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Tools

 

Below we have listed every Tool in the Elkan5e ruleset. A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to use your skills to perform tasks that would be otherwise impossible. 

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Expect more detail on how the various tools can be used, coming soon!

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Navigation

Artist's Tools:

Disguise, Musical Instruments, Painting and Drawing, Sculpting

Crafting Tools:

Alchemy, Calligraphy, Cooking, Fashion, Jeweling, Leatherworking, Masonry, Poisoning, Smithing, Tinkering, Woodworking

Other Tools:

Gaming, Navigation, Thieves'

Vehicles:

Land, Air, Water

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Artist's Tools

Artist's Tools are used primarily by characters to create art. If you have proficiency with a given artist's tool, you can roll performance checks to perform or create art with the specific artist's tool. If you attempt a performance check with an artist's tool you are not proficient with, you either have disadvantage on the check or automatically fail (at the GM's discretion).

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Disguise Kit

Disguisers are skilled at transforming people's skin, hair, and faces. They use cosmetics, paints, and prosthetics to change someone's appearance.

  • Skill Advantage: A disguiser has advantage on checks involving disguises and impersonation, including but not limited to some deception, insight, and perception checks.​

  • Create Disguise

You attempt to disguise yourself or another creature to look like someone else.

1 Hour - 1 Creature (5 ft.)

  • You make a deception check (with advantage).

    • Any creature with a passive perception (10 + perception skill) equal or lower than the check total will perceive the target as being someone else: a person of your choice of the same rough shape and size.

    • If the target gives themselves away (possibly by talking) or one creature sees through the disguise and tells other creatures, informed creatures then add +5 to their passive perception to see through the disguise. Even if they can't see through it, they may then be beyond deception.

    • A creature might be able to make an investigation or perception check, with your deception check total as the DC, to see through the disguise (at your GM's discretion).

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Musical Instrument

Each type of musical instrument requires a separate proficiency.

  • Skill Advantage: A skilled musician has advantage on performance checks to play a given category of instrument.

  • Using Instruments: While anyone can attempt singing, not everyone can effectively attempt to play a violin. Those without proficiency in any instrument cannot usually attempt any sort of musical instrument (except singing).

When you gain this proficiency, you choose one of the below:

  • Brass: Most often trumpets, trombones, or other horns.

  • Keyboard: Whether a piano, organ, harpsichord, or similar instrument, a keyboard is held in one place, meaning that your adventurer probably can't carry their keyboard with them on adventures.

  • Percussion: Drums, bells, timpani, maracas, and similar instruments. Those with this proficiency usually know how to use xylophones or smaller keyboard-like percussion instruments.

  • String: Guitars, lutes, violins, harps, and similar instruments.

  • Vocal: Trained vocalists often have a voice type, such as soprano, alto, tenor, or bass.

  • Woodwind: Flutes, clarinets, saxophones, bagpipes, and similar instruments.

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Painting and Drawing Supplies

Might be a generalized set or a specialized set of tools for a particular medium, such as oil painting or charcoal drawing. While an artist may not be experiences with all form of visual art, they can typically pick up other forms quickly. On the other hand, a charcoal artist may need to practice first before comfortably using watercolor paint.

  • Skill Advantage: A skilled artist has advantage on checks involving visual art, including performance or sleight of hand checks to paint or draw, as well as some history and religion checks.

  • Reproduce Likeness: With 1 hour and a DC 12 perception skill check, an artist can create a recognizable portrait of someone they've seen at least once. If the subject sits to be painted or drawn, the check automatically succeeds.

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Sculptor's Tools

Might be a generalized set or a specialized set of tools for a particular medium, such as clay pottery or woodcarving. While a sculptor may not be experiences with all form of sculpture, they can typically pick up other forms of sculpting quickly. On the other hand, a woodcarver may need to practice first before comfortably using glassblower's tools.​

  • Skill Advantage: A skilled sculptor has advantage on checks involving sculpture, including performance or sleight of hand checks to sculpt, as well as some history and religion checks.

  • Craft: A sculptor can craft one of the following over a long rest:​

    • Spellcasting Focuses: Druidic Focus.

    • Misc: Bottle (x5), Jug, Sculpture.

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Crafting Tools

Crafting tools can be used to turn raw materials into useful products. There are some general rules to crafting:

  • Crafting is done over the course of a long rest or other downtime, and only when the rest spans at least a day.

  • You must have access to a source of materials during the rest, which usually means a town where you can buy them. Sourcing materials is done off-screen, unless you have acquired a specific component.

  • Cost (Nonmagical): 1/2 gold value of the item.

  • Cost (+1/2/3):  3/4 gold value of the item.

  • Limitations: A crafter cannot create magic items other than standard +1-3 weapons and armor without specific instructions.

  • To craft magic armor or weapons, you must be of a certain level or higher.

    • +1: Level 5 or above.​

    • +2: Level 11 or above.

    • +3: Level 17 or above.

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Alchemy Tools

An alchemist can harvest magical reagents from plants, animals, and monsters. The tools include a variety of instruments such as clippers, mortar and pestle, and pouches and vials used to create remedies and potions.

  • Skill Advantage: An alchemist has advantage on checks involving potions or magical mixtures, including but not limited to some arcana, nature, and religion checks.

  • Craft: An alchemist can craft one of the following over a long rest:

    • Throwing Vials: Acid (x3), Liquid Fire (x3), Oil (x3).

    • Potions: Antitoxin.

    • Misc: Bottle of Ink, Component Pouch, Paper (10 Sheets), Perfume (x3), Sack.

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Calligraphy Tools

A calligrapher can write fancy letters, but with a little magic can create magical scrolls that can be used to cast spells.

  • Skill Advantage: A calligrapher has advantage on checks involving scripts, including but not limited to some arcana, history, and investigation checks.

  • Copy Document: With 1 hour and a sleight of hand skill check, a calligrapher can attempt to duplicate a document exactly, down to the handwriting.

    • An item they wrote (DC 0),

    • A mundane message (DC 10),

    • A signed message or message written by a calligrapher (DC 15),

    • A sealed or stamped document (DC 20).

    • A failed document might still trick an untrained observer with a deception check when presented.

  • Craft: A calligrapher can craft magic scrolls.

    • You can only scribe a spell you can cast.

    • Scribing scrolls takes 1 hour plus the casting time of the chosen spell. You do not need the spell's components, but you will need the components to cast the spell from the scroll.

    • You require magic ink and other materials to scribe scrolls. The value of these scribing components depends on the level of the scroll you're scribing. The cost of scribing a scroll is half the cost of buying a scroll. These components can typically be purchased in large towns or from specialized magic component traders.

    • You cannot scribe Divine Smite or other spells granted as class features.

      • Cantrip Scroll: 10 gold (to scribe) 20 gold (to purchase)

      • 1st Level Scroll: 25 gold (to scribe) 50 gold (to purchase)

      • 2nd Level Scroll: 50 gold (to scribe) 100 gold (to purchase)

      • 3rd Level Scroll: 100 gold (to scribe) 200 gold (to purchase)

      • 4th Level Scroll: 150 gold (to scribe) 300 gold (to purchase)

      • 5th Level Scroll: 350 gold (to scribe) 700 gold (to purchase)

      • 6th Level Scroll: 750 gold (to scribe) 1500 gold (to purchase)

      • 7th Level Scroll: 1400 gold (to scribe) 2800 gold (to purchase)

      • 8th Level Scroll: 2250 gold (to scribe) 4500 gold (to purchase)

      • 9th Level Scroll: 3500 gold (to scribe) 7000 gold (to purchase)

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Cooking Utensils

A cook can turn organic material into food that can keep people alive and healthy.

  • Skill Advantage: A cook has advantage on checks involving food or drink (or things that people might mistake for edible), including but not limited to some nature, perception, and survival checks.​

  • Craft: A cook can craft one of the following over a long rest:

    • Potions: Antitoxin.

    • Misc: Alcohol (x5), Rations (x10).

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Fashion Kit

Skilled craftspeople in the realm of fashion are usually multitalented. As tailors, they use organic and inorganic fibers and cloths to create clothing. As beauticians, they use cosmetics to dye hair and apply makeup.

  • Skill Advantage: A person skilled at fashion has advantage on checks involving clothes and makeup, including but not limited to some deception, history, intimidation, perception, and religion checks.​

  • Craft: A fashion designer can craft one of the following over a long rest:

    • Armor: Padded Armor.*

    • Clothes: Common Clothes, Cold Weather Clothes, Fine Clothes, Noble Clothes, Robe, Traveler's Clothes, Uniform.

    • Misc: Blanket, String (10 ft.).

* Magic padded armor uses the statistics of magic leather armor.

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Jeweling Tools

A jeweler can make rings, amulets, and other jewelry, both magical and nonmagical.

  • Skill Advantage: A jeweler has advantage on checks involving jewels, jewelry, and precious stones (often included in magical focuses), including but not limited to some arcana, nature, and religion checks.

  • Craft: A jeweler can craft one of the following over a long rest:​

    • Spellcasting Focuses: Arcane Focus, Druidic Focus, and Holy Symbol.

    • Misc: Amulet, Crown, Ring.

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Leatherworking Tools

A leatherworker works with skins and hides to make clothing and armor.

  • Skill Advantage: A leatherworker has advantage on checks involving leatherworking, including but not limited to some engineering and nature checks.

  • Craft: A leatherworker can craft one of the following over a long rest:

    • Armor: Padded Armor, Leather Armor, and Hide armor.*

    • Melee Weapons: Whip.

    • Ranged Weapons: Sling.**

    • Misc: Backpack, Map or Scroll Case, Parchment (x10), Pouch, Quiver, Rope (50 ft.), Waterskin.

    • Limitations: A leatherworker cannot make adamantine, cold iron, or silver whips.

* Magic padded or hide armor uses the statistics of magic leather armor.

** Slings come with Sling Bullets (x20) as needed at no extra cost.

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Masonry Tools

This set of tools are used for stonemasonry, usually for construction.

  • Skill Advantage: A mason has advantage on checks involving stone or masonry, including but not limited to some engineering, history, nature, and survival checks.

  • Open Container or Door: With 1 minute and an engineering skill check, a mason can attempt to open a locked or sealed container or door that would normally require thieves' tools, using the same DC as lockpicking. This breaks the container or door.

  • Break Wall

You attempt to break a wall no thicker than 1 ft.

1 Minute - 5 ft.

  • You make an engineering check to break a wall made of stone or material less durable than stone.

    • On a 10 or higher, you can make a hole big enough for a small creature to squeeze through.

    • On a 15 or higher, you can make a hole big enough for a medium creature to squeeze through.

    • On a 20 or higher, you can make a hole no larger than 5 ft. by 5 ft.

  • If the wall is thicker than 1 ft., multiply the time it takes by the number of ft.

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Poisoning Tools

Poisoning tools include the vials, chemicals, and other equipment necessary for the creation of poisons. 

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Smithing Tools

A smith uses metal to create tools, armor, and weapons.

  • Skill Advantage: A smith has advantage on checks involving metal or blacksmithing, including but not limited to some engineering, history, and nature checks.

  • Open Container or Door: With 1 minute and an engineering skill check, a smith can attempt to open a locked or sealed container or door that would normally require thieves' tools, using the same DC as lockpicking. This breaks the container or door.

  • Craft: A smith can craft one of the following over a long rest:

    • Armor: Any Medium or Heavy Armor except Hide Armor.

    • Melee Weapons: Any melee weapon.*

    • Ammunition: Any ammunition (a smith can make two sets at a time).*

    • Misc: Ball Bearings, Block and Tackle, Bucket, Caltrops, Chain (20 ft.), Crowbar, Iron Pot, Shovel, Spikes (x10)

*A smith is the only one who can work adamantine, cold iron, and silver to make weapons and ammunition.​​

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Tinker's Tools

A tinker fixes damaged objects and creates small items of miscellaneous use.

  • Skill Advantage: A tinker has advantage on checks involving household items or mechanisms, including but not limited to some engineering checks.

  • ​Dismantle Object: With 1 minute and an engineering skill check, a tinker can attempt to dismantle a handheld mechanical object (DC 15) or a locked or sealed container or door that would normally require thieves' tools, using the same DC as lockpicking.

  • Repair Object: With 1 hour and an engineering skill check, a tinker can attempt to repair an object no larger than a humanoid's weapon. Tinkers can also remove damage done by spells and monsters (such as rust monsters).

    • An item they created or dismantled (DC 5),

    • An object they could normally craft (DC 10),

    • An object normally craftable with a different tool (DC 15),

    • A magic item (DC 25). For magic items, you can use an arcana check instead.

  • Craft: A tinker can craft one of the following over a long rest:​

    • Ranged Weapons: Pistol, Musket*

    • Tools: Any tools other than vehicles.

    • Misc: Any small handheld object, including but not limited to: Ink Pen, Lantern, Flask (x5), Grappling Hook, Hunting Trap (x3), Magnifying Glass, Manacles, Mirror, Padlock, Spyglass, Tinderbox, Whistle.

* Firearms come with Firearm Bullets (x20) as needed at no extra cost.

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Woodworking Tools

Woodworking tools are used to make everything from wooden furniture and homes to the more delicate work of making wooden bows.

  • Skill Advantage: A woodworker has advantage on checks involving woodworking, including but not limited to some engineering and nature checks.

  • Open Container or Door: With 1 minute and an engineering skill check, a woodworker can attempt to open a locked or sealed container or door that would normally require thieves' tools, using the same DC as lockpicking. This breaks the container or door.

  • Craft: A woodworker can craft one of the following over a long rest:

    • Armor: Small Shield and Large Shield.

    • Melee Weapons: Club, Greatclub, Quarterstaff.

    • Ranged Weapons: Blowgun, Light Crossbow, Shortbow, Hand Crossbow, Heavy Crossbow, Longbow.*

    • Misc: Barrel, Chest, Ladder, Poles (x4), Portable Ram, Torches (x10)

    • Limitations: A woodworker cannot create adamantine, cold iron, or silver items.​

* Bows come with Arrows (x20) and crossbows come with Bolts (x20) as needed at no extra cost.

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Other Tools

These tools each serve a unique purpose in the hands of player characters.​

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Gaming Set

As an item, a gaming set includes a wide range of game pieces, including dice and decks of cards. In many cases, a character may have more specific game pieces, like a chess set. ​

  • Skill Advantage: If you are proficient with gaming sets, you have advantage on all skill checks you make to play a game (unless the game is purely based on luck).

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Navigation Tools

This set of instruments is used for navigation, often at sea. With navigator's tools, you can chart a ship's course and follow navigation charts, or you can make a map.

  • Skill Advantage: A navigator has advantage on checks involving navigation, including but not limited to some investigation and survival checks.

  • Craft: A navigator can craft one of the following over a long rest:​

    • Misc: Map.

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Thieves' Tools

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. 

  • Open Container or Door: With an action and a sleight of hand skill check (typically DC 15), a thief can attempt to open a locked or sealed container or door. You might also use this action to disarm a mechanical trap.

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Vehicles

If you have proficiency with a certain kind of vehicle (land, air, or water), you gain the following benefits:

  • When controlling a simple vehicle, like a carriage or rowboat, you have advantage on any check to control it.

  • You are also capable of controlling more complex vehicles, like sailboats or hot air balloons, which most creatures cannot operate.

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Land

This includes carriages, carts, and other vehicles operated on the ground. It might include motorized vehicles if your setting has them.

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Air

This includes hot air balloons, airships, and other vehicles operated in the air. It might include motorized or spacefaring vehicles if your setting has them.

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Water

This includes rowboats, sailboats, and parts of larger ships, among other vehicles that travel by water. It might include motorized vehicles if your setting has them.

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