|Armor||Restrictions to Learn|
|Chain Shirt||STR 10|
|Scale Mail||STR 10|
|Half Plate||STR 12|
|Ring Mail||STR 12|
|Chain Mail||STR 13|
|Shield||not a Druid|
|Simple Melee Weapons|
|Simple Ranged Weapons|
|Martial Ranged Weapons|
To learn proficiency for any tiny weapons, you must be of tiny or smaller size. You only remain proficient while you are tiny or smaller.
|Simple Melee Weapons|
|Acupuncture Needle||Simple Melee Weapons|
|Simple Ranged Weapons|
|Mikon Crossbow||Simple Ranged Weapons|
|Martial Melee Weapons|
|Azinga||Martial Ranged Weapons|
If you find a master of using either a type of armor or a weapon you can train with them to gain proficiency. This proficiency takes either 1) a certain amount of time of training or 2) a certain amount of Gold that increases the more armor/weapon proficiencies you have. For the sake of calculating the number of proficiencies you have please see the following table:
|Type||Number of Proficiencies|
|All Light Armor||5|
|All Medium Armor||7|
|All Heavy Armor||9|
|All Simple Melee Weapons||7|
|All Simple Ranged Weapons||2|
|All Simple Weapons||8|
|All Martial Melee Weapons||15|
|All Martial Ranged Weapons||4|
|All Martial Weapons||18|
|# Armor/Weapon Proficiencies||Time||Cost|
|0-10||1 hour||1 GP|
|11-20||1 day||10 GP|
|21-30||1 week||100 GP|
|31-40||1 month||1,000 GP|
|41-50||1 year||10,000 GP|
To use the above table to calculate the cost of training, first total your current number of armor/weapon proficiencies. Then calculate the total of what you are training for. For each level between the two add the numbers together. For example, training from All Simple Melee Weapons with no armor (7) to All Weapons (30) would have 3 in the first set, 10 in the second set, and 10 in the third set for a total of either 10 weeks, 10 days and 3 hours or 1,103 GP.
NOTE: Explorer's Guild uses the Cost not the Time.
*Spellcasting cannot be learned through this method, however, if any of your classes know spellcasting it is much harder to learn additional armor and weapon proficiencies.
Your carrying capacity is directly based on your strength and modified by your size. The following table summarizes carrying capacity by modifiers.
|Size||Regular Modifier||Light Weight Flight|
Lifting and Carrying
|Time (s)||Speed (ft/s)||Distance (ft)||Total Distance|
You take 1d6 bludgeoning damage for every 10 feet you fall up to a maximum of 20d6 from 200 feet or higher up.
While falling, a flying creature may take an action to make either an Athletics (strength) or Acrobatics (dexterity) check of 10 or greater. On a success they stop falling and begin flying again.
Many creatures sore through the air. They flit and zoom, dodge and dive. They are graceful in ways that us land-lovers can only dream of. Unfortunately as much freedom as their flight brings, so it also brings the danger of gravity.
Game Masters should seriously consider if you want to deal with flying at all. This rules are a significant optional Nerf to flying to make them more manageable, but a player character can still do some really obnoxious kiting. The most obnoxious kiting involves jumping from high object to high object and raining death from above. I recommend that if someone gets too annoying that their next perch be some-thing's nest. Maybe something with a higher fly speed than them?
The hollow bones and light weight feathers allow most flying creatures to soar. Their frames were built to get themselves in the air, but not with much extra. That being said, they can carry a little bit with them. Their carrying capacity while flying is 1/5 of the carrying capacity of a creature of that size.
Non-magical flight is fragile. When you take damage, catch an object, or make another complicated maneuver during flight you must make either an Acrobatics (dexterity) or Athletics (strength) check of either 10 or half the damage received (whichever is greater) to stay in the air. Upon failure you begin falling (see below).
While non-magically flying you have disadvantage on all ranged attacks (including ranged attack spells) as aim is difficult without solid footing.
Area of effect spells don't go exactly where you want them when cast from an unstable position. Roll a d8. 1 is North 2 is North east and so on clock wise. Then make an Arcana check. The center of your spell hits in the direction and distance based on your rolls. If the spell hits outside of its maximum range, then its power dissipates before impact and nothing happens (besides you loosing your spell slot).
|Degree of Miss|
|Arcana Check||Miss distance|
Flying magic items and spells are very powerful and very rare. As such they are up to the GM to limit dropping them.
Movement and Position
Late in the game, your characters have collected huge amounts of amazing magical items. They have a plethora of crazy things they can do, and now there is nothing greater that they can get from boss drops. This is where the ability to forge items beyond what is normally allowed in 5e can begin to shine. Below are some recommended mechanics where players can take advanced materials they have collected in their journey's and turn them into amazing weapons... with a lot of preparation, a huge cost, and a dash of luck.
If the GM is expected to give out a weapon more powerful than anything in existence, then the requirements ought to be outrageous. In general, they split into two categories, those of skill and those of the materials. Talented blacksmiths can make decent weapons from anything, but they need epic loot, such as a tooth of an ancient dragon and the staff from an evil necromancer, to forge the most powerful magical weapons.
|Lvl 17+ Tool Expertise||+12|
|Legendary Skill Level||+20|
|Bardic Inspiration (Lvl 15+ maximum roll)||+12|
Receiving a maximum score of 81.
The other major factor is at least partly a subjective factor. This is the creativity/expense of components used. I would suggest the following table be used to approximate the boost.
|Creativity||Standard Cost||2x Cost||5x Cost||10x Cost||15x Cost||30x Cost||50x Cost||100x Cost|
|Uses Common Quest Item||+1||+2||+3||+4||+5||+6||+7||+10|
|Uses Rare Quest Item||+2||+4||+6||+8||+10||+12||+14||+17|
|Uses Very Rare Quest Item||+3||+7||+11||+15||+19||+23||+27||+34|
|Uses Legendary Quest Item||+5||+10||+20||+25||+30||+40||+50||+60|
|Uses Multiple Legendary Quest Items||+10||+20||+30||+40||+50||+60||+70||+80|
This means that with a perfect scenario and perfect rolls the maximum score is 161.
If anything is done to increase the maximum, such as multiple bards, the results table ought to be adjusted.
You can guarantee the presence of a special metal (adamantine, cold-forged iron, crystal, mithril, silver) by having the knowledge needed to craft such a thing and spending the amount of money needed for the rare materials.
|Metal||Cost (GP)||Weapon (W) / Armor (A)||Forging Location||Feat|
|Cold-Forged Iron||900||W||Cold Forge|
|Crystal||2,700||W/A||Volcanic Forge||Crystal Flame|
The following are some recommended effects for various rolls, please remember that the GM reserves the right to modify the creation of items.
|Score||Weapon Property||Armor Property|
|1-15||Critical fail||Critical fail|
|51-70||One of the weapons damage dice increase by 1 die type.||Normal|
|71-80||One of the weapons damage dice increase by 1 die type. It also gains one Uncommon Property.||The armor has a +1 bonus.|
|81-90||Two of the weapons damage dice increase by 1 die type. It also gains one Uncommon Property.||The armor has a +1 bonus. It also gains one Uncommon Property.|
|91-100||The weapons damage dice increase by 2 die types. It also gains one Uncommon Property.||The armor has a +1 bonus. It also gains one Uncommon Property.|
|101-110||The weapons damage dice increase by 2 die types. It also gains one Rare Property.||The armor has a +2 bonus. It also gains one Uncommon Property.|
|111-120||The weapons damage dice increase by 2 die types. It also gains two Rare Properties.||The armor has a +2 bonus. It also gains one Rare Property.|
|121-130||The weapons damage dice increase by 2 die types. It also gains three Rare Properties.||The armor has a +2 bonus. It also gains one Rare Property.|
|131-140||The weapons damage dice increase by 2 die types. It also gains one Very Rare Property and, and two Rare Properties.||The armor has a +2 bonus. It also gains one Very Rare Property.|
|141-150||The weapons damage dice increase by 2 die types. It also gains one Very Rare Property and, and three Rare Properties.||The armor has a +2 bonus. It also gains one Very Rare Property.|
|151-155||The weapons damage dice increase by 2 die types. It also gains two Very Rare Properties, and two Rare Properties.||The armor has a +2 bonus. It also gains one Very Rare Property.|
|156-157||The weapons damage dice increase by 2 die types. It also gains one Legendary Property, one Very Rare Property, and two Rare Properties.||The armor has a +3 bonus. It also gains one Very Rare Property.|
|158-159||The weapons damage dice increase by 3 die types. It also gains one Legendary Property, one Very Rare Property, and two Rare Properties.||The armor has a +3 bonus. It also gains one Legendary Property.|
|160||The weapons damage dice increase by 3 die types. It also gains two Legendary Properties, and two Rare Properties.||The armor has a +4 bonus. It also gains one Legendary Property.|
|161||The weapons damage dice increase by 3 die types. It also gains both an Artifact and two Legendary Properties, and two Rare Properties.||The armor has a +5 bonus. It also gains one Artifact Property.|
Die types: Die type refers to the various dies that can be rolled. These include d3 d4 d6 d8 d10 d12 d20 and d100 . For the purposes of the above table, d100 is ignored.
Magic Properties are applied from the highest level down. If there is a duplicate value then the die is re-rolled. For Example, if you already have the Very Rare Weapon +3 and roll a Rare Weapon +2 you may re-roll the Weapon +2. Weapon Attack bonuses do NOT stack, as that would increase their rarity and substantially change the value.
Item Template - Uncommon
Item Templates - Rare
Item Templates - Very Rare
Item Templates - Legendary Rare
Item Templates - Artifact Rare
Games I run sometimes include gifted youths who excel at creativity and role-playing. Because of this I run all my games as family friendly. When there are no youths in a game I send out creative and funny reminders such as growing horns or changing skin color. If there is a youth present then these penalties become much more sever. If you cross into R or X standards then very bad things may happen... like a griffin sweeping from the sky grabbing you and flying away (followed by a kick... then a 1 on 1 to discuss if you can come back, and if so how you are getting out of the griffin's nest).
|Abyssal||A hissing raspy language spoken by monsters that sneak through the darkest places of existence. The very sound of this language is aggressive and speaks of untold atrocities bouncing through the speakers mind.|
|Celestial||The most beautiful rainbow shifted into sound. Its ringing reminds people of peace and tranquility. It speaks of times spent with family and in rest, and yet of the power to defend those times.|
|Common||The mundane language often spoken to communicate between very different groups.|
|Deep Speech||Deep Speech is the oldest of all languages, spoken with the forging of the universe. It is the very language of the depth of creation and hidden within it are many of the secrets of creation, although only the original Speaker fully understands these.|
|Draconic||Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.|
|Dwarvish||Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.|
|Elvish||Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.|
|Giant||Giant is a language of strength and power. The booming of a giants voice dwarfs that of other speakers imitating their sounds, but in all forms it is a language of controlled power and patience. Their language reflects their slowness to act, yet the decisiveness a decision will bring.|
|Gnomish||The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.|
|Goblin||Goblin is a slurred language that has detailed words that describe animals and other edible things, but lacks words for philosophy or other "pointless" terms. They would rather use their 15 different words for a spear (covering multiple ways to hold it and shapes of repair) then try to understand such a crazy term as "mercy".|
|Halfling||The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.|
|Infernal||Infernal is a howling language which has the sound of baying hounds in hot pursuit of their query. It is a harsh language spoken quickly and often leads its speakers to acting without thinking through what they are about to do. This can lead to battle fury in all but the most stoic of heart. In short Infernal is a language of hatred and death.|
|Mikon||Mikon is a language of squeaks and chirps that does not sound like a language to most races, but rather sounds like tiny rodents.|
|Orc||Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.|
|Primordial Dialects||Knowing one of the following means you may speak with any of the following, you will need to add the others to your player character sheet for this to work.|
|Aquan||A deep rumbling language that is designed to travel long distances underwater. This allows sea beasts to speak with each other over great distances.|
|Language||Description||Normal Language for|
|Aloii||Aloii is a language unique to its people. To the lay person, it sounds like a computer reciting binary at high speed.||Aloii|
|Assassin's Cant||During your training as an assassin you learned a code speak that is only known by other assassins and the aristocracy who hire them. This allows for discussion of hits and pricing within the context of a normal conversation, after all its better if the tavern owner does not know you are scheduling a hit over your beer. These messages are limited almost entirely to who a target is, how hard of a target they are, and how much the "service" will cost.||Assassins|
|Druidic||You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.||Druids|
|Thieves' Cant||During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes 4 times longer to convey such a message than it does to speak the same idea plainly . In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.||Rogues|
|Plainstoungue||Plainstoungue is a guttural language that is nigh unpronounceable by most humanoids written with thick marks resembling the movements of the Adams apple up and down the length of the throat. The alphabet represents syllables rather than each symbol representing a letter. It is spoken primarily by antilinoids, however, several other similar races from the area speak this language, including a few native barbarian tribes. You can also communicate with most horned mammals, such as cows and deer.||Antilinoids|
|Acrobatics||Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. the GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.|
|Animal Handling||When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.|
|Arcana||Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.|
|Athletics||Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: 1) You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. 2) You try to jump an unusually long distance or pull off a stunt mid-jump. 3)You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.|
|Deception||Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.|
|History||Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.|
|Insight||Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.|
|Intimidation||When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back gown from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.|
|Investigation||When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.|
|Medicine||A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.|
|Nature||Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.|
|Perception||Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or a candlelight under a closed secret door.|
|Performance||Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.|
|Persuasion||When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.|
|Religion||Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.|
|Sleight of Hand||Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. the GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.|
|Stealth||Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.|
|Survival||The GM might ask you to make a Wisdom (Survival check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.|
To learn a language/skill you must find an NPC native speaker of the language or an NPC expert in the skill and convince them to teach you. The GM then has two options (which may be dictated by league) 1) time 2) money (used by Explorer's Guild). These are all based on the # of languages/skills known/proficient before the new language/skill is learned. If you are learning a specialty language, you must pay the requirements of two lines, instead of one. You may not gain expertise through this method.
Note: Specialty Languages count as 2 languages.
|# of languages/skills known||Time||Money|
|0||1 day||1 GP|
|1||2 days||2 GP|
|2||4 days||4 GP|
|3||1 week||8 GP|
|4||2 weeks||16 GP|
|5||1 month||30 GP|
|6||2 months||60 GP|
|7||3 months||100 GP|
|8||6 months||200 GP|
|9||8 months||400 GP|
|10||10 months||600 GP|
|11||1 years||1,000 GP|
|12||2 years||2,000 GP|
|13||3 years||4,000 GP|
|14||4 years||8,000 GP|
|15||5 years||16,000 GP|
|16||6 years||18,000 GP|
|17||7 years||20,000 GP|
|18||8 years||22,000 GP|
|19||9 years||24,000 GP|
|20||10 years||26,000 GP|
|21||11 years||28,000 GP|
|22||12 years||30,000 GP|
|23||13 years||32,000 GP|
|24||14 years||34,000 GP|
|25||15 years||36,000 GP|
|26||16 years||38,000 GP|
|27||17 years||40,000 GP|
|28||18 years||42,000 GP|
|29||19 years||45,000 GP|
|30||20 years||50,000 GP|
|31||21 years||55,000 GP|
|32||22 years||60,000 GP|
|33||23 years||65,000 GP|
|34||24 years||70,000 GP|
|35||25 years||75,000 GP|
|36||26 years||80,000 GP|
|37||27 years||85,000 GP|
|38||28 years||90,000 GP|
|39||29 years||95,000 GP|
|40+||30 years||100,000 GP|
|Rarity||Minor (GP)||Major (GP)||Ingredient (GP)|
|Very Rare -||1,800|
|Very Rare||400||2,700||200||Shiny Potion||Supreme||Undersized|
|Very Rare +||5,400|
|Artifact||1,600||24,300||800||Vibrantly Glowing Potion||Celestial/Infernal|
|Cantrip||33 GP||Tattered Scroll||Common|
|Level 1||50 GP||Mundane Scroll||Common|
|Level 2||100 GP||Simple Scroll||Uncommon|
|Level 3||150 GP||Scroll||Uncommon|
|Level 4||200 GP||Fine Scroll||Rare|
|Level 5||300 GP||Pretty Scroll||Rare|
|Level 6||400 GP||Elegant Scroll||Very Rare|
|Level 7||600 GP||Fabulous Scroll||Very Rare|
|Level 8||800 GP||Exotic Scroll||Legendary|
|Level 9||1,600 GP||Embellished Scroll||Legendary|
Magic Item Prices
GM - ProNobis
When attempting to create an item a -8 penalty is imposed
Skill Level (Forging/Crafting)
When attempting to create an item a -4 penalty is imposed.
Skill Level (Forging/Crafting)
When attempting to create an item no modifier is added to the attempt.
Skill Level (Forging/Crafting)
When attempting to create an item a +4 modifier is added to the attempt.
Skill Level (Forging/Crafting)
When attempting to create an item a +8 modifier is added to the attempt.
Skill Level (Forging/Crafting)
When attempting to create an item, a +12 is added to the attempt.
Skill Level (Forging/Crafting)
When attempting to create an item a +16 is added to the attempt.
Skill Level (Forging/Crafting)
When attempting to create an item a +20 is added to the attempt.
Skill Level (Forging/Crafting)
History: You have advantage on History checks about the same type of instrument(s) that you are proficient with.
Insight: You have advantage on Insight checks about whether or not someone likes the music they are hearing.
Performance: You have advantage on Performance checks with the proficient instrument(s).
|Play a simple song||10|
|Play an interesting melody||15|
|Play an intricate tune||20|
|Play an astounding ballad||25|
|Stun an audience into silence (in a good way)||30|
Percussion and stringed instruments require a high dexterity to play. If you do not have the required dexterity for a musical instrument then you have disadvantage on Performance checks made with that instrument.
|Instrument||Required Dexterity Score|
Animal Handling: Animal's sense of smell makes them great at tracking particular scents. Your skill lets you derive two particular types of scent that can be applied to individuals. Both attract beasts, but they have opposite effects on the beasts mood.
Intimidation: Nothing says Intimidation quite like stuffing a pigs head full of various chemicals, then holding a torch in front of its mouth. Your victim will watch as smoke begins to pour out of the mouth, then the nose, finally it will begin to leak out of the eyes. About a minute after holding the flame up, the entire head explodes. You then look at them and pull out the same pouch to start stuffing their mouth. Such a performance gives you a +5 to Intimidation checks. You can gather exploding powder by expending 1 hour and half the normal gold price while being in an appropriate biome (cavern, jungle, or volcano)
|Size of Head||Doses of Powder Needed|
|Tiny or smaller||1/4|
You can attempt to create the following by spending 1 hour gathering the needed resources in the correct biome. You must also expend the cost of the item in "exotic" materials that cannot be scavenged in the wild. Once requirements are met, you roll the DC check. If you succeed you get the attempted item. If you fail, you waste your ingredients. If you fail by more than 10 your experiment backfires and blows up.
|Alchemist's Fire||25||Forest, Jungle, Volcanic|
|Exploding Powder||25||Forest, Jungle|
|Repugnant Vial||25||Swamp, Volcanic|
|Soothing Aroma||25||Forest, Grassland|
|Greater Alchemist's Fire||50||Jungle, Volcanic|
|Smoke Bomb||50||Forest, Jungle|
|Superior Alchemist's Fire||100||Volcanic|
|Supreme Alchemist's Fire||200||Volcanic, materials from the surface of lava|
|Legendary Alchemist's Fire||400||Volcanic, materials from 10 feet down in the lava flow|
|Infernal Alchemist's Fire||800||Volcanic, materials from deep in the lava flow|
Alchemist's Fire (Flask)
Greater Alchemist's Fire (Flask)
Superior Alchemist's Fire (Flask)
Supreme Alchemist's Fire (Flask)
Legendary Alchemist's Fire (Flask)
Infernal Alchemist's Fire (Flask)
|Identify a Potion||15|
There are different quality supplies for each quality of an alcohol. You must pay 1/2 the cost of the alcohol quality that you are trying to make before rolling the DC check. If you pass the DC then you succeed in making the quality you desired. If you exceed a higher level, you still get the level you paid for. If you fail the DC then you get the next DC lower that you did pass.
Although the higher level alcohols may be used for negotiations with npcs and other lore based tactics, it is almost impossible to sell any for profit.
List of Alcohols
|Identify the quality of an alcohol||10|
History. Years of studying ancient texts have allowed you to identify the handwriting of many of the great writers of the past. This allows you to tell the difference between originals of classics and copies. If you are able to get a decent sample of someone's handwriting you can also tell if a particular example matches it.
Perception Some documents have far more to them than normal eyes can find. Your studies reveal such hidden meaning. You have a +5 to Perception checks to find hidden clues in documents.
Calligrapher Supplies can be used to write a document, restore a faded/damaged document, or to hide your own message within a document. Uncovering a hidden message depends on how well hidden it was.
|Write a Document||5|
|Restore a faded document||15|
|Hide a message in a document||20|
Investigation. Knowing how to make hidden compartments also makes them easier to find. You have advantage in looking for hidden compartments in wooden objects.
Nature. Working with wood has taught you what different woods are good for. You have advantage on Nature checks to examine wood for unique properties.
Stealth. When creeping over wooden objects and wooden floors you are likely to see the flaws that will cause a board to squeak. You have advantage on Stealth checks crossing such places.
Your skills allow you to carve simple wooden figures out of wood. Those with great skill can even create hidden compartments with secret latches.
|Wooden Figure with hidden compartment (DC 15 perception to find)||20|
|Wooden Figure with a very hidden compartment (DC 25 perception to find)||30|
History. Studying maps all the time means you are familiar with civilizations long past. You have advantage on History checks made regarding the location of ancient empires/civilizations.
Investigation. Finding hidden entrances is very difficult. If you have a map detailing the location of a hidden object, such as a hidden door or hidden loot, you have advantage on Investigation checks made to find it.
Persuasion. Having a good map gives you authority. If you have a good map, then you have advantage on convincing others that you are going the right direction, or advising them against the direction they want to go.
Having a good map allows you to communicate well with others and head strait towards your target allowing future trips to be both faster and safer.
Both contestants make intelligence (or chess set) checks. The high number outmaneuvers the low number.
A job for every situation and a set of boots for every job. Proficiency with Cobbler's Tools makes you better at using special boots than others.
Spiky Boots: Knowing just how to kick helps in a fight. (Spiky Boots receive a +2 modifier)
Rubber Soled Boots: Knowing how to distribute your weight on the rubber soles makes you move silently across any floor (advantage on Stealth checks dependent on sound).
You can create special boots with the right materials and a bit of money. Creating a set of boots takes 8 hours of work.
|Item||Cost||Material Needed||Biome of Material|
|Spiky Boots||25 GP||iron/steal|
|Rubber Soled Boots||75 GP||Sap from Rubber Tree||Jungle|
Rubber Soled Boots
|Repair shoes/boots worth < 5 GP||5|
|Repair shoes/boots worth < 50 GP||10|
|Repair shoes/boots worth < 300 GP||15|
|Repair shoes/boots worth < 600 GP||20|
|Repair shoes/boots worth < 1,000 GP||25|
|Repair shoes/boots worth > 1,001 GP||30|
Deception: You have advantage on Deception checks when telling people what they are eating.
Performance: You have advantage on Performance checks to make food.
Survival: You have advantage on Survival checks for finding food.
Both parties roll a d20, the high number wins. If you have proficiency with Dice Set, you may attempt to "cheat" by using your Dice Set skill (with proficiency) instead of a plain d20. Any number above 20 counts as a 20. If there is a tie, both sides re-roll.
If your opponent becomes suspicious they may attempt a Perception roll against your Sleight of Hand to see if you are cheating.
While you are disguised you have a benefit to Deception checks relating to who you are based on the quality of the disguise.
|Quality of Disguise||Benefit|
|Minor Disguise||+ 1|
|Superior Disguise||Advantage +2|
|Supreme Disguise||Advantage +5|
|Legendary Disguise||Advantage +5 + Proficiency of applier|
After paying the cost of additional components for a disguise you roll the DC check to determine the quality of the disguise. Your disguise can be no greater than the disguise you paid to attempt. If you fail to make the disguise DC you are attempting, you instead get the next highest that your roll passed.
|Quality of Disguise||DC||Cost|
|Greater Disguise||15||1 GP|
|Superior Disguise||20||10 GP|
|Supreme Disguise||25||100 GP|
|Legendary Disguise||30||1,000 GP|
Significant differences affect disguises. All relevant penalties are summed then applied.
|Extra/Missing Body Part||-5|
|Race (similar appearance)||-1|
|Race (different appearance)||-3|
|Size (1 difference)||-5|
|Size (2 differences)||-10|
|Size (3 differences)||-15|
In order to make a forgery you need a sample of the type of document you are attempting to forge and similar materials to forge it with. The kit contains many basics, but the wealthy and powerful use exotic materials in their correspondences that you will have to somehow find or duplicate before attempting a forgery.
Damage: Knowing the weak-points of glass, you score an automatic critical on all non-magical glass objects.
Perception: You have advantage on Perception checks made on non-magical glass objects.
Sleight of Hand: You have advantage on Sleight of Hand checks to delicately handle and not break glass objects.
The Herbalism Kit allows you to make potions. You must have proficiency with the kit to attempt to do so. To attempt to create a potion, you spend the cost in GP while meeting all other requirements. If you pass the DC then you create the potion (in a vial). If not then you waste your ingredients.
|Potions of Healing|
|Potion of healing||15||10||Forest, Grassland, Jungle|
|Greater Potion of Healing||50||13||Forest, Jungle|
|Superior Potion of Healing||100||15||Forest, Jungle||Planetar Feather|
|Supreme Potion of Healing||200||18||Forest, Jungle||5 Planetar Feathers|
|Legendary Potion of Healing||400||21||Jungle||Solar Feather|
|Celestial Potion of Healing||1,600||25||Jungle||5 Solar Feathers|
|Common Berserker Juice||150 GP||13||Cavern, Forest, Volcanic|
|Greater Berserker Juice||300 GP||16||Cavern, Forest, Volcanic|
|Superior Berserker Juice||600 GP||19||Cavern, Volcanic||Balor Horn|
|Supreme Berserker Juice||1,200 GP||22||Cavern, Volcanic||2 Balor Horns|
|Legendary Berserker Juice||2,500 GP||25||Volcanic||Pit Fiend Horn|
|Infernal Berserker Juice||5,000 GP||28||Volcanic||2 Pit Fiend Horns|
Potions of Healing
Potion of Healing
Greater Potion of Healing
Superior Potion of Healing
Supreme Potion of Healing
Legendary Potion of Healing
Celestial Potion of Healing
Common Berserker Juice
Greater Berserker Juice
Superior Berserker Juice
Supreme Berserker Juice
Legendary Berserker Juice
Infernal Berserker Juice
|Create Antidote||Same as that of poison||Same as that of poison|
Arcana: You have advantage on Arcana checks made on gems.
History: You have advantage on History checks made on jewelery.
Perception: You have advantage on Perception checks made on jewelery.
Constitution: You have a +5 to constitution saves relating to alcohol.
Persuasion: You have advantage when convincing someone to get into a drinking contest with you. The challenged person gets to choose the type of contest.
There are three main types of drinking contest.
Stages of Drunkenness
|Identifying the Type of Alcohol||10|
|Identifying the Strength of an Alcohol||15|
|Identifying the presence of an additive to a beverage (such as a poison)||20|
For those who believe brawn is all, this is the test for you. Both individuals perform strength (or klimon arm wrestling) check. The high number wins. The loser takes 1d6 piercing damage.
For those who think stabbing is not enough, sometimes this game is increased by applying poison to the blades, just to make things more interesting.
The biggest use of Leatherworker's Tools is the ability to apply proficiency (or double proficiency if you have expertise) while crafting Leather, Padded, Studded Leather, and Hide armor.
|Repair Appropriate Armor||15||1/2 value|
Athletics: You have advantage on finding hand holds on stone structures to be able to climb the sides.
History: You have advantage on History checks relating to stonework.
Investigation: You have advantage on Investigation checks looking for oddities in stonework.
The perceptive eyes flash over the cards and quickly grab the matches. Both individuals perform Perception (or matching cards) checks. The high number wins.
History: You have advantage on History checks made to recognize stellar constellations.
Investigation: You have advantage on Investigation checks made to determine your location by the stars.
History: You have advantage on History checks on paintings.
Insight: You have advantage on Insight checks to see how people react to a painting.
Performance: You have advantage on Performance checks while doing public paintings.
|Paint a scene||10|
|Paint a grand scene||20|
|Paint a legendary scene||30|
By gathering the right materials from the right place, you can create your own poisons. Attempting to do so requires meeting all requirements (including paying the gold cost for the additives needed to refine that batch) and then rolling a check with the poisoner's kit against the DC to make. On a success you gain the poison (in a vial), on a fail you accidentally destroy the ingredients. If you fail a check by more than 10, your terrible practice results in accidentally poisoning yourself with the poison you were trying to make.
|Poison||Cost (GP)||DC to make||Biome||Special Requirements|
|Drow Poison||25||10||Cavern||Darkness; Darkvision|
|Spider Venom||25||10||A dead/Incapacitated Giant Spider|
|Burnt Other Fumes||50||13||Volcano|
|Essence of Ether||50||13||Jungle|
|Serpent Venom||50||13||A dead/Incapacitated Giant Poisonous Snake|
|Oil of Taggit||100||15||Swamp|
|Wyvern Poison||300||17||A dead/Incapacitated Wyvern|
|Purple Worm Poison||400||20||A dead/Incapacitated Purple Worm|
|Truth Serum||400||20||Underwater (at least 20 meters down in the ocean)|
Assassin's Blood (Ingested)
Drow Poison (Injury)
Spider Venom (Injury)
Burnt Other Fumes (Inhaled)
Essence Of Ether (Inhaled)
Pale Tincture (Ingested)
Serpent Venom (Injury)
Oil Of Taggit (Contact)
Wyvern Poison (Injury)
Midnight Tears (Ingested)
Purple Worm Poison (Injury)
Truth Serum (Ingested)
Sleight of Hand: You have advantage on Sleight of Hand checks for handling delicate pots (trying not to break them).
Survival: You have advantage on Survival checks looking for clay deposits.
|Make a common pot||10|
|Make a fine pot||20|
|Make a legendary pot||30|
The biggest use of Smith's Tools is that it allows you to apply proficiency (or double proficiency if you have expertise) while forging metal weapons or armor.
|Repair Relevant Weapon/Armor||15||1/2 value|
A lot of traps have predefined DC checks. Here is a list of some common suggestions for various tasks. The GM can bend this table as is appropriate for lore.
|Open an unlocked door||0|
|Move a pitchfork off of a path||5|
|Pick a common lock||10|
|Cut a trip wire tying it in place||10|
|Pick a complex lock||15|
|Disarm a pressure plate||20|
|Pick a vault lock||25|
|Disarm a delicate pressure plate||30|
Requires benefits from a class/race to use in a beneficial manner.
Deception: You have advantage on Deception rolls convincing people of the quality of woven materials.
Investigation: You have advantage on Investigation rolls concerning woven materials.
Stealth: If you have made and are wearing clothes that match the clothing of people in the area, you have advantage on Stealth checks made to blend into the crowd.
The biggest use of Carpenter's Tools is that it allows you to apply proficiency (or double proficiency if you have expertise) while crafting bows, crossbows, and other ranged weapons:
|Repair a bow||15||1/2 value|
This Optional Rule allows for post level 20 play where players can collect rare materials (claw from a red dragon, skin from a tarasque, etc.) and use them to make weapons and magical items beyond the strength of any natural drop. This section will continue to be overhauled. Although most campaigns will not go that far, and 99% of players can safely ignore these sections, it is designed to give the option of high level play.
Inept (tier 0)
Poor (tier 1)
Average (tier 2)
Decent (tier 3)
Proficient (tier 4)
Excellent (tier 5)
Extraordinary (tier 6)
Legendary (tier 7)
PCs who start with a relevant background (like blacksmith or fletcher) start with a Decent Skill in their field (metal weapons and bows respectfully). Everyone else starts as Inept.
In order to increase your skill you must find an appropriate teacher of greater skill. The bigger the difference in the skill the faster they can train you (and therefore the cheaper), but the less likely they will be to take someone as unskilled as a student. A teacher may only train you up to their own skill level.
|Teacher's Skill Level|
|Player's Current Skill Level||Inept||Poor||Average||Decent||Proficient||Excellent||Extraordinary||Legendary|
|Inept||-unable-||25 GP||20 GP||15 GP||-unwilling-||-unwilling-||-unwilling-||-unwilling|
|Poor||-unable-||-unable-||50 GP||30 GP||20 GP||-unwilling-||-unwilling-||-unwilling-|
|Average||-unable-||-unable-||-unable-||100 GP||80 GP||60 GP||-unwilling-||-unwilling-|
|Decent||-unable-||-unable-||-unable-||-unable-||300 GP||250 GP||200 GP||-unwilling-|
|Proficient||-unable-||-unable-||-unable-||-unable-||-unable-||1,000 GP||800 GP||600 GP|
|Excellent||-unable-||-unable-||-unable-||-unable-||-unable-||-unable-||5,000 GP||4,000 GP|
When you go drinking, you risk inhibiting your senses. Each time you fail a DC check you increase one stage of drunkenness. If fail a DC by more than 10 you increase 2 stages instead. If you fail a DC by 20 you increase 3 stages instead. A long rest will clear the stages of drunkenness, however if you go to stage 3 then you will be effected by the "Hangover" until you have another long rest.
The effects of the stages of drunkenness cannot be removed by any means other than decreasing the stage of drunkenness or the Wish spell.
Alcohol makes everything seem reasonable. You have a -5 to Insight checks.
In addition to the previous, your mind is starting to spin. Lying is becoming more and more difficult (you have a -5 to Deception checks). If you fail a Deception check by more than 10, you accidentally let the truth slip.
In addition to the previous you gain the Intoxicated effect. (Disadvantage to all attacks and checks)
In addition to the previous you gain the Unconscious effect.
In addition to the previous, drinking a powerful alcohol can do more than just knock you Unconscious. Your body is slowly shutting down on you. You take 1/2 of your maximum hp in true damage every hour until you finish a long rest. Hope you have friends who like you enough to heal you through the night.
Too much alcohol will kill you outright. There are no more rolls at this point, you are simply dead.
You head is ringing and it is hard to think straight. You have disadvantage on intelligence, wisdom and charisma checks.
|Type||Value||# of proficiencies|
The more skill sets you learn, the more you have to hold in your mind and handle and the harder it is to learn additional proficiencies.
|# Tool Proficiencies Known||Time||Cost|
|0-10||1 day||10 GP|
|11-20||1 week||100 GP|
|21-30||1 month||1,000 GP|
|31-40||1 year||10,000 GP|
|41-50||5 years||100,000 GP|
|51+||10 years||200,000 GP|
To use the above table to calculate the cost of training, first total your current number of tool proficiencies. Then calculate the total of what you are training for. For each level between the two add the numbers together. For example, training from One Kit and Two Musical Instruments (7) to Three Kits and 5 musical Instruments (20) would have 3 in the first set, and 10 in the second set for a total of either 10 weeks and 2 days or 1,020 GP.
Note: Explorer's Guild uses the Cost not the Time.