Tools

A tool helps you do something you might not otherwise be able to do, such as creating or repairing an object, forging a document, or picking a lock. Your race, class, background, or feats provide you with proficiency with certain tools. Proficiency with this tool allows you to add your proficiency bonus to any check you take when using one of these tools. The use of a craftsman tool is not tied to any particular characteristic, competition with a tool represents a broader knowledge of use. For example, the DM might request a Dexterity test to perform a fine carving with the carving tools, or a Strength test to make something in especially hard wood.

Craftsman Tools → These special tools include the elements necessary to practice a trade or trade. The table shows examples of the most common types of tools, each providing the elements related to a type of trade. Proficiency with artisan tools allows you to add your proficiency bonus to any checks you make when using the tools in your craft. Each type of craftsman tools requires a separate competency.

Burglar Tools → This tool set includes a small file, a set of pick picks, a small mirror mounted on a metal handle, a pair of narrow-bladed scissors and a pair of pliers.

Navigation Tools → This set of instruments is used for sea navigation. Proficiency with navigation tools allows you to chart the course of a ship and follow navigation charts. In addition, this tool allows you to add your competence bonus to any characteristic check you make to avoid getting lost at sea.

Musical Instruments → Several of the most common types of musical instruments are shown in the table as examples. If you are proficient with a given musical instrument, you can add your proficiency bonus to any ability check you make to play music on the instrument. Each type of musical instrument requires a separate competition.

Costume Kit → This bag of cosmetics, hair dye, and small accessories allows you to create costumes that change your physical appearance. Proficiency with this kit allows you to add your proficiency bonus to tests you take to create visual costumes.

Poisoner Kit → A poisoner kit includes the vials, chemicals, and other equipment necessary for creating poisons. Proficiency with this kit allows you to add your proficiency bonus to any ability check you make to create or use poisons.

Adventurer gear

Caltrops → As an action, you can unfold a single bag of caltrops to cover an area of ​​5 square feet. Any creature that enters the zone must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature recovers at least 1 hit point, its walking speed is reduced by 10 feet. A creature that moves through the area at half its speed doesn't have to make a saving throw.

Oil → It usually comes in a clay jar that contains 1 pint. As an action, Unearthed Arcana can splash the oil from this flask onto a creature within 5 meters of you or throw it up to a distance of 20 feet, breaking it on impact. To make a ranged attack against a target creature or object, treat the oil as an improvised weapon. With one hit, the target is covered in oil. If the target takes any fire damage before the oil dries up (after 1 minute), the target takes an additional 5 points of fire damage from the burning oil. You can also pour a jar of oil on the ground to cover a 5-square-foot area, provided the surface is level. If it's on, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can only take this damage once per turn.

Acid → As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw it up to 20 feet, breaking it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Holy Water → As an action, you can splash the contents of this vial at a creature within 5 feet of you or launch it up to 20 feet, breaking it on impact. In any case, making a ranged attack against a target creature treats the holy water as an improvised weapon. If the target is a demon or undead, it takes 2d6 radiant damage. A cleric or paladin can create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp of powdered silver, and requires the caster to spend a 1st-level spell like Goliath 5e slot.

Antidote → A creature that drinks the liquid from this vial gains advantage on saving throws against poison for 1 hour. Does not grant buffs to undead or constructs.

Torch → Burns for 1 hour, providing bright light within 20 feet and additional dim light within 20 feet. If you make a melee attack with a lit torch and hit, you deal 1 point of fire damage.

Fishing Tackle → This Equipment includes a wooden rod, silk line, cork float, steel hooks, lead three, velvet lures and narrow nets.

Pulley Rig → A set of pulleys with a cable threaded through them and a hook to hold objects, allows you to lift up to four times the normal weight you can lift.