Homebrew Rules

Armor/Weapon Proficiencies

Biome Descriptions

Carrying Capacity

Falling

Flight

Forging Items

GM - ProNobis

Languages/Skills Proficiencies

Magic Item Prices

Optional House Rules

Inept (tier 0)

Poor (tier 1)

Average (tier 2)

Decent (tier 3)

Proficient (tier 4)

Excellent (tier 5)

Extraordinary (tier 6)

Legendary (tier 7)

Rules for Using a Musical Instrument

Rules for Using Alchemist's Supplies

Rules for Using Brewer's Supplies

Rules for Using Calligrapher's Supplies

Rules for Using Carpenter's Tools

Rules for Using Cartographer's Tools

Rules for Using Chess Set

Rules for Using Cobbler's Tools

Rules for Using Cook's Utensils

Rules for Using Dice Set

Rules for Using Disguise Kit

Rules for Using Doctor's Tools

Rules for Using Forgery Kit

Rules for Using Glassblower's Tools

Rules for Using Herbalism Kit

Rules for Using Jeweler's Tools

Rules for Using Juggling Pins

Rules for Using Keg of Ale

Rules for Using Klimon Arm Wrestling Set

Rules for Using Leatherworker's Tools

Rules for Using Mason's Tools

Rules for Using Matching Cards

Rules for Using Navigator's Tools

Rules for Using Painter's Supplies

Rules for Using Playing Card Set

Rules for Using Poisoner's Kit

Rules for Using Potter's Tools

Rules for Using Smith's Tools

Rules for Using Thieves' Tools

Rules for Using Tinker's Tools

Rules for Using Weaver's Tools

Rules for Using Woodcarver's Tools

Skill Level (Forging/Crafting)

Stages of Drunkenness

Tool Proficiencies

Armor/Weapon Proficiencies

Armor

ArmorRestrictions to Learn
Light Armor
Padded
Leather
Studded
Medium Armor
Hide
Chain ShirtSTR 10
Scale MailSTR 10
BreastplateSTR 11
Half PlateSTR 12
Heavy Armor
Ring MailSTR 12
Chain MailSTR 13
SplintSTR 15
PlateSTR 15
Shield
Shieldnot a Druid
Shield (Wooden)

Weapons

WeaponRestrictions
Simple Melee Weapons
Club
Dagger
Greatclub
Handaxe
Javelin
Light Hammer
Mace
Quarterstaff
Sickle
Spear
Simple Ranged Weapons
Dart
Light Crossbow
Shortbow
Sling
Martial Weapons
Battleaxe
Flail
Glaive
Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident
War Pick
Warhammer
Whip
Martial Ranged Weapons
Blowgun
Hand Crossbow
Heavy Crossbow
Longbow
Net

Tiny 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.

WeaponRestrictions
Simple Melee Weapons
Acupuncture NeedleSimple Melee Weapons
Simple Ranged Weapons
Mikon CrossbowSimple Ranged Weapons
Martial Melee Weapons
AzingaMartial Ranged Weapons

Learning Additional Proficiencies

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:

TypeNumber of Proficiencies
Armor2
All Light Armor5
All Medium Armor7
All Heavy Armor9
Shield2
All Armor20
Weapon1
All Simple Melee Weapons7
All Simple Ranged Weapons2
All Simple Weapons8
All Martial Melee Weapons15
All Martial Ranged Weapons4
All Martial Weapons18
All Weapons30
Spellcasting*20

Learning Table

# Armor/Weapon ProficienciesTimeCost
0-101 hour1 GP
11-201 day10 GP
21-301 week100 GP
31-401 month1,000 GP
41-501 year10,000 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.

Biome Descriptions

Arctic

Cavern

Coastal

Desert

Forest

Grassland

Hill

Jungle

Mountain

Swamp

Underwater

Urban

Volcanic

Carrying Capacity

Strength Based

Your carrying capacity is directly based on your strength and modified by your size. The following table summarizes carrying capacity by modifiers.

SizeRegular ModifierLight Weight Flight
Bitty22/5
Petite66/5
Tiny7.53/2
Small153
Medium153
Large306
Huge6012
Gargantuan12024

SRD Description

Lifting and Carrying

Falling

Speed of Fall

Time (s)Speed (ft/s)Distance (ft)Total Distance
0000
1301515
2504055
37560115
49085200
5105100300
6115110410
7125120530
8135130660
9140140800
10145140940
111501501090
121551501240
Terminal Velocity
461751757060

Damage

You take 1d6 bludgeoning damage for every 10 feet you fall up to a maximum of 20d6 from 200 feet or higher up.

Flying Creatures

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.

Flight

SRD Information

Falling

Flight

General

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.

GM Opt Out

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?

Light Weight Flyers

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.

Carrying Capacity

Delicate Flight

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).

Unstable Footing

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 CheckMiss distance
<560
5-940
10-1420
15-1910
20-245
25-300

Magical Items/Spells

Flying magic items and spells are very powerful and very rare. As such they are up to the GM to limit dropping them.

Falling

Falling

SRD Data

Movement and Position

Forging Items

The Forging

Special Metals

Weapon Result

Magical Item Properties

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.

The Forging

Skill Buffs

Material Buffs

Increase Clause

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.

Skill Buffs

Natural 2020
Lvl 17+ Tool Expertise+12
24 Dexterity+7
Legendary Skill Level+20
Bardic Inspiration (Lvl 15+ maximum roll)+12
Racial/Subrace Bonus+10

Receiving a maximum score of 81.

Material Buffs

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.

CreativityStandard Cost2x Cost5x Cost10x Cost15x Cost30x Cost50x Cost100x Cost
Cost Only0+1+1+2+2+3+3+4
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.

Increase Clause

If anything is done to increase the maximum, such as multiple bards, the results table ought to be adjusted.

Special Metals

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.

MetalCost (GP)Weapon (W) / Armor (A)Forging LocationFeat
Adamantine900W/A
Cold-Forged Iron900WCold Forge
Crystal2,700W/AVolcanic ForgeCrystal Flame
Mithril300W/A
Silver200W

Weapon Result

The following are some recommended effects for various rolls, please remember that the GM reserves the right to modify the creation of items.

ScoreWeapon PropertyArmor Property
1-15Critical failCritical fail
16-25FailFail
26-50Normal ResultNormal
51-70One of the weapons damage dice increase by 1 die type.Normal
71-80One of the weapons damage dice increase by 1 die type. It also gains one Uncommon Property.The armor has a +1 bonus.
81-90Two 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.
91-100The 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.
101-110The 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.
111-120The 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.
121-130The 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.
131-140The 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.
141-150The 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.
151-155The 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.
156-157The 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.
158-159The 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.
160The 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.
161The 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.

Magical Item Properties

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.

Armor Properties

Bow Properties

Weapon Properties

Item Template - Uncommon

Item Templates - Rare

Item Templates - Very Rare

Item Templates - Legendary Rare

Item Templates - Artifact Rare

GM - ProNobis

Family Friendly

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).

Languages/Skills Proficiencies

Languages

LanguageDescription
AbyssalA 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.
CelestialThe 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.
CommonThe mundane language often spoken to communicate between very different groups.
Deep SpeechDeep 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.
DraconicDraconic 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.
DwarvishDwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
ElvishElvish 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.
GiantGiant 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.
GnomishThe Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
GoblinGoblin 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".
HalflingThe 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.
InfernalInfernal 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.
MikonMikon is a language of squeaks and chirps that does not sound like a language to most races, but rather sounds like tiny rodents.
OrcOrc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Sylvan
Undercommon
Primordial DialectsKnowing 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.
Auran
AquanA deep rumbling language that is designed to travel long distances underwater. This allows sea beasts to speak with each other over great distances.
Ignan
Primordial
Terran

Specialty Languages

LanguageDescriptionNormal Language for
AloiiAloii is a language unique to its people. To the lay person, it sounds like a computer reciting binary at high speed.Aloii
Assassin's CantDuring 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
DruidicYou 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' CantDuring 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
PlainstounguePlainstoungue 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

Skills

SkillDescription
AcrobaticsYour 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 HandlingWhen 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.
ArcanaYour 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.
AthleticsYour 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.
DeceptionYour 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.
HistoryYour Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
InsightYour 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.
IntimidationWhen 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.
InvestigationWhen 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.
MedicineA Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
NatureYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
PerceptionYour 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.
PerformanceYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
PersuasionWhen 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.
ReligionYour 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 HandWhenever 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.
StealthMake 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.
SurvivalThe 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.

Learning a Language/Skill

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 knownTimeMoney
01 day1 GP
12 days2 GP
24 days4 GP
31 week8 GP
42 weeks16 GP
51 month30 GP
62 months60 GP
73 months100 GP
86 months200 GP
98 months400 GP
1010 months600 GP
111 years1,000 GP
122 years2,000 GP
133 years4,000 GP
144 years8,000 GP
155 years16,000 GP
166 years18,000 GP
177 years20,000 GP
188 years22,000 GP
199 years24,000 GP
2010 years26,000 GP
2111 years28,000 GP
2212 years30,000 GP
2313 years32,000 GP
2414 years34,000 GP
2515 years36,000 GP
2616 years38,000 GP
2717 years40,000 GP
2818 years42,000 GP
2919 years45,000 GP
3020 years50,000 GP
3121 years55,000 GP
3222 years60,000 GP
3323 years65,000 GP
3424 years70,000 GP
3525 years75,000 GP
3626 years80,000 GP
3727 years85,000 GP
3828 years90,000 GP
3929 years95,000 GP
40+30 years100,000 GP

Magic Item Prices

RarityMinor (GP)Major (GP)Ingredient (GP)
Common -336710
Common5010025Dull PotionDinky
Common+200
Uncommon -200
Uncommon10030050Dim PotionGreaterMinor
Uncommon +600
Rare -600
Rare200900100PotionSuperiorLesser
Rare +1,800
Very Rare -1,800
Very Rare4002,700200Shiny PotionSupremeUndersized
Very Rare +5,400
Legendary -5,400
Legendary8008,100400Glowing PotionLegendarySmall
Legendary +16,200
Artifact -16,200
Artifact1,60024,300800Vibrantly Glowing PotionCelestial/Infernal
Artifact +3,20048,600

Magic Scrolls

LevelCostUnidentified DescriptionRarity
Cantrip33 GPTattered ScrollCommon
Level 150 GPMundane ScrollCommon
Level 2100 GPSimple ScrollUncommon
Level 3150 GPScrollUncommon
Level 4200 GPFine ScrollRare
Level 5300 GPPretty ScrollRare
Level 6400 GPElegant ScrollVery Rare
Level 7600 GPFabulous ScrollVery Rare
Level 8800 GPExotic ScrollLegendary
Level 91,600 GPEmbellished ScrollLegendary

Optional House Rules

Miscellaneous Rules

Proficiencies

Armor/Weapon Proficiencies

Languages/Skills Proficiencies

Tool Proficiencies

Other

Flight

Forging Items

Magic Item Prices

GM Rules

GM - ProNobis

Inept (tier 0)

When attempting to create an item a -8 penalty is imposed

Forging Items

Skill Level (Forging/Crafting)

Poor (tier 1)

When attempting to create an item a -4 penalty is imposed.

Forging Items

Skill Level (Forging/Crafting)

Average (tier 2)

When attempting to create an item no modifier is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Decent (tier 3)

When attempting to create an item a +4 modifier is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Proficient (tier 4)

When attempting to create an item a +8 modifier is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Excellent (tier 5)

When attempting to create an item, a +12 is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Extraordinary (tier 6)

When attempting to create an item a +16 is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Legendary (tier 7)

When attempting to create an item a +20 is added to the attempt.

Forging Items

Skill Level (Forging/Crafting)

Rules for Using a Musical Instrument

Effects on Skills

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).

Common DC Checks

TaskDC
Play a simple song10
Play an interesting melody15
Play an intricate tune20
Play an astounding ballad25
Stun an audience into silence (in a good way)30

Common Instruments

Bagpipes

Drum

Dulcimer

Flute

Harmonica

Harp

Horn

Lute

Lyre

Pan Flute

Shawm

Viol

Percussion

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.

InstrumentRequired Dexterity Score
Drum10
Dulcimer11
Viol12
Lute14
Lyre15
Harp16

Rules for Using Alchemist's Supplies

Effects on Skills

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.

Repugnant Vial

Soothing Aroma

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)

Exploding Powder

Size of HeadDoses of Powder Needed
Tiny or smaller1/4
Small1/2
Medium1
Large2
Huge5
Gargantuan10

Utility

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.

ItemCost (GP)Biome
Alchemist's Fire25Forest, Jungle, Volcanic
Exploding Powder25Forest, Jungle
Repugnant Vial25Swamp, Volcanic
Soothing Aroma25Forest, Grassland
Greater Alchemist's Fire50Jungle, Volcanic
Smoke Bomb50Forest, Jungle
Superior Alchemist's Fire100Volcanic
Supreme Alchemist's Fire200Volcanic, materials from the surface of lava
Legendary Alchemist's Fire400Volcanic, materials from 10 feet down in the lava flow
Infernal Alchemist's Fire800Volcanic, 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)

Exploding Powder

Repugnant Vial

Soothing Aroma

Smoke Bomb

Biome Descriptions

Common DC Checks

TaskDC
Identify a Potion15

Rules for Using Brewer's Supplies

Utility

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.

DC Needed
SuppliesBeverageFailCommonGreaterSuperiorSupremeLegendaryCelestial
BarleyBeer<55710141925
GrapesWine<7712172530NA
HoneyMead<1010152230NANA
Distillation
WheatWhiskey<8814202630NA
RyeVodka<10152230NANANA
ApplesCider<551015202530

List of Alcohols

Common DC Checks

TaskDC
Identify the quality of an alcohol10

Rules for Using Calligrapher's Supplies

Effects on Skills

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.

Utility.

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.

Common DC Checks

TaskDC
Write a Document5
Restore a faded document15
Hide a message in a document20

Rules for Using Carpenter's Tools

Effects on Skills

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.

Utility

Your skills allow you to carve simple wooden figures out of wood. Those with great skill can even create hidden compartments with secret latches.

Common DC Checks

TaskDC
Wooden Figure10
Wooden Figure with hidden compartment (DC 15 perception to find)20
Wooden Figure with a very hidden compartment (DC 25 perception to find)30

Rules for Using Cartographer's Tools

Effects on Skills

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.

Utility

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.

Common DC Checks

TaskDC
Basic Map10
Detailed Map15
Encoded Map20

Rules for Using Chess Set

Battle of the Brains

Both contestants make intelligence (or chess set) checks. The high number outmaneuvers the low number.

Rules for Using Cobbler's Tools

Effects on Boots

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).

Utility

You can create special boots with the right materials and a bit of money. Creating a set of boots takes 8 hours of work.

ItemCostMaterial NeededBiome of Material
Spiky Boots25 GPiron/steal
Rubber Soled Boots75 GPSap from Rubber TreeJungle

Spiky Boots

Rubber Soled Boots

Common DC Checks

TaskDC
Repair shoes/boots worth < 5 GP5
Repair shoes/boots worth < 50 GP10
Repair shoes/boots worth < 300 GP15
Repair shoes/boots worth < 600 GP20
Repair shoes/boots worth < 1,000 GP25
Repair shoes/boots worth > 1,001 GP30

Rules for Using Cook's Utensils

Effects on Skills

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.

Rules for Using Dice Set

High Number

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.

Rules for Using Disguise Kit

Effects on Skills

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 DisguiseBenefit
Minor Disguise+ 1
Regular Disguise+2
Greater DisguiseAdvantage
Superior DisguiseAdvantage +2
Supreme DisguiseAdvantage +5
Legendary DisguiseAdvantage +5 + Proficiency of applier

Common DC Checks

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 DisguiseDCCost
Minor Disguise50
Regular Disguise100
Greater Disguise151 GP
Superior Disguise2010 GP
Supreme Disguise25100 GP
Legendary Disguise301,000 GP

General note on disguises

Significant differences affect disguises. All relevant penalties are summed then applied.

DifferencePenalty
Extra/Missing Body Part-5
Gender-3
Race (similar appearance)-1
Race (different appearance)-3
Size (1 difference)-5
Size (2 differences)-10
Size (3 differences)-15

Rules for Using Doctor's Tools

Effects on Skills

Utility

Common DC Checks

TaskDC

Rules for Using Forgery Kit

Detect Forgery

TaskDC
Bad Forgery5
Passable Forgery10
Decent Forgery15
Masterful Forgery20
Legendary Forgery25

Make a Forgery

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.

TaskDC
Bad Forgery10
Passable Forgery15
Decent Forgery25
Masterful Forgery25
Legendary Forgery30

Rules for Using Glassblower's Tools

Effects on Skills

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.

Rules for Using Herbalism Kit

Utility

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.

ItemCostDCBiomeSpecial Ingredients
Potions of Healing
Potion of healing1510Forest, Grassland, Jungle
Greater Potion of Healing5013Forest, Jungle
Superior Potion of Healing10015Forest, JunglePlanetar Feather
Supreme Potion of Healing20018Forest, Jungle5 Planetar Feathers
Legendary Potion of Healing40021JungleSolar Feather
Celestial Potion of Healing1,60025Jungle5 Solar Feathers
Berserker Juice
Common Berserker Juice150 GP13Cavern, Forest, Volcanic
Greater Berserker Juice300 GP16Cavern, Forest, Volcanic
Superior Berserker Juice600 GP19Cavern, VolcanicBalor Horn
Supreme Berserker Juice1,200 GP22Cavern, Volcanic2 Balor Horns
Legendary Berserker Juice2,500 GP25VolcanicPit Fiend Horn
Infernal Berserker Juice5,000 GP28Volcanic2 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

Berserker Juice

Common Berserker Juice

Greater Berserker Juice

Superior Berserker Juice

Supreme Berserker Juice

Legendary Berserker Juice

Infernal Berserker Juice

Common DC Checks

TaskDCCost
Create AntidoteSame as that of poisonSame as that of poison

Rules for Using Jeweler's Tools

Effects on Skills

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.

Rules for Using Juggling Pins

Effects on Skills

Utility

Common DC Checks

TaskDC

Rules for Using Keg of Ale

Effects on Skills

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.

Utility

Drinking Contest

There are three main types of drinking contest.

  • The first is drink till you drop. In drink till you drop each party drinks a portion of alcohol each round and makes the relevant constitution save. Rounds keep going until you either run out of alcohol or someone falls Unconscious.
  • The second main contest is a drunken skill contest. In this contest you drink a certain number of rounds and then both perform a skill check. The winner is the side that performs the skill best. If someone falls Unconscious before the skill checks, the other party wins by default.
  • The third contest is a skill drinking contest. In this contest a skill is proposed. Each round both members perform the skill against a set DC. Each individual who fails the DC takes a drink and the next round begins.
  • Stages of Drunkenness

    Common DC Checks

    TaskDC
    Identifying the Type of Alcohol10
    Identifying the Strength of an Alcohol15
    Identifying the presence of an additive to a beverage (such as a poison)20

    Rules for Using Klimon Arm Wrestling Set

    Strongest There IS

    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.

    Poisoned Variant

    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.

    Rules for Using Leatherworker's Tools

    Utility

    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.

    Forging Items

    Common DC Checks

    TaskDCCost
    Repair Appropriate Armor151/2 value

    Rules for Using Mason's Tools

    Effects on Skills

    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.

    Rules for Using Matching Cards

    Look First

    The perceptive eyes flash over the cards and quickly grab the matches. Both individuals perform Perception (or matching cards) checks. The high number wins.

    Rules for Using Navigator's Tools

    Effects on Skills

    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.

    Rules for Using Painter's Supplies

    Effects on Skills

    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.

    Common DC Checks

    TaskDC
    Paint a scene10
    Paint a grand scene20
    Paint a legendary scene30

    Rules for Using Playing Card Set

    Bluffing 101

    Starting

  • The parties declare an wager.
  • Both parties roll a d20 (luck) into the tower.
  • The GM whispers their rolls back to them.
  • Either party may then suggest increasing the wager. If the other side declines they pay out the current wager, if they increase then the new wager replaces the current wager.
  • Checks

  • Both parties roll a Charisma (or playing card set) roll into the tower.
  • The GM gives a hint to both players based on their competing Charisma rolls.
  • Either party may then suggest increasing the wager. If the other side declines they pay out the current wager, if they increase then the new wager replaces the current wager.
  • Payout

  • The GM reveals the "luck" rolls and the loser pays the wager.
  • Rules for Using Poisoner's Kit

    Utility

    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.

    PoisonCost (GP)DC to makeBiomeSpecial Requirements
    Assassin's Blood2510Forest
    Drow Poison2510CavernDarkness; Darkvision
    Spider Venom2510A dead/Incapacitated Giant Spider
    Burnt Other Fumes5013Volcano
    Essence of Ether5013Jungle
    Pale Tincture5013Cavern
    Serpent Venom5013A dead/Incapacitated Giant Poisonous Snake
    Malice10015Desert
    Oil of Taggit10015Swamp
    Torpor10015Mountain
    Wyvern Poison30017A dead/Incapacitated Wyvern
    Midnight Tears35018Cavern
    Purple Worm Poison40020A dead/Incapacitated Purple Worm
    Truth Serum40020Underwater (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)

    Malice (Inhaled)

    Oil Of Taggit (Contact)

    Torpor (Ingested)

    Wyvern Poison (Injury)

    Midnight Tears (Ingested)

    Purple Worm Poison (Injury)

    Truth Serum (Ingested)

    Rules for Using Potter's Tools

    Effects on Skills

    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.

    Common DC Checks

    TaskDC
    Make a common pot10
    Make a fine pot20
    Make a legendary pot30

    Rules for Using Smith's Tools

    Utility

    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.

    Forging Items

    Common DC Checks

    TaskDCCost
    Repair Relevant Weapon/Armor151/2 value

    Rules for Using Thieves' Tools

    About

    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.

    Common DC Checks

    TaskDC
    Open an unlocked door0
    Move a pitchfork off of a path5
    Pick a common lock10
    Cut a trip wire tying it in place10
    Pick a complex lock15
    Disarm a pressure plate20
    Pick a vault lock25
    Disarm a delicate pressure plate30

    Rules for Using Tinker's Tools

    Effects on Skills

    Requires benefits from a class/race to use in a beneficial manner.

    Rules for Using Weaver's Tools

    Effects on Skills

    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.

    Rules for Using Woodcarver's Tools

    Utility

    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:

    Forging Items

    Common DC Checks

    TaskDCCost
    Repair a bow151/2 value

    Skill Level (Forging/Crafting)

    Optionality

    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.

    Skill Levels

    Inept (tier 0)

    Poor (tier 1)

    Average (tier 2)

    Decent (tier 3)

    Proficient (tier 4)

    Excellent (tier 5)

    Extraordinary (tier 6)

    Legendary (tier 7)

    Starting Out

    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.

    Additional Training

    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 LevelIneptPoorAverageDecentProficientExcellentExtraordinaryLegendary
    Inept-unable-25 GP20 GP15 GP-unwilling--unwilling--unwilling--unwilling
    Poor-unable--unable-50 GP30 GP20 GP-unwilling--unwilling--unwilling-
    Average-unable--unable--unable-100 GP80 GP60 GP-unwilling--unwilling-
    Decent-unable--unable--unable--unable-300 GP250 GP200 GP-unwilling-
    Proficient-unable--unable--unable--unable--unable-1,000 GP800 GP600 GP
    Excellent-unable--unable--unable--unable--unable--unable-5,000 GP4,000 GP
    Extraordinary-unable--unable--unable--unable--unable--unable--unable-10,000 GP

    Stages of Drunkenness

    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.

    Stage 1: Tipsy

    Alcohol makes everything seem reasonable. You have a -5 to Insight checks.

    Stage 2: Confusion

    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.

    Stage 3: Intoxicated

    In addition to the previous you gain the Intoxicated effect. (Disadvantage to all attacks and checks)

    Stage 4: Unconscious

    In addition to the previous you gain the Unconscious effect.

    Stage 5: Alcohol Poisoning

    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.

    Stage 6: Death

    Too much alcohol will kill you outright. There are no more rolls at this point, you are simply dead.

    Hangover

    You head is ringing and it is hard to think straight. You have disadvantage on intelligence, wisdom and charisma checks.

    Tool Proficiencies

    Artisan's Tools

  • Alchemist's Supplies
  • Brewer's Supplies
  • Calligrapher's Supplies
  • Carpenter's Tools
  • Cartographer's Tools
  • Cobbler's Tools
  • Cook's Tools
  • Glassblower's Tools
  • Jeweler's Tools
  • Leatherworker's Tools
  • Mason's Tools
  • Painter's Supplies
  • Potter's Tools
  • Smith's Tools
  • Tinker's Tools
  • Weaver's Tools
  • Woodcarver's Tools
  • Kits and Sets

  • Disguise Kit
  • Forgery Kit
  • Herbalism Kit
  • Navigator's Tools
  • Poisoner's Kit
  • Thieves' Tools
  • Gaming Sets

  • Chess Set
  • Dice Set
  • Keg of Ale
  • Klimon Arm Wrestling Set
  • Matching Cards
  • Playing Card Set
  • Musical Instrument

  • Bagpipes
  • Drum
  • Dulcimer
  • Flute
  • Horn
  • Lute
  • Lyre
  • Pan Flute
  • Shawm
  • Viol
  • Learning New Proficiencies

    TypeValue# of proficiencies
    Artisan's517
    Kit/Set56
    Gaming Set36
    Musical Instrument110

    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 KnownTimeCost
    0-101 day10 GP
    11-201 week100 GP
    21-301 month1,000 GP
    31-401 year10,000 GP
    41-505 years100,000 GP
    51+10 years200,000 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.