Tired of just killing monsters and talking to NPCs? Well, now you can kill monsters, talk to NPCs, AND get cool skills! This guide will teach you how to apply skills to any RPG (and why you should).

Oh man, so many good memories come to mind as soon as I’m typing the word “Runescape”. I remember coming home back from school just to turn on my PC and log into Runescape (RS) and waking up early on Saturdays just to play my favorite online game while wearing pajamas all day.

Its amazing music made me feel immersed, the memorable graphics, the quests I completed, the friends I made, the cows I killed and the ores I mined, made me what I am today.

When I discovered D&D, my world changed, again. After having played roleplaying games for many years, I wanted to expand my knowledge and be able to create homebrew content: new bosses, new enemies, new skills!

And RS inspired me. A lot.

And this, my friends, is the story of how I’m using Runescape to spice up my campaigns and add more great content to any roleplaying game!

Adding Runescape skills into D&D

Runescape is very similar to D&D in the way that you accomplish certain tasks, train, gain XP and level up. You get more items, kill harder bosses and get kinda rich.

However, to be able to “finish” your character’s development, you have a plethora of skills to master from level 1 to 99 and you train them by doing certain quests or just by using them. For example, to gain XP in the Fishing skill you have to, well… go fishing.

I’d like to talk about some of the RS skills that I’ve personally added to my D&D campaigns. My players love that aspect because they love RS and they love adding more variety to the game and skills to develop.

Why should I bother adding skills?

This is a very important addition to RPGs because it can open many different possibilities and encourages better roleplaying. There are many reasons YOU SHOULD add skills, like:

A new way to boost creativity at the table

at the table Opens up new roleplaying, personality and background opportunities for players

for players Adds more stuff to do besides “talking” and “fighting”

to do besides “talking” and “fighting” Adds more uses to the tools used in the PHB

used in the PHB Provides a different way to get XP and level up

and level up It’s an easier way to get magic items

How to learn and level up skills

There’s no need to “learn” skills, since they are very simple, as long as you have the minimum stats required, you’re ready to go.

To level up a skill you only need to train it by following what each skill below says. These are only guidelines and every DM has total authority to change or adjust everything.

To balance-out things, you can only “use” your skill once a day (i.e. You can only try to mine once a day, fish once a day, etc.)

Whenever you level up a skill, your XP becomes 0 (zero).

Acquiring level 5 on a skill is very difficult to do. It’s totally up to the DM to have the characters gain or develop passive abilities or benefits, but it’s recommended for roleplaying purposes. I don’t want Skills to be a “moneymaking” method, that’s why I set up low selling values and high requirements; you can change this if you want to.

I made a PDF File that you can download by just clicking here. It was made on NaturalCrit’s Homebrewery editor.

Works best when using Google Chrome. Preview:

5 Runescape Skills That Best Fit RPGs

1. Mining

Allows you to obtain ores from rocks.

Some sessions ago when Elendir asked Farin (Dwarven blacksmith) if he could reforge a broken magical sword that he inherited from his step-father, I knew I had to add some kind of difficulty.

Farin said: “Of course, but ye’ have to bring me some materials ye’ know? To make a sword like that, I’ll need 3 mithril ores, and I bet ye’ can only find them in Khazad-dûm… deep inside the mines of Moria.”

Requirements:

At least 10 STR

Pick, miner’s (2gp – PHB page 150)

Backpack (2gp – PHB page 150) or any big container that makes sense

Ores (by level):

You can mine any ore (assuming you find where it’s located), however, having a higher level will increase the quantity of ores you obtain. Some of the ores and their values:

Copper/Tin – Sold for 1cp each

Silver – Sold for 1sp each

Steel/Gold – Sold for 1gp each

Mithril – Sold for 10gp each (like magic items, it’s hard to sell)

Adamant – Sold for 20gp each (like magic items, it’s hard to sell)

1d2 ores obtained 1d4 ores obtained 1d6 ores obtained 1d8 ores obtained 1d10 ores obtained

Mining Process:

Find the ore you’d like to mine If you have the required mining level, you roll the dice according to your level The amount of XP you get is equal to the number of ores you mined + your current mining level

Mining Level:

0 XP required 10 XP required 20 XP required 50 XP required 100 XP required

Level 5 Unlocks:

Gains advantage when rolling Insight to detect if metal coins or jewelry are fake

Obtains access to Mining Guilds and/or knows where other important/big mines are located

NPCs who love to mine (or Dwarves) are friendlier with that character

2. Smithing

Allows you to smelt ores into armor and weapons.

Even though Elendir found some mithril ores, the job wasn’t comepletly done yet. He had to take them back to Farin, in order to smith the desired sword.

Weapons and armors require Steel or Gold ores to be smithed. However, using better ores can make better items.

Smithing weapons using Silver will make a “silvered” weapon (effective against undead).

Smithing armor using Mithril will make it “Mithral Armor” (DMG page 182) and using Adamant will make it a +1 armor.

Requirements:

At least 12 STR and 10 CON

Steel/Gold Ores

Smith’s tools (20gp – PHB page 154)

Hammer, sledge (2gp – PHB page 150)

Weapons (by level):

1d4 damage melee metal weapons – require 2 ores 1d6 damage melee metal weapons – require 6 ores 1d8 damage melee metal weapons – require 10 ores 1d10 damage melee metal weapons – 15 ores Any metal melee weapon – require 20 ores

Armors (by level):

Shield – requires 3 ores Chain shirt, Ring mail – require 5 ores Scale mail, Chain mail – require 10 ores Breastplate, Splint – require 30 ores Half plate, Plate – require 50 ores

Smithing Process:

Go to a blacksmith (any place that has a furnace and an anvil can work) If you have the required smithing level, you get the item and consume the ores You get XP equal to 1d4 + your smithing level

Smithing Level:

0 XP required 10 XP required 20 XP required 30 XP required 50 XP required

Level 5 Unlocks:

Character gains Feat: Weapon Master (PHB page 170)

Can repair any broken weapon for half the ore it costs to make

NPCs who love to smith (like Dwarves) are friendlier with that character

3. Herblore

Allows you to make potions.

Herbalists know how to mix and match plants and are usually connected with nature. Although they’ve learned a lot, they still can make mistakes. Vials and natural resources are essential for herbalists.

Requirements:

At least 12 INT and 12 WIS

Designated pouch (5sp – PHB page 150) or any small container to hold foraged items

Foraged items (Monster parts or natural objects – pass a Nature check, roll 1d4 to determine quantity found)

Alchemist’s supplies (50gp – PHB page 154)

A water source (when making the potion)

Herbalism Kit (5gp – PHB page 154) is optional but recommended (gives bonus to Nature checks when foraging herbs).

Potions (by level):

All potions require 1 vial of water to be created, the vial can be refilled after using it.

Level 1: Potion of Climbing – DC 5 + 3 vines (Nature check DC 11) Level 2: Potion of Animal Friendship – DC 6 + 2 animal parts (hair, teeth, etc.)

Potion of Healing – DC 14 + half vial of animal blood Level 3: Potion of Water Breathing – DC 9 + 2 fishes or 2 marine objects (Nature check DC 14)

Potion of Fire Breath – DC 10 + 2 copper ores + 1 tinder

Potion of Mind Reading – DC 11 + 1 white lily (Nature check DC 16)

Potion of Resistance – DC 13 + 2 steel ores

Potion of Greater Healing – DC 16 + half vial of humanoid blood Level 4: Potion of Gaseous Form – DC 15 + 2 ashes (burnt wood or any burnt material drops 1 ash)

Potion of Invulnerability – DC 16 + 1 adamant ore

Potion of Superior Healing – DC 18 + half vial of a big creature’s blood (troll, giant, etc) Level 5: Potion of Flying – DC 19 + 3 feathers

Potion of Invisibility – DC 19 + 1 ash + 2 animal eyes (Nature check 17)

Potion of Supreme Healing – DC 20 + half vial of a dragon’s blood (dragon, wyvern, etc.)

For potions, check DMG page 187-188.

Herbalism Process:

Get 1 Vial or Flask per potion (if you have Poisoner’s Kit you get unlimited Vials, you can’t sell them) If you have the required herblore level and all the materials needed, you roll 1d20 + your herblore level, if you pass the requirement, you create 1 Potion. You get XP equal to 1d4 + your herblore level (if you fail to make a potion you gain 1d4-1 XP instead, and you lose all the materials)

Herblore Level:

0 XP required 10 XP required 20 XP required 30 XP required 50 XP required

Level 5 Unlocks:

Character gains Feat: Healer (PHB page 167)

Can make 2 potions each day

Wizards, Sorcerers and Rangers are friendlier with that character

4. Crafting

Allows you to create items made of wood, leather or hide armor.

Crafting ammunition using Silver will make a “silvered” ammo (effective against undead).

Crafting ammunition using Adamant will make it +1 although, they won’t count as magical weapons.

Requirements:

At least 12 DEX and 10 INT

Weaver’s tools (1gp – PHB page 154) is needed to craft Armor

Leatherworker’s tools (5gp – PHB page 154) is needed to craft armor

Hides are needed to craft armor (obtained by skinning animals, DEX DC 10 to get 1 Hide)

Woodcarver’s tools (1gp – PHB page 154) is needed to craft weapons

Handaxe (5gp – PHB page 149) is needed to craft weapons

Wood is needed to craft weapons (obtained by woodcutting any tree, STR DC 10, get 1d4 logs)

Armor (by level):

Simple cloth items (Cloaks, Blankets, Clothes, etc) – no requirements Padded – require 2 hides Leather, Hide – require 5 hides Studded leather – require 5 hides + 2 ores Any non-metal armor +1 – require double the normal requirements

Weapons (by level):

20 ammunition – require 1 wood + 1 ore 1d6 damage ranged weapons – require 1 wood + 2 ores 1d8 damage ranged weapons – require 1 wood + 5 ores 1d10 damage ranged weapons – require 1 wood + 10 ores Can repair any ranged weapon for half the ores it costs to craft

Crafting Process:

Get required materials If you have the required crafting level, you get the item and consume the requirements You get XP equal to 1d4 + your crafting level

Crafting Level:

0 XP required 10 XP required 30 XP required 50 XP required 100 XP required

Level 5 Unlocks:

Character gains Feat: Skilled (PHB page 170)

Can cut gems to increase their monetary value by (1d8-1) percent

Can remove gems from any object, without damaging them

Druids, Elves and Half-Elves are friendlier with that character

5. Fishing

Allows you to catch fish.

«“Fish,” he said softly, aloud, “I’ll stay with you until I am dead.”» ― Ernest Hemingway, The Old Man and the Sea

Fish is a high-protein, low-fat food that provides a range of health benefits. In RPGs, you can gain buffs and/or heal when you eat it (if you don’t turn it into rations). Some fishes are harder to sell (like sharks) but can be used to make exotic dishes that boost certain stats (DM’s discretion).

Fish can be sold AND eaten ONLY if it’s still fresh (the same day it was caught). However, smart players could use freezing spells to keep the fish fresh. The price is to be determined by the DM, the number of rations it generates can be used as an equivalence for price setting.

Requirements:

At least 10 STR and 10 WIS

Fishing tackle (1gp – PHB page 150)

Cook’s utensils (1gp – PHB page 154)

Basket, Bucket, Backpack or any big container that makes sense

Bait (bugs can be used as bait, require DC 10 Survival/Nature check to obtain)

Fish (by level):

Sardine (seashore) / Trout (river) – Equals 1 ration each, heals 1d2 HP Salmon (river) / Tuna (seashore) – Equals 2 rations each, heals 1d4 HP Swordfish (deep sea) – Equals 3 rations each, heals 1d6 HP Monkfish (deep sea) – Equals 5 rations each, heals 1d8 HP Shark (deep sea) – Equals 10 rations each, heals 1d10 HP

Fishing Process:

Go to the location where the fish is and succeed at finding bait by rolling a Nature or Survival check DC 10 If you have the required fishing level, you get 1d4 (+ your fishing level) fishes You get XP equal to the number of fishes caught

Fishing Level:

0 XP required 10 XP required 20 XP required 50 XP required 70 XP required

Level 5 Unlocks:

Character gains Feat: Keen Mind (PHB page 167)

Gains advantage when rolling to detect if food/drinks are poisoned/rotten

Obtains access to Fishing Guilds and/or knows where other important/big lakes, rivers and sea are located

NPCs who love to fish (or Merchants) are friendlier with that character

Conclusion

Wow! So far this is my longest article. I hope you find this useful and can implement it to your game. Don’t forget to tweak whatever you think is necessary and fits your campaign.

Click here to download the PDF File!

If you like it, please leave me a comment! I’m open to C&C! Enjoy the content and make your campaign great again.