out for it. If it fails, then depending on the type of trap the character created, the creature triggers it and the results occur. Since there are so many different ways a character can devise a specific trap for a specific enemy, the details are left to them. Time constraints, materials and location all pose a very relevant hurdle to any good hunter, as well as the size and intelligence of the enemy. A pit might be great to catch a tiger, but not a blink dog. Other than the standard imagination of the player, those skilled with trapper's tools also inherently know how to set up booby traps in the wild that can impede, injure or confuse others. Using the same technique above, the trapper can create spiked logs to hit many enemies or pits (with tigers!). At journeyman level, the character can add their Wisdom or Intelligence modifier to any roll made with this kit. Grand Masters can cast the spell Find Traps once per long rest. A weaver, as opposed to a tailor, can create tapestries and heavier stock clothing. Anything that incorporates a "weave" in it can be created. Rugs, carpets, and curtains, but more importantly, cloaks, blankets and robes. Weavers tend to make the cloth that tailors tend to fashion. Much as the tailor, the weaver can spend their downtime working on material to sell that will provide a meager living. When it comes to the adventuring life, weavers can make insulated clothing for colder climates and can repair road-clothes much as a tailor might be able to do. Their skill comes in large items though. Their expertise in regards to the travelling group they are with comes in when the weaver knits or weaves together a standard for the group. It may be a flag, tabard or handkerchief. Either way, when it is shown, it boosts the morale of the party to an extent that all players within sight of it receive 10% more experience from the creatures they kill or quests that are completed.

In order for this boost to have an effect, the weaver rolls against his skill in the tool set and compares every member of the party's level to the Skills Redux chart. If the roll exceeds the DC for the other character's level (each individually), then that character gets the boost until the next short rest. So higher level players in sight of the standard might not be as impressed as lower level players. For example, a 9th level expert tailor brandishes the League of Awesome People standard just before a fight. He rolls his skill set, including basic proficiency (apprentice), his wisdom mod (journeyman), and then his proficiency again (expert) and gets a 16. Not a good roll. Any other players in the group above 9th level are not going to be impressed, and will not get the XP boost. Anyone below 9th level though will. At Journeyman level, the character can add their Dexterity or Wisdom modifier to any roll made with this kit. Grand Masters can cast the cantrip Mending once per short rest. A woodcarver is able to make and repair any items that might be made out of wood. At the normal cost of 25 gold per day, they are able to whittle away staves, bows and shields. If you follow the masterwork item creation philosophy, the design and composition of those masterwork weapons or shields is so astounding as to give natural bonuses to attack and damage. Just follow the basic magic item creation table, even though the items aren't inherently magic. Working on gear is good to do in the woodcarver's downtime. When the player who whittles away his time joins a travelling mercenary group, they bring to the table their ability to repair wooden items and provide materials for some of the other professions, like fletchers and carpenters. Woodcarvers are even more adept than herbalists in locating and using stronger woods for their projects, which is why woodcarvers are better enabled to make better items. When a woodcarver searches for a specific piece of wood, they roll on their profession against a DC on the following chart. Depending on how the woodcarver implements the wood in their design determines how the "feature" comes out in the end item. Regardless, the items that the woodcarver creates that exhibit magic qualities are only good for a number of days equal to the number rolled over the DC, then the wood reverts to normal. If the wood is used in a "non-magical" way, or as an arcane focus, then the final product can be retained as such, at the discretion of the DM. The woodcarver is generally able to find 1 piece of really good wood per successful check, and most obviously be in an area where the wood can be found. At Journeyman level, the character can add their Dexterity or Wisdom modifier to any roll made with this kit. Grand Masters can cast the spell Shillelagh once per long rest. That's a lot of wood Name Features DC Alder +1 spell slot for rituals 15 Apple +1 to arcane skill checks 15 Ash +1 to skill checks 17 Basswood +1 to enchantment spells 13 Beech +1 to divination spells 13 Birch +1 to concentration checks 13 Black Walnut +1 to transmutation spells 13 Cedar +1 to conjuration spells 13 Cherry +1 to druid spells 19 Cypress +1 to nature spells 17 Dark +1 to ability checks 19 Elder +1 to abjuration spells 13 Elm +1 to necromancy spells 13 Fir +1 to offensive spells 15 Hawthorn +1 to DC of spells 17 Hazel +1 spell slot 17 Hickory +1 to transmutation spells 13 Honey Locust +1 to defensive spells 15 Holly Wood +1 to evocation spells 13 Ivy +1 to elemental spells 15 Lilac +1 to illusion spells 13 Mahogany +1 to wizard spells 19 Maple +1 to healing spells 15 Oak +1 to all spells 19 Osage Orange +1 to cleric spells 19 Pine +1 to bard spells 19 Poplar +1 to evocation spells 13 Redwood +1 to sorcerer spells 19 Sassafras +1 to paladin spells 19 Treantwood +1 to warlock spells 19 Vine +1 to ranger spells 19 Willow +1 to all spell DCs and attacks 21 Miscellaneous Professions In creating this guide, I came across some other professions that I wanted to incorporate, but just seemed like they were full-time types. Gardening (herbalism), being a barber, writing (calligraphy), baking (cooking), physician, midwife, dentistry and milling. Like the ones listed in parenthesis, the other ones can probably be covered by another skill or profession.

Gaming Set There are a plethora of games available for the average gamer to play. Specialty in a game set infers the same benefits as being skilled in a set of tools or kit. When playing the specific game, the player can roll their game set modifier as opposed to a straight roll. Any player skilled in a game set can also use their game set skill check in place of a sleight of hand skill check while playing that game. The player can also obviously use their skill set in their down time to gamble and make money, as well as on the road while adventuring. At journeyman level, the character can add one of their ability skill modifiers to this set, depending on the following table. The Gamer Game Skill Set Backgammon Intelligence or Wisdom Chess Wisdom or Intelligence Dice Dexterity or Charisma Dominoes Intelligence or Wisdom Dragonchess Intelligence or Wisdom Draughts (Checkers) Intelligence or Wisdom Go Intelligence or Wisdom Mancala Intelligence or Wisdom Patolli Dexterity or Wisdom Playing Cards Dexterity or Wisdom Senet Dexterity or Wisdom Three-Dragon Ante Dexterity or Intelligence Musical Instruments Much like gaming sets, musical instruments have more to them then they appear. Specialty in a musical instrument also infers the same benefits as being skilled in a set or tools. When playing the specific instrument, the player can roll their musical instrument modifier as opposed to a straight roll. Any player skilled with a musical instrument can use their instrument proficiency in place of a performance check, as long as they are playing their instrument. The player can also specifically play the instrument in a band or travelling group to make money in their down time, as well as on the road while adventuring. At journeyman level, the character can add one of their ability skill modifiers to this set, depending on the following table. Musical Fruit Instrument Skill Set Bagpipes Constitution or Strength Drum Constitution or Dexterity Dulcimer Dexterity or Charisma Flute Dexterity or Charisma Horn Constitution or Charisma Lute Dexterity or Charisma Lyre Dexterity or Charisma Pan Flute Dexterity or Charisma Shawm Dexterity or Charisma Viol Dexterity or Charisma