Tool Proficiencies
RuleWretched Hives
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Tool proficiencies are a useful way to highlight a character's background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.
To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.
Tool Descriptions
The following sections go into detail about the tools presented in Chapter 5, as well as those present in the Player's Handbook, offering advice on how to use them in a campaign.
The first paragraph in each description gives details on what a set of tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.
Skills
Every tool potentially provides bonuses on a check when used in conjunction with certain skills, provided a character is proficient with both the tool and the skill. Each tool grants bonuses to three skills.
With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.
Advantage. If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.
Added Benefit. Additionally, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For instance, a character proficient with constructor's implements makes a successful Wisdom (Perception) check to find a secret door in a wall. Not only does the character notice the door's presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door.
Other Tools
Additionally, at the GM's discretion, certain tools might grant bonuses when used in conjunction with another tool, provided a character is proficient with both. For instance, if a character is proficient with both munitions kits and armstech's implements, you might grant them advantage on checks they make with either tool.
Special Use
Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph. During a short or long rest, you can only activate the special use of one of your tools.
Sample DCs
A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.
Item Specific Tools
| Tool | Uses |
|---|---|
| Archaeologist kit | — |
| Armormech's implements | Armor, shields |
| Armstech's implements | Blasters, vibroweapons |
| Artificer's implements | Focus generators, holocrons, lightweapons |
| Artillerist's kit | Turrets |
| Artist's implements | Artwork, sculptures |
| Astrotech's implements | Droid customizations, droids |
| Audiotech's implements | |
| Bioanalysis kit | Antitoxins |
| Biochemist's kit | Adrenals, medpacs, stimpacs |
| Biotech's implements | Cybernetic augmentations |
| Brewer's kit | Alcohol |
| Chef's kit | Food |
| Constructor's implements | Buildings and structures |
| Cybertech's implements | Datacrons, wristpads |
| Demolitions kit | Explosives |
| Disguise kit | Disguises |
| Forgery kit | Falsified documents |
| Gadgeteer's implements | Barriers, gadgets, jetpacks |
| Gaming set | — |
| Geneticist's implements | Genetic mutations |
| Jeweler's implements | Jewelry |
| Mechanic's kit | Starships, vehicles |
| Munitions kit | Ammunition |
| Musical instrument | — |
| Poisoner's kit | Poisons |
| Scavenging kit | — |
| Security kit | Containers, locks |
| Slicer's kit | Computers, software |
| Spicer's kit | Substances |
| Surveyor's implements | Maps |
| Synthweaver's implements | Clothing, footwear |
| Tinker's implements | Augments, trinkets |
Tools by Item
| Item | Tool |
|---|---|
| Adrenals | Biochemist's kit |
| Ammunition | Munitions kit |
| Armor | Armormech's tools |
| Artisan's implements | Tinker's implements |
| Augments | Tinker's implements |
| Barding | Armormech's kit |
| Barriers | Gadgeteer's implements |
| Belts | Gadgeteer's implements Synthweaver's implements |
| Blasters | Armstech's implements |
| Blueprints | Determined by the tool that creates the result of the blueprint |
| Boots | Armormech's implements |
| Buildings | Constructor's kit |
| Capes | Synthweaver's implements |
| Catalyzers | Cybertech's implements |
| Circlets | Jeweler's implements |
| Cloaks | Synthweaver's implements |
| Clothes | Synthweaver's implements |
| Computer spikes | Slicer's kit |
| Cowls | Synthweaver's implements |
| Cybernetic augmentations | Biotech's implements |
| Datacrons | Cybertech's implements |
| Droid customizations | Astrotech's implements |
| Droids | Astrotech's implements |
| Explosives | Demolitions kit |
| Focus generators | Artificer's implements |
| Footwear | Synthweaver's implements |
| Gaming sets | Tinker's implements |
| Gauntlets | Armormech's tools |
| Goggles | Gadgeteer's implements |
| Helmets | Armormech's implements |
| Item | Tool |
|---|---|
| Holocrons | Artificer's implements |
| Jetpack | Gadgeteer's implements |
| Lightweapons | Artificer's implements |
| Mantles | Synthweaver's implements |
| Medpacs | Biochemist's kit |
| Modifications | Determined by the chassis's governing tool |
| Musical instruments | Audiotech's implements |
| Necklaces | Jeweler's implements |
| Pants | Synthweaver's implements |
| Pauldrons | Armormech's implements |
| Poisons | Poisoner's kit |
| Repair kit | Astrotech's implements |
| Rings | Jeweler's implements |
| Robes | Synthweaver's implements |
| Rocket boots | Gadgeteer's implements |
| Rocketpack | Gadgeteer's implements |
| Security spike | Security kit |
| Shields | Armormech's implements |
| Specialist kits | Tinker's implements |
| Starships | Mechanic's kit |
| Stimpacs | Biochemist's kit |
| Substances | Brewer's kit Spicer's kit |
| Teleporters | Tinker's implements |
| Tunics | Synthweaver's implements |
| Turrets | Artillerist's kit |
| Vambraces | Armormech's implements |
| Vehicles | Mechanic's kit |
| Vibroweapons | Armstech's implements |
| Wristpads | Cybertech's implements |
Alchemist's kit
Archaeologist Kit
This kit contains instruments used to carefully collect crystals, gems, relics, and other heirlooms. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to classify, collect, and polish gems and relics.
Survival
When searching in the wild, you can more easily search for places that might house relics.
Investigation
You can easily spot the location of potential gemstones or other precious relics.
Persuasion
When bartering while precious stones or relics are involved, you can more easily negotiate a fair price.
Crystal Enhancement
Over the course of a short or long rest, you can make a DC 15 archaelogist kit check to temporarily improve a lightweapon or focus generator. To use this benefit, you must have archaelogist kit with you, and the object must be within reach. On a success, once before your next short or long rest, a character wielding this lightweapon can gain a bonus to one weapon damage roll, or focus generator can gain a bonus to one force damage or healing roll. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die's maximum is instead equal to twice your proficiency bonus.
Sample Activities
| Activity | DC |
|---|---|
| Appraise a gemstone or relic | 20 |
Armormech's Implements
Armormech's implements include all of the necessary components to allow you to work raw materials to craft or repair damage to armor and shields.
Lore
Your expertise lends you additional insight when examining armor and shields.
Investigation
You can spot clues and make deductions that others might overlook when an investigation involves armor and shields.
Stealth
Your greater understanding of armor you—or your allies—wear allows for more cautious movement.
Boost Armor
Over the course of a short or long rest, you can make a DC 15 armormech's implements check to temporarily improve a suit of armor or a shield. To use this benefit, you must have armormech's implements with you, and the object must be within reach. On a success, once before your next short or long rest, a character wearing this armor or wielding this shield can gain a bonus to AC against one attack. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die's maximum is instead equal to twice your proficiency bonus.
Sample Activities
| Activity | DC |
|---|---|
| Repair a suit of armor or a shield | 15 |
| Sunder a suit of armor or a shield | 10 |
Armstech's Implements
Armstech's implements include all of the necessary components to allow you to work raw materials to craft or repair damage to blasters and vibroweapons.
Lore
Your expertise lends you additional insight when examining blasters and vibroweapons.
Investigation
You can spot clues and make deductions that others might overlook when an investigation involves blasters and vibroweapons.
Technology
You can more readily identify an enhanced blaster or vibroweapons properties.
Amplify Weapon
Over the course of a short or long rest, you can make a DC 15 arsmtech's implements check to temporarily improve a blaster or vibroweapon. To use this benefit, you must have arsmtech's implements with you, and the object must be within reach. On a success, once before your next short or long rest, a character wielding this weapon can gain a bonus to one weapon attack. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die's maximum is instead equal to twice your proficiency bonus.
Sample Activities
| Activity | DC |
|---|---|
| Repair a blaster or vibroweapon | 15 |
| Sunder a blaster or vibroweapon | 10 |
Artificer's Implements
Artificer's implements include all of the necessary components to allow you to craft and repair focus generators, holocrons, and lightweapons.
Insight
You have greater intuition when dealing with spirits trapped in holocrons.
Lore
Your expertise lends you additional insight when determining the origin and age of lightweapons.
Technology
Your knowledge grants you greater understanding when reverse engineering lightweapon or focus generator item modifications.
Lens Improvement
Over the course of a short or long rest, you can make a DC 15 artificer's implements check to temporarily improve a lightweapon or focus generator. To use this benefit, you must have artificer's implements with you, and the object must be within reach. On a success, once before your next short or long rest, a character wielding this lightweapon can gain a bonus to one weapon attack roll, or focus generator can gain a bonus to one force attack roll. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die's maximum is instead equal to twice your proficiency bonus.
Sample Activities
| Activity | DC |
|---|---|
| Disassemble a lightweapon | 20 |
| Repair a lightweapon | 15 |
| Sunder a lightweapon | 10 |
Artillerist's Kit
Artillerist's kits contains all the necessary equipment to create, repair, and modify turrets.
Lore
Your proficiency allows you to more readily discern the history of any turrets you encounter.
Investigation and Perception
Your experience lets you more readily identify aftermarket modifications in turrets.
Turret Improvements
Over the course of a short or long rest, you can make a DC 15 artillerist's kit check to temporarily improve a turret. To use this benefit, you must have an artillerist's kit with you, and the object must be within reach. On a success, once before your next short or long rest, this turret can gain a bonus to one attack roll or a bonus to one save DC. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die's maximum is instead equal to twice your proficiency bonus.
Sample Activities
| Activity | DC |
|---|---|
| Disable a turret | 20 |
| Repair a turret | 15 |
Artist's Implements
Artist's implements include all of the necessary components to create and store art.
Lore
Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the mystical properties of a painting or the origins of a strange mural found in a dungeon.
Investigation and Perception
When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
Commemorate Event
Over the course of a short or long rest, you can make a DC 15 artist's implements check to create a depiction of an event, person, or other noteworthy object. To use this benefit, you must have artist's implements with you. On a success, you create a rendition that perfectly captures the event in question, provided the event happened no more than one day ago. If you have expertise in the tool, you can instead capture an event that happened no more than one week ago.
Sample Activities
| Activity | DC |
|---|---|
| Paint an accurate portrait | 10 |
| Create a painting with a hidden message | 20 |
Astrotech's Implements
Astrotech's implements include all of the necessary components to create droid customizations, assemble droids, and modify assembled droids.
Investigation
Your discerning eye, coupled with your experience with your tools, lets you identify droids that have aftermarket part customizations installed.
Lore
Your expertise lets you determine the product line, model, and class of a droid.
Technology
Your knowledge lets you determine whether a droid has been modified beyond its model specifications, and to what extent.
Repair Droid
Over the course of a short or long rest, you can make a DC 15 astrotech's implements check to repair a droid. To use this benefit, you must have a astrotech's implements with you, and droid must be within reach. On a success, for each Hit Die the droid spends to regain hit points, it regains bonus hit points. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die's maximum is instead equal to twice your proficiency bonus.
Sample Activities
| Activity | DC |
|---|---|
| Identify a droid's designation | 10 |
| Determine if a droid has any modifications | 15 |
Audiotech's Implements
Audiotech's implements contain all of the tools necessary to build, repair, and tune instruments.
Performance
Fundamental knowledge of instruments enhances your ability to capture the attention of others.
Investigation
Your experience makes it easy for you to identify an instrument, including its age and manufacturer, if the manufacturer is widely known.
Lore
You can accurately appraise the value of an instrument.
Tune Instrument
Over the course of a short or long rest, you can make a DC 15 audiotech's implements check to tune or otherwise care for an instrument. To use this benefit, you must have audiotech's implements with you, and the instrument must be within reach. On a success, once before your next short or long rest, you can gain a bonus to one check you make with the instrument. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die's maximum is instead equal to twice your proficiency bonus.
Sample Activities
| Activity | DC |
|---|---|
| Appraise an instrument | 20 |
| Tune an instrument | 15 |
Bioanalysis Kit
A bioanalysis kit includes all of the necessary components to harvest and store plants, as well as identify their uses.
Medicine
Your mastery of bioanalysis improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival
When you travel in the wild, your skill in bioanalysis makes it easier to identify plants and spot sources of food that others might overlook.
Herbal Remedies
Over the course of a short or long rest, you can make a DC 15 bioanalysis kit check to help an ally recover. To use this benefit, you must have a bioanalysis kit with you, and access to local flora. On a success, you can remove one poison or disease from a friendly creature within reach.
Sample Activities
| Activity | DC |
|---|---|
| Find plants | 15 |
| Identify plants and derivatives | 20 |
Biochemist's Kit
A biochemist's kit includes all of the necessary components to create and house standard adrenals, medpacs, and stimpacs.
Investigation
Proficiency with biochemist's kit allows you to unlock more information on Investigation checks involving adrenals, medpacs, and stimpacs.
Perception
When you inspect an area for clues, proficiency with biochemist's kit grants additional insight into any chemicals or other substances that might have been used in the area.
Skill 3
Skill and tool description interaction.
Medpac Improvement
Over the course of a short or long rest, you can make a DC 15 biochemist's kit check to temporarily improve the potency of one medpac. To use this benefit, you must have a biochemist's kit with you, and the medpac must be within reach. If the medpac is consumed before the end of your next short or long rest, when a creature uses this medpac, they take the maximum instead of rolling.
Sample Activities
| Activity | DC |
|---|---|
| Create a traumakit | 10 |
| Identify a chemical | 10 |
| Create a medpac | 15 |
| Create an antidote kit | 20 |
Biotech's Implements
Biotech's implements include all of the necessary components to craft and install cybernetic augmentations in humanoids and beasts.
Medicine
Combined with biotech's implements, your medical acumen allows you to better treat the injuries of cybernetically-enhanced patients.
Insight
Your knowledge of cybernetics' functionality grants you improved awareness of the facial ticks of the cybernetically-enhanced.
Technology
Your knowledge and experience lets you identify cybernetic augmentations, and their function.
Feature
Feature that utilizes the tool in some capacity.
Sample Activities
| Activity | DC |
|---|---|
| Install an augmentation | Varies |
| Reverse engineer an augmentation | Varies |
Brewer's Kit
Brewer's kit include includes all of the necessary components to ferment and store beer, as well as other alcoholic beverages.
Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create or identify alcoholic beverages.
Lore
Proficiency with brewer's kit gives you additional insight on Intelligence (Lore) checks concerning events that involve alcohol as a significant element.
Medicine
This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
Persuasion
A stiff drink can help soften the hardest heart. Your proficiency with brewer's kit can help you ply someone with drink, giving them just enough alcohol to mellow their mood .
Brewmaster
Over the course of a short or long rest, you can make a DC 15 brewer's kit check to hone or reduce the addictive properties of an alcoholic beverage within reach. To use this benefit, you must have a brewer's kit, and the alcoholic beverage must be within reach. If a creature consumes the alcoholic beverage before the end of your next short or long rest, they have advantage or disadvantage (your choice) on the saving throws made to avoid the low and addiction.
Sample Activities
| Activity | DC |
|---|---|
| Detect poison or impurities in a drink | 10 |
| Identify alcohol | 15 |
| Ignore effects of alcohol | 20 |
Chef's Kit
This kit includes all of the necessary implements to prepare and serve food to up to six people. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify food. Also, proficiency with this kit is required to create field rations.
Lore
Your knowledge of cooking techniques allow you to assess the social patterns involved in a culture's eating habits.
Medicine
When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival
When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15 chef's
Prepare Meals
As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your chef's kit and sufficient food. During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, chef's kit, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
Sample Activities
| Activity | DC |
|---|---|
| Create a typical meal | 10 |
| Spot poison or impurities in food | 15 |
| Create a gourmet meal | 15 |
Constructor's Implements
Constructor's implements include all of the necessary components to build furnitures and structures.
Lore
This tool proficiency aids you in identifying the use and the origin of buildings and structures.
Investigation/Perception
You gain additional insight when inspecting areas within structures, because you know tricks of construction that can conceal areas from discovery.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Temporary Shelter
As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.
Sample Activities
| Activity | DC |
|---|---|
| :-- | :--: |
| Chisel a small hole in a wall | 10 |
| Design a complex structure | 15 |
| Find a weak point in a wall | 15 |
| Pry apart a door | 20 |
Cybertech's Implements
Cybertech's implements include all of the necessary components to modify and maintain datacrons and wristpads.
Lore
Your knowledge allows you greater insight into the history and origin of datacrons.
Investigation
Your use of tools allows you to more accurately discern illusions within 5 feet of you for what they are.
Technology
Your expertise grants you greater insight into the enhanced properties of wristpads.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Sample Activities
| Activity | DC |
|---|---|
| Unlock a datacron | Varies |
| Disassemble a wristpad | 20 |
Demolitions Kit
Demolitions kits includes all of the necessary components to create, set, and disarm explosives. It contains a plastic face guard and heavy duty gloves, as well as precision cutting and gripping tools, and various common components of grenades and mines.
Lore
Your knowledge of explosives grants you insight when answering questions about the most effective explosives for a given task.
Investigation and Perception
You gain additional insight when looking for mines and charges, because you have learned a variety of common signs that betray their presence.
Amplify Explosive
Over the course of a short or long rest, you can make a DC 15 demolitions kit check to temporarily improve one grenade or mine. To use this benefit, you must have a demolitions kit with you, and the object must be within reach. If the explosive is detonated before the end of your next short or long rest, it deals bonus damage. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die's maximum is instead equal to twice your proficiency bonus.
Sample Activities
| Activity | DC |
|---|---|
| Conceal an explosive | 15 |
| Disarm a mine | Varies |
Disguise Kit
Disguise kits includes all of the necessary components to create and apply a disguise. It includes cosmetics, hair dye, and small props that let you create disguises that change your physical appearance, in addition to a tool that lets them holographically mimic clothing.
Deception
In certain cases, a disguise can improve your ability to weave convincing lies.
Intimidation
The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
Persuasion
Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
Create Disguise
Over the course of a short or long rest, you can make a DC 15 disguise kit check to craft a disguise that mimics the appearance of a creature you spent at least 1 hour observing. To use this benefit, you must have a disguise kit with you. On a success, you can don or doff this disguise as an action. Additionally, once before your next short or long rest, you can gain a bonus to one check to pass yourself off as that creature. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die's maximum is instead equal to twice your proficiency bonus.
Sample Activities
| Activity | DC |
|---|---|
| Cover injuries or distinguishing marks | 10 |
| Spot a disguise being used by someone else | 15 |
Forgery Kit
A forgery kit includes all of the necessary components to craft and identify forged documents, including copying a person's seal or signature.
Deception
A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
Lore
A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
Investigation
When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Quick Fake
As a part of a short rest, you can produce a forged document no more than one page in length. As a part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.
Sample Activities
| Activity | DC |
|---|---|
| Mimic handwriting | 15 |
| Duplicate a seal | 20 |
Gadgeteer's Implements
Tool description.
Skill 1
Skill and tool description interaction.
Skill 2
Skill and tool description interaction.
Skill 3
Skill and tool description interaction.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Sample Activities
| Activity | DC |
|---|---|
| Activity description | xx |
Gaming Set
A gaming set has all the pieces needed to play a specific game or type of game, such as pazaak or sabacc.
Lore
Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight
Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand
Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Sample Activities
| Activity | DC |
|---|---|
| Catch a player cheating | 15 |
| Gain insight into an opponent's personality | 15 |
Geneticist's Implements
Tool description.
Skill 1
Skill and tool description interaction.
Skill 2
Skill and tool description interaction.
Skill 3
Skill and tool description interaction.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Sample Activities
| Activity | DC |
|---|---|
| Activity description | xx |
Jeweler's Implements
Jeweler's implements include all of the necessary components to identify and refine gemstones.
Lore
Proficiency with jeweler's implements grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Lore checks related to gems or gem-encrusted items.
Investigation
When you inspect jeweled objects, your proficiency with jeweler's implements aids you in picking out clues they might hold.
Technology
Your combined experience lets you refine gemstones for use with greater efficiency.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Sample Activities
| Activity | DC |
|---|---|
| Modify a gem's appearance | 15 |
| Determine a gem's history | 20 |
Mechanic's Kit
This kit contains all of the commonly required tools to make repairs on constructs, such as ships, speeders, and turrets. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to perform repairs or install ship upgrades.
Lore
Your skill allows you to more readily discern the make and model of vehicle and ship parts.
Investigation
Your experience lets you more readily identify aftermarket modifications in vehicles and ships.
Technology
Your experience grants you greater insight when conducting repairs on ships or vehicles.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Quick Fixer
When you are interrupted while you are conducting repairs on a vehicle or ship, reduce the required time by half as long as you are present during the entirety of the repairs.
Sample Activities
| Activity | DC |
|---|---|
| Restoring power to a damaged vehicle | 15 |
| Disassembling a vehicle's engine | 20 |
Munitions Kit
This kit contains the necessary tools to create ammunition for blasters, as well as devices to hone lightweapons and vibroweapons.
Skill 1
Skill and tool description interaction.
Skill 2
Skill and tool description interaction.
Skill 3
Skill and tool description interaction.
Hone Weapon
Over the course of a short or long rest, you can make a DC 15 munitions kit check to temporarily improve a blaster or vibroweapon. To use this benefit, you must have munitions kit with you, and the object must be within reach. On a success, once before your next short or long rest, a character wielding this weapon can gain a bonus to one weapon damage roll. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die's maximum is instead equal to twice your proficiency bonus.
Sample Activities
| Activity | DC |
|---|---|
| Mimic handwriting | 15 |
| Duplicate a seal | 20 |
Musical Instruments
A musical instrument includes all of the necessary components to play it, as well as a few songs commonly performed with that instrument.
Lore
Your expertise aids you in recalling lore related to your instrument.
Performance
Your ability to put on a good show is improved when you incorporate an instrument into your act.
Skill 3
Skill and tool description interaction.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Sample Activities
| Activity | DC |
|---|---|
| Identify a tune | 10 |
| Subtly manipulate the emotions of your audience | 15 |
| Improvise a tune | 20 |
Poisoner's Kit
A poisoner's kit includes all of the necessary components to craft and store poisons.
Investigation
Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
Medicine
When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
Nature
Working with poisons enables you to acquire lore about which plants and animals are poisonous.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15 poisoner's kit check to temporarily improve the potency of one dose of poison. To use this benefit, you must have a poisoner's kit, and the poison must be within reach. If the poison is applied before the end of your next short or long rest, its DC becomes 8 + your proficiency bonus + your Intelligence modifier, and it deals extra poison damage equal to your Intelligence modifier. Additionally, you can improve the capability of one dose of poison. To use this benefit, you must have a poisoner's kit, and the poison must be within reach. If the poison is applied before the end of your next short or long rest, the target has disadvantage on the saving throw made to resist your poison. Once you've used this feature, you must complete a long rest before you can use it again.
Sample Activities
| Activity | DC |
|---|---|
| Spot a poisoned object | 10 |
| Determine the effects of poison | 20 |
Scavenging Kit
This kit contains the necessary implements to harvest and scavenge ores and metals.
Skill 1
Skill and tool description interaction.
Skill 2
Skill and tool description interaction.
Skill 3
Skill and tool description interaction.
Hone Blade
Over the course of a short or long rest, you can make a DC 15 scavenging kit check to temporarily hone the edge of a vibroweapon. To use this benefit, you must have a scavenging kit, and the vibroweapon must be within reach. The first time a character deals damage with the vibroweapon before the end of your next short or long rest, and it deals extra damage equal to your Intelligence modifier of the same type it would normally deal.
Sample Activities
| Activity | DC |
|---|---|
| Activity description | xx |
Security Kit
A security kit include all of the necessary components to set or disarm locks and traps.
Lore
Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
Investigation and Perception
You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Set a Trap
Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
Sample Activities
| Activity | DC |
|---|---|
| Pick a moderate lock | 15 |
| Disable a trap | Varies |
Slicer's Kit
A slicer's kit includes all of the necessary components to interface with and disarm digital securities.
Lore
Your knowledge of digital securities grants you insight when answering questions about them.
Investigation
You gain additional insight when looking for digital securities when using computers and terminals.
Technology
Your knowledge of common digital security types makes it easier for you to identify them.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Sample Activities
| Activity | DC |
|---|---|
| Identify a hidden security routine | 15 |
| Reprogram a security routine | 20 |
Spicer's Kit
Spicer's kit include all of the necessary components to refine and create illicit substances.
Skill 1
Skill and tool description interaction.
Skill 2
Skill and tool description interaction.
Skill 3
Skill and tool description interaction.
Slythmonger
Over the course of a short or long rest, you can make a DC 15 spicer's kit check to temporarily hone or reduce the addictive properties of a spice within reach. To use this benefit, you must have a spicer's kit, and the spice must be within reach. If a creature consumes the spice before the end of your next short or long rest, they have advantage or disadvantage (your choice) on the saving throws made to avoid the low and addiction.
Sample Activities
| Activity | DC |
|---|---|
| Activity description | xx |
Surveyor's Implements
Surveyor's implements include all of the necessary components to draw and store maps.
Lore
You can use your knowledge of maps and locations to unearth more detailed information. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
Nature
Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
Survival
Your understand of geography makes it easier to find paths to civilization, to predict reas where towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to gegraphic locations, are familiar to you.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Sample Activities
| Activity | DC |
|---|---|
| Determine a map's age and origin | 10 |
| Estimate direction and distance to a landmark | 15 |
| Discern that a map is fake | 15 |
| Fill in a missing part of a map | 20 |
Synthweaver's Implements
Synthweaver's implements include all of the necessary components to craft and repair clothing and boots.
Lore
Your expertise lends you additional insight when examining clothes and boots.
Investigation
Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items, or examining the wear of clothing and boots.
Skill 3
Skill and tool description interaction.
Hidden Compartment
Over the course of a short or long rest, you can make a DC 15 synthweaver's implements check to add a hidden compartment to a pair of boots or an article of clothing. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. The DC to find the hidden compartment is equal to 8 + your bonus to checks with synthweaver's implements at the time of creation.
Sample Activities
| Activity | DC |
|---|---|
| Repurpose or mend a cloth | 10 |
| Tailor an outfit | 15 |
| Find a hidden compartment in clothing | 15 |
Tinker's Implements
Tinker's implements include all of the necessary components to craft and repair augments and minor trinkets.
Lore
You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
Investigation/Perception
You are more effective at identifying traps concealed by debris.
Sleight of Hand
You are more effective at hiding traps that you place.
Multitool
You can use tinker's implements as other tools with which you are proficient. You still make the ability check with the other tool, but you do not require a physical set of the other tools. If you have expertise in the other tools, you must also have expertise in tinker's implements to gain the benefit of that expertise when using tinker's implements in this way.
Repair Trinkets
With access to your tools, you can repair small items. For any object, you need access to raw materials required to repair it.
Sample Activities
| Activity | DC |
|---|---|
| Temporarily repair a disabled device | 10 |
| Repair an item in half the time | 15 |
| Improvise an item using scraps | 20 |
Trapper's Kit
Tool description.
Skill 1
Skill and tool description interaction.
Skill 2
Skill and tool description interaction.
Skill 3
Skill and tool description interaction.
Feature
Feature that utilizes the tool in some capacity.
Over the course of a short or long rest, you can make a DC 15
Sample Activities
| Activity | DC |
|---|---|
| Activity description | xx |
Writer's Implements
Tool description.
Skill 1
Skill and tool description interaction.
Skill 2
Skill and tool description interaction.
Skill 3
Skill and tool description interaction.
Publish or Perish
Over the course of a short or long rest, you can make a DC 15 writer's implements check to create an instruction manual for a skill or tool in which you are proficient. To use this benefit, you must have writer's implements and a source on which to scribe your instruction. On a success, once before your next short or long rest, a creature with an Intelligence score of 6 or higher can spend 10 minutes reading your manual, after which they gain proficiency in the chosen skill or tool. This benefit lasts until you or the creature complete a short or long rest.
Sample Activities
| Activity | DC |
|---|---|
| Activity description | xx |
