⚆ Rules
⚈ Basics⚈ Combat
⚈ Magic
⚈ Divinity
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GODHAND is played by a group of players led by an individual called the Game Master (GM) - the “God Hand.” The GM is responsible for overseeing the game and all that happens in it. They tell the brunt of the story, serve as a sort of referee for the table and the rules. Without the GM the game is impossible, as a player might describe themselves creating a powerful explosion with magic, but without the GM there will be no reason for the explosion to be cast. There will be no evildoers to catch in the explosion, no idyllic pasture to set aflame with the fire created by the magic, no story to be told after the party burns down a sacred forest and needs to go on the run from a variety of very angry fae creatures. |
GODHAND uses several different sets of dice, requiring dice with different numbers of sides for different rolls. One can find dice like those mentioned in this text in game stores and bookstores, but there are also plenty of systems over the internet that will perform dice rolls in a similar manner.
In these rules, dice are referred to by their number of sides. A D4 has 4 sides (and it’s a little pyramid!), a D6 has six sides (classic dice), a D20 has 20 sides, and so on and so forth. D4, D6, D8, D10, D12, and D20 are the dice used by this system. There will sometimes be mention of “percentile dice” or something called a “D100.” These two terms mean the same thing. A D100 is rolled by rolling two 10 sided dice, where one (decided before the roll) gives the 10s digit, and the other gives the 1s digit. A roll of a 5 for the 10s place, and a 7 for the 1s place, would be a 57. Two zeroes represent 100.
The D20 is used for most rolls both player and GM make in GODHAND, as when the outcome of an action is uncertain (such as trying to avoid the brunt of the damage in an explosion, or trying to woo a beautiful stranger) a player or the GM will roll a D20 to determine the outcome of the event.
Every character - both those played and those controlled by the GM - have capabilities determined by six ability scores. Those scores are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores typically range from 5 to 18 for most heroes, though legendary foes and monsters might have scores around 30, and pitiful creatures might have a score of 1 in a given ability. These scores, and the ability modifiers they provide the players, are the basis on which every roll in GODHAND stands. To provide a brief overview, the three main kinds of D20 roll are as follows:
A typical D20 dice roll tends to go as such:
Sometimes a roll is affected by positive or negative circumstances notable enough to push the result in a specific direction. These are called advantage and disadvantage, and function similarly to one another. A character who has advantage on a D20 roll will roll two times and take the higher total of the two rolls. A character with disadvantage will do the opposite, rolling twice and taking the lower of the two rolls. Advantage and disadvantage both only apply to D20 rolls.
There are a great deal of rules in this document that govern how this game plays. However, there are many abilities given to specific folk, classes, or through feats that break how the rules of the game work in one way or another. In these cases, where one rule contradicts another, the specific rule (granted by the folk/class/feat/spell/etc) always supersedes the general rule.
For example, when a player’s hit points drops to “0” they are either knocked unconscious, or they begin dying. However, Humans have a trait that allows them to regain one hit point the moment they are reduced to 0HP, for the sake of staying up and continuing to fight. This specific rule overrides the more general rule.
The final basic rule to keep in mind is that whenever you end up with a fraction of a number, always round down, even if the fraction is one half or greater. The only time you wouldn’t round down is in instances of a specific rule telling you to round up.
The first thing you’ll have to do when beginning a game of GODHAND is build a character. Sometimes building the character is as much fun as playing them! Gathering up the idea for how they will play, how they look, their story, and putting that all together can be a fun game in itself.
A short explanation if this is your first time playing a TTRPG; your character is your avatar in the game. You act through them, but they aren’t necessarily you. Your character is a creation of yours that you
give their own story, with their personality quirks, traits and motivations that make them feel like their own unique individual.
Before diving into the bones of what makes a character, in the mechanical sense, you should consider what sort of character you’d like to play. Their appearance (are they human? human like? just a totally unique entity?) How do they fight? Do they fight at all? What’s their personality like, and what significant events could you use to define their past? You might want to build a character based on your interests; someone into classic high fantasy for example, might enjoy playing an elf wizard who manipulates reality through their knowledge of the esoteric and arcane.
Something also worth considering very seriously when building a character is the nature of the game you’re going to be thrust into. A heavily armored warrior with no magical capabilities and a burning hatred for his fellow man - fighting constant violent impulses and the traumas of his past - might struggle in a more lighthearted game where all the other players are students enrolled in a magic academy. A priestly pacifist who is so devout in their beliefs that they won’t even protect or heal those that commit acts of violence might be frustrating to players in a tactical game about soldiers fighting in a war.
This isn’t to say that you shouldn’t make character concepts that are a little out there, or even ones that go against the grain of the game, but when building a character it helps to keep two things in mind:
1. You, the GM, and your fellow players (if there are any) will both have more fun if you ensure your character is relevant or tied to the game’s setting and the story the GM and other players want to tell.
2. If you are playing alongside other players, you should make a character who works well with others. It’s fine to make a grouchy character who doesn’t enjoy the company of others, for example, but a character should be able to function as a part of the group without being frustrating to work with.
The two concepts previously mentioned could both work perfectly fine in their specific games, with a degree of effort on the part of the GM and player. The battle-scarred warrior could be the bodyguard of another player character (a wealthy noble, perhaps) or even a supplemental professor at the magic academy, teaching a mundane skill. A person, who despite being very cold to the world, has a soft spot for the other player characters, and wants to do whatever he can to see them succeed in their goals. A character like this can progress the story in ways that might have been very difficult for the previous iteration of the concept. The pacifist is an even simpler fix; a chaplain in a small mercenary band who develops the abilities of a prophet through their faith, using those powers to heal their friends when they injure themselves in battle so that even if they aren’t contributing to the violence themselves, their presence is still a benefit to their allies and they still fill an important role on the team.
In short, when making a character you should do your best to work with your team and your GM to come up with a concept that will be both fun to play and fun to play alongside.
When you have everything in mind about your character and about how you’d like them to be, make use of this section to build them accurately to your vision. The character might change a little with each choice you make building them, and that’s okay! The most important part of building a character is that you come to the game with someone you’re excited to play.
Building Malen: Each step of the character creation process includes an example involving a player named Hazel, and her character, Malen.
One of the biggest choices in building your character is determining what sort of folks they are. In a world where Human warriors, fae mages, and serpentine thieves exist together, your appearance and natural abilities have some bearing on how others will perceive you, which is an interestingrel ationship to play with.
The sort of folk you choose for your character has no inherent bearing on your abilities, though based on what you choose you will gain a set of unique traits based on which folk you choose. Halflings are lucky and brave, Catfolk are quick and (shockingly) catlike, Orcs are big and strong. It’s up to you if you want these characteristics to be at all relevant to your character, if you want to play into them, or play someone who has little use for them. An Elf Wizard is a classic, but an Elf Fighter is an interesting divergence, and could make for a memorable character!
Building Malen, Step 1: Sitting down to build her character, Hazel decides the most appealing option for her character is a Human with the Nephilim Bloodline, for a woman with a strongly angelic vibe. She sacrifices the Relentless, Resilient, and People Person traits for three traits available to Nephilim characters to lean into the idea of playing a mortal seraph.
Each character in GODHAND has a class. This class determines most of their abilities, especially the ones they’ll use in combat. A player who wants to be a skilled warrior or a chivalrous knight might play a Fighter. A player intending to explore the mysteries of reality and blow up enemies with their mind would likely want to play a Wizard. A player should consider what it is they’ll enjoy doing most when playing the game, be it fighting monsters, casting magic, or simply getting by on quick wit and a sharp tongue.
You gain a number of benefits from your class, referred to as “class features.” These class features are what set your character apart from the common people of their world, and from members of other classes. Your character also gains a number of proficiencies from their class. To talk about proficiency though, we need to delve into:
When a roll mentions “relevant bonuses,” there are two bonuses which are almost always relevant. These are a character’s bonus in the stat used for the roll, called their "ability modifier" (such as Strength for swinging a greatsword, or Charisma for attempting to lie to someone), and their “proficiency bonus,” which represents a character’s training or capability in what it is they’re doing. |
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Record your character’s level and proficiency bonus on your character sheet when starting the game. If you begin at a higher level than 1, record all other class features you gain in addition to the ones at first level, and account for any feats, ability score increases (ASIs), or increases in proficiency bonus you would gain from starting at that level.
In addition to the character progression details and class features, when considering your character’s class you should also be aware of hit dice (HD) and hit points (HP). Hit points define how well a character handles injuries without being incapacitated or lethally wounded. Your total hit points are determined by your hit dice and your Constitution score.
At 1st level, you have one hit die, determined by your class. When you gain a level, you gain an additional hit die. Should you take levels in a class different from the one you begin in, you gain that class’ hit die as opposed to the one given by your starting class (for example, a Fighter who takes a level in the Wizard class gains a d6 hit die for that level as opposed to a d10).
To calculate your hit points at first level, take the maximum number on your hit die, and then add your Constitution modifier. This is your maximum HP. To calculate at the following levels, you may either roll your hit dice every time you level up and add the total to your max HP, or you may take the average on the dice rounded up (4 for a d6, 5 for a d8, 6 for a d10, and 7 for a d12) and add that number to your max HP. Regardless of the option you choose, you add your Constitution modifier each time you increase your maximum HP in this manner.
Building Malen, Step 2: Hazel imagines Malen as a powerful warrior, beating down fully armed enemies with her bare hands, and able to take a hit from almost anyone. She notes the first level Fighter class features and records them on her sheet.
As a 1st level Fighter, Malen has a d10 hit die and starts with hit points equal to 10 + her Constitution modifier. Hazel notes this and records the final number after she figures out Malen’s Constitution score (step 3). She also notes that the proficiency bonus for a level 1 character is +2. She does not choose a feat, as she had decided to make Malen a Nephilim in step 1.
The number of points your character has in a particular ability is known as their “ability score.” This score corresponds with a particular bonus (known as the “ability score modifier”) that is added to the outcome when relevant. The following table shows the correspondence between the two. The six ability scores in GODHAND are as follows:
The actual ability score is used for very little in GODHAND, but the ability score modifiers derived from the scores will likely be used for almost every roll made, as well as most other things (like your Strength or Dexterity modifier being used to calculate AC). The following table represents ability scores and what modifier a character will have with a particular score. |
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When determining your initial ability scores, you have two options.
Rolling: For each ability score, you roll 4d6 die, dropping the lowest result rolled and adding the remainder together. For example, if you roll a 6, a 5, a 4, and a 3, you would drop the 3 and add the remainder to get a total of 15. When you’ve done this 6 times, you’ve generated the numbers you’ll use for your ability scores, and may assign each number to each ability as you wish.
Standard array: You start with an array of numbers: 16, 15, 14, 11, 10, 7. Assign each of these numbers to a skill of your choice.
Building Malen, Step 3: Wanting her to be a quick, dexterous combatant, but also a tough fighter and a charismatic individual, Hazel places her 16 in Dexterity, her 15 in Charisma, and her 14 in Constitution. With her lower stats, she places her 11 in Strength, her 10 in Intelligence, and her 7 in Wisdom.
As a Human, Malen has 3 +1s she can place into her ability scores. Hazel allocates them into Dexterity, Charisma, and Strength. Malen’s final stats are 12 Strength, 17 Dexterity, 14 Constitution, 10 Intelligence, 7 Wisdom, 16 Charisma.
This part is almost completely personal preference, and defines who your character is beyond the set of numbers represented on their sheet. Consider how your character looks, their mannerisms, how they might dress, personality traits and quirks, and other little details. This is also a good place to consider any backstory your character might have, and what that backstory might have, and how they might fit into the greater story of the game. You should consider your character’s background, their ability scores, and their folk and bloodline details when describing their appearance. It also helps to consider their motivations and backstory when describing how your character acts.
Building Malen, Step 4: Hazel determines that Malen is a Human woman with light brown skin and long, meticulously kept hair. Her eyes are a warm shade of yellow and she dresses herself like one who is always traveling; in light, comfortable clothes that do little to restrict her range of motion and which don’t weigh her down when she makes long stretches on the road. She is toned, but thin, and she stands just a few inches under six feet. When she uses her abilities as a Nephilim to transform, her visage becomes terrible and confusing, a winged monster ringed by white hot flame, sculpted from marble and held together by gold, without any face to look upon.
Nearly all characters - from the lowest-level apprentice to the most powerful arch-mage and from the most novice fighter to the deadliest warrior - possess and use some form of equipment. For many, this equipment is an essential tool which they could not live without. Read below to familiarize yourself with how equipment works in GODHAND.
Nearly all characters - from the lowest-level apprentice to the most powerful arch-mage and from the most novice fighter to the deadliest warrior - possess and use some form of equipment. For many, this equipment is an essential tool which they could not live without. Read below to familiarize yourself with how equipment works in GODHAND.
Weapons will have different properties which affect the ways in which they can be used. Below is an explanation of each:
This determines which ability score modifier you add when making attack rolls and calculating damage with a particular weapon. Usually, this is Strength or Dexterity. Some weapons may be used with either Strength or Dexterity, and some weapons may require a minimum Strength or Dexterity score to be used effectively.
A weapon with the mmunition property requires separate ammunition in order to be used. Each time this weapon is used, a piece of that ammunition is expended.
Class proficiency determines which classes have proficiency with these weapons by default.
A weapon which is concealable can be hidden from sight under a set of everyday clothes without any specialized means. They may still be discovered if a person is searched, or noticed if a creature makes an investigation check to spot hidden weapons. You may contest this check with a sleight of hand check of your own. If you succeed in the contest, the weapon or weapons you are carrying stay hidden.
A heavy weapon cannot be wielded effectively by a creature which is sized Small or smaller
In place of a proper weapon, an improvised equivalent may be produced with scrap or scavenged from the surroundings if a suitable equivalent is available (for example, a broken chair leg may be used as a blackjack, or a sharpened stick may be used as a spear)
Improvised weapons are not as sturdy as purpose-made ones. Upon rolling a natural 1 on the attack roll, or if the attack roll totals 1 or less, the weapon breaks and may no longer be used.
A light weapon may be wielded in one’s off-hand for the purposes of dual wielding.
A one-handed weapon may be effectively wielded in only one hand, while a two-handed weapon requires both hands on the weapon in order to wield (though they may still be carried in one hand). Some weapons can be used both ways, gaining a small bonus to potential damage when they are wielded with both hands.
A ranged weapon is able to attack from a distance. All ranged weapons have a given range in which they may be used, listed in feet and split into 3 increments; close range, mid range, and long range. A character or creature makes ranged weapon attacks within the weapon’s close range increment with no penalties, within its mid range with a -2 penalty to its attack rolls, and within its long range with disadvantage on its attack rolls. A ranged weapon cannot be used effectively past its long range, even if the projectile may travel farther.
A melee weapon’s reach determines how far away it can hit from. A weapon with a reach of 5ft may hit a target 5ft away, a weapon with a reach of 10ft may hit a target 10ft away, and so forth.
A weapon with the reload property must be manually loaded after making a particular number of attacks, listed as a number next to the property. You may not fire the weapon more than this many times per round.
A throwable weapon is a ranged weapon which is physically thrown by the wielder. All thrown weapons have a range of 15/30/45. The weapon is lost after it is thrown until it is picked up again.
A weapon may have properties unique to that weapon. Consult the weapon on the weapon table to see if a particular weapon has any special properties and what they are.
Weapons are more nuanced than simply being tools for cutting and bashing. A true expert with a particular weapon can use such quirks to their advantage in a fight. When you gain expertise in a weapon, you gain access to additional benefits when wielding that weapon. Note that you do not double your proficiency bonus when making attack rolls, as you would with expertise in your skills.
Like weapons, armor comes with various properties that influence how it functions when worn in combat.
Armor in GODHAND has three layers, an inner layer, a middle layer, and an outer layer, meaning a character can wear up to three pieces of armor. When layering armor in such a way, combine their joint AC bonus, their weight, and all of their traits (though if two traits cancel each other out, simply omit them).
A piece of armor cannot occupy the same layer as another piece of armor (for example, one cannot have two pieces of armor on the inner layer) and cannot wear more than three pieces of armor at once. Additionally, all armor can be worn over light armor, light armor cannot be worn over medium or heavy armor, and medium armor armor cannot be worn over heavy armor, and heavy armor cannot be worn over heavy armor.
For each additional layer of armor, take the lowest maximum Dexterity Bonus of the worn armor, and reduce it by 1. With regard to armor layering, the following properties influence which pieces of armor can and can’t be layered with one another.
Bulky Inner Layer: Due to its design, this piece of armor can not have any other kind of armor worn over it.
Bulky Middle Layer: Due to its design, this piece of armor can not have any other kind of armor worn over it- however light armors can be worn under it.
Bulky Outer Layer: Due to its design, this piece of armor can not have any other kind of armor worn over it- however light and Medium armor can be worn under it.
When worn under plate armor of any kind, removes the Shatter trait from it.
A character can don or doff this armor with an action.
A character takes a minute to don or doff this armor.
You can rest while wearing this armor. This trait is negated if worn with heavy armor.
An enhanced form of padded armor, it is designed to catch piercing weapons, making the wearer reduce piercing damage by 5.
This armor requires a high level of upkeep to maintain. Roll a flat d20 after each battle you were hit in. On a 15 or higher, the AC deteriorates by 1. A DC 20 check with leatherworker’s tools or smith’s tools (depending on the material the armor is made with) repairs the armor. For every 5 gold a character spends on materials, this DC is reduced by 2.
Should a character fail this check, they cannot attempt it again until a week passes.
This armor requires a high level of upkeep to maintain. Roll a flat d20 after each battle you were hit in. On a 11 or higher, the AC deteriorates by 1. A DC 20 check with leatherworker’s tools or smith’s tools (depending on the material the armor is made with) repairs the armor. For every 5 gold a character spends on materials, this DC is reduced by 2.
Should a character fail this check, they cannot attempt it again until a week passes.
A user can forgo gaining this armor’s AC bonus, in exchange for removing the Noisy trait from heavier armors like Chainmail or Plate.
A character decides at the end of a long rest if this trait will be in effect or not over the course of the day.
This armor should not be readily available outside of exceptional situations.
This armor can realistically be worn in any of the three layers (see Bulky Layers) where it is allowed.
If part of a well-known group (A knight order, a soldier in the Royal Guard, or an adventuring party that saved the day for a city), the wearer will become instantly recognizable by both ally and enemy. When dealing with Allies while wearing this armor, a character will potentially gain some minor bonus; merchants may sell cheaper, an innkeeper may offer free lodgings, or guards might overlook minor offenses.
When properly worn and sealed, gives the wearer advantage on all checks to resist getting the poisoned condition, or being afflicted with any sort of disease.
Made with alchemically treated cloths or leathers, this armor is designed to make the wearer resistant to elemental damage granting them resistance to acid damage.
Made with alchemically treated cloths or leathers, this armor is designed to make the wearer resistant to elemental damage granting them resistance to cold damage.
Made with alchemically treated cloths or leathers, this armor is designed to make the wearer resistant to elemental damage granting them resistance to fire damage.
As the High Maintenance trait, but if the armor is damaged, it also loses the Air Filter or the Acid/Cold/Fire Resistant trait, if it has either.
Made with bones interwoven among it, all budgeon damage taken by the wearer is reduced by 5.
Causes disadvantage on stealth checks when worn.
As a reaction when targeted by an attack, a character can instantly doff this armor and throw it in their enemy’s face. Roll a dexterity saving throw, or a sleight of hand check (your choice) treat the total rolled as your AC against the next attack.
Due to its interlocking protective rings, slashing weapons have a difficult time getting to the flesh underneath, reducing slashing damage the wearer takes by 5.
Due to its design, this armor ignores the Bulky Inner Layer trait and does not reduce the maximum dexterity bonus when combined with other armor.
Due to being one, singular piece, whenever struck by bludgeon damage, even on a miss, the user will take +1/2/3 Bludgeon damage (depending on whether it’s a Light, One-Handed, or Two-handed weapon).
Lesser Fortification: When struck by a critical strike, this armor allows the wearer to roll a d20 on an 18 or higher, and turn that critical strike into a normal strike.
Medium Fortification: When struck by a critical strike, this armor allows the wearer to roll a d20 on an 15 or higher, and turn that critical strike into a normal strike.
Heavy Fortification: When struck by a critical strike, this armor allows the wearer to roll a d20 on an 13 or higher, and turn that critical strike into a normal strike.
An armor designed specifically to protect its wearer against ranged attacks, granting disadvantage on any ranged attacks against the wearer.
The wearer takes a -5 to Perception checks while in combat.
A character’s ability scores are a primary determining factor for how they might interact with the world. These are so crucial that they’ve been given a few explanations previous to this, but for context, the six ability scores function as follows:
Strength measures a character’s basic physical capabilities, gross motor skill, and raw might.
Dexterity measures a character’s agility, fine motor skill, and reaciton time.
Constitution measures a character’s durability and internal fortitude.
Intelligence measures a character’s general knowledge both practical and less practical, as well as the speed at which they pick up new ideas.
Wisdom measures a character’s awareness of the world and others around them, their insights into things greater than themself, and their mental fortitude.
Charisma measures the force of a character’s personality, and how effectively they use it. It is not inherently “likeability.”
Ability scores can be as low as 1 for particularly pathetic creatures, or higher than 30 for divine entities. That said, for most Sublunarian creatures, the average in any ability score is between 8 and 12, with 8 being below considerably average, 12 being considerably above average, and 10 being the perfect middle. Each ability score has a correlating bonus that a character adds to any rolls of the dice they make utilizing that ability. A character does not add their ability score, but does add this correlating bonus. Ability bonuses start at 0, at ability score 10, and increase by 1 for every 2 points higher a score is than 10 (and the inverse is true, as they decrease by 1 for every 2 points below 10. A character can have a negative ability bonus, but cannot have a negative ability score).
All characters have a proficiency bonus that correlates with their level, as detailed in the first chapter. Monsters also have a proficiency bonus, which is included in their stat blocks. This bonus is used on ability checks, attack rolls, and saving throws with which a creature has proficiency.
A creature cannot add their proficiency bonus to a single die roll more than once. If two different rules say you add your proficiency bonus to an attack roll, you would still only add your proficiency bonus once.
This being said, some rules might multiply or divide a character’s proficiency bonus (like the expertise feature), though even if some circumstance suggests you add your proficiency bonus twice to a roll, you would still only add it once, as well as only multiplying or dividing it once, based on the features in play.
Often, a character will attempt to undertake challenges that require the use of their ability scores or their more refined skills. When this occurs, the GM will most likely ask a character to make an ability check, which involves a roll of the d20, adding the relevant ability score or skill bonus to the total. |
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There are times when a character might be acting in direct opposition to a monster. A character attempting to escape a grapple, for example, or two characters trying to arm-wrestle one another. Essentially, both are doing the same thing (or attempting to accomplish a similar goal) and only one can succeed. Such situations call for a contest.
In a contest (sometimes referred to as a “contested roll”) two or more characters make an ability check, applying their modifiers as appropriate, however instead of rolling against a set DC, the rolls are measured against each other, with the highest total winning the contest.
In the event of a contest winning in a tie, the situation that sparked the contest remains unchanged. For example, if a monster attempts to drag a character underwater, and the contest ends in a tie, the character would remain above the water. Often, a tie means the contest will be repeated, as with the aforementioned monster scenario, the monster will likely attempt to drown the character again on its next turn, unless the character breaks free from its grasp and escapes.
Skills in GODHAND represent a character interacting with the world around them in various ways. Not every action requires a skill check, and the general rule of thumb is that a skill check should only be made if there is more than a miniscule chance of failure. The uses listed for these skills are not comprehensive, and they can be used in other creative ways based on their descriptions and purposes. Skills are also meant to interact with one another; for example, a Perception check may reveal several clues or objects of note, and a subsequent Investigation check could piece together that these clues all point to a trap, or a secret door. An Investigation check revealing information about a settlement’s culture may help with a Perform check later, by offering important context for how to best play to the area’s audience.
This skill determines your ability to stay on your feet, traverse difficult terrain, avoid enemies, and control your fall.
Uses
Negating Fall Damage: When you fall, you may make an Acrobatics check with a DC equal to half the damage you would take when landing. If you succeed by 5 or more, you take no damage and land on your feet. If you succeed, you take half damage and land on your feet. If you fail, you take the full damage. If you fail by 5 or more, you take the full damage and land prone.
Avoiding Attacks of Opportunity: When a creature makes an Attack of Opportunity against you, you may use your reaction to make an Acrobatics check with a DC equal to the creature’s attack roll. If you succeed by 5 or more, the attack fails. If you succeed, you impose disadvantage on the attack. If you fail, the attack resolves normally. If you fail by 5 or more, the creature gains advantage on the attack.
Crossing Hazardous Terrain: When you encounter hazardous terrain, you may make an Acrobatics check to try and avoid hazards for a number of feet of terrain equal to half your movement speed. If you roll a 5 or lower, you have disadvantage on any saves made to avoid hazards. If you roll between 6 and 14, you navigate the hazardous terrain normally. If you roll between 15 and 24, you have advantage on any saves made to avoid hazards. If you roll a 25 or higher, you are able to avoid any hazards.
This skill determines your ability to form bonds and connections with beasts. It is used to calm animals, brefriend them, incite them, or even tame them.
Uses
Calming an Angry Beast: When you encounter a hostile beast, you may make an Animal Handling check to calm it. If you are in combat, this is an action. The DC is equal to 10 + the beast’s CF. If there are multiple beasts, such as a pack of wolves, this check is used to calm all of them, and you add the CF of all of them to the DC. If you succeed by 5 or more, the beast becomes friendly. If you succeed, the beast stops regarding you as a threat. If you fail, the beast continues to be hostile. If you fail by 5 or more, the beast targets you specifically. If you or a creature friendly to you has damaged the beast within the past day, the DC increases by 10.
Calming a Scared Beast: When you encounter a beast that is frightened, you may make an Animal Handling check to calm it. If you are in combat, this is a reaction. The DC is equal to either the DC of the fear effect, or the CF of the creature frightening the beast, whichever is higher. If you succeed by 5 or more, the beast is no longer frightened and is immune to the same fear effect for the next 24 hours. If you succeed, the beast is no longer frightened. If you fail, the beast remains frightened. If you fail by 5 or more, the beast immediately makes an attack against you and moves away from the source of its fear with all of its movement speed.
Taming a Beast: When you encounter a beast that is neutral towards you, you may make an Animal Handling check to attempt to make it friendly towards you. The DC is equal to 10 + twice the creature’s CF. If you succeed by 5 or more, the beast becomes friendly towards you and follows you. If you succeed, the beast becomes friendly towards you. If you fail, the beast ignores you. If you fail by 5 or more, the beast becomes hostile towards you.
Communicating with a Beast: You may make an Animal Handling check to attempt to communicate basic ideas to a beast that is friendly towards you, such as “stop”, “run”, or “attack”. The DC is equal to 10 + twice the beast’s CF. If you succeed by 5 or more, the beast internalizes the idea and recognizes it whenever you attempt to communicate it. If you succeed, the beast recognizes and understands what you are attempting to communicate. If you fail, the beast ignores you or fails to understand your idea. If you fail by 5 or more, the beast misunderstands your idea.
This skill determines your accumulated knowledge of the mechanics of arcane magic. It is used to identify spells, use magic items, and determine magical effects.
Uses
Identifying a Spell: When you see a spell being cast, you may make an Arcana check with a DC equal to 15+the spell’s level. If you succeed by 5 or more, you identify the spell being cast, its effects, and save DC. If you succeed, you identify the spell being cast. If you fail, you learn nothing. If you fail by 5 or more, you misidentify the spell. If you do not have proficiency, this check is made with disadvantage.
Identifying Phenomena: When you see any kind of phenomenon, you may make an Arcana check. If you roll a 10 or above, you are able to determine if it is magical in nature. If you roll a 15 or above, you are able to determine a random magical effect of the phenomenon (if any exist). If you roll a 20 or above, you are able to determine all of the magical effects of the phenomenon (if any exist), or one random magical effect (if any exist) and the source. If you roll a 25 or above, you are able to determine all of the magical effects of the phenomenon (if any exist), and the source.
Identifying Magical Creatures: When you encounter a creature that may be magical or unnatural, you may make an Arcana check with a DC equal to the creature’s CF. If you succeed by 5 or more, you identify the creature and learn what attacks it can make, as well as any vulnerabilities or resistances. If you succeed, you identify the creature and may choose to learn of either one of its attacks, its resistances, or vulnerabilities. If you fail, you do not learn anything about the creature. If you fail by 5 or more, you may learn false information about the creature. If the creature is not unnatural, you are able to recognize so on a roll higher than 10.
Using a Spell Scroll: When you use an item such as a spell scroll, you must make an Arcana check with a DC equal to 10 + the spell’s level. If you succeed, you may cast the spell stored on the scroll. If you fail, you fail to cast the spell stored in the scroll. If you fail by 5 or more, you fail to cast the spell stored in the scroll, and the scroll is lost.
This skill represents your ability to utilize your physique. It is used for climbing jumping, swimming, wrestling, and lifting heavy objects.
Uses
Lifting and Jumping: If you are proficient in Athletics, you may add twice your proficiency bonus to your strength score for the purposes of calculating your jump distance and carrying capacity. If you have expertise in Athletics, you may add four times your proficiency bonus to your strength score for the purposes of calculating your jump distance and carrying capacity.
Exertion: You may make an Athletics check to attempt to lift something or jump beyond your capabilities. The DC is equal to the difference between the Strength score you would require to successfully perform the feat, and your Strength score for lifting or jumping. For example, if you have 20 Strength and wish to cover a 30 foot gap with a jump, the DC would be 10. If you succeed by 5 or more, you accomplish the feat. If you succeed, you accomplish the feat, and expend one hit die. You take damage equal to the roll on that die. If you fail, you do not accomplish the feat, and expend one hit die. You take damage equal to the roll on that die. If you fail by 5 or more, you do not accomplish the feat, and expend two hit dice. You take damage equal to the roll on those dice.
Climb: You may make an Athletics check to scale a surface at more than half-speed. The DC is equal to half the distance you wish to scale. If you succeed by 5 or more, you are able to scale at twice the speed. If you succeed, you scale at a normal speed. If you fail, you scale at half-speed. If you fail by 5 or more, you fall.
This skill represents your ability to misdirect and mislead others, through lies, omission, or cleaver wordplay.
Uses
Lie: When attempting to deceive someone, you may make a Deception check contested by the other party’s Insight check. If you succeed by 5 or more, they believe your lie and cannot be convinced it is a deception. If you succeed, they believe your lie. If you fail, they do not believe your lie, but do not become suspicious of your motives. If you fall by 5 or more, they do not believe your lie, and become suspicious of your motives
Appear Harmless: You may attempt to convince someone you are harmless when you intend to keep fighting by making a Deception check contested by the other party’s Insight check. If you have taken steps to appear harmless, such as not attacking an enemy, tossing down a weapon, or acting in a way that is nonthreatening, you gain a +5 bonus on this check. If you have shown yourself to be capable of harm, you suffer a -5 penalty on this check as you try to pass it off as a one-time fluke. If you succeed by 5 or more, the party ignores you and you are considered Invisible until you attack. If you succeed, the party ignores you, but is not surprised if you attack. If you fail, the party is unconvinced you are harmless. If you fail by 5 or more, the party is convinced you are the biggest threat, and targets you.
Doublespeak: You may slip a secret message into innocuous conversation by making a Deception check. The DC is 15 for simple messages, and 20 for complex messages. If you are proficient in Cant, you make this check with advantage if conveying a message to someone who is not proficient in Cant. You do not need to make this check to communicate a secret message to someone who is also proficient in Cant.
This skill represents your accumulated knowledge of mechanics. It is used to identify engineered constructs, determine the functionality of machines, and operate mechanical devices
Uses
Identifying Phenomena: When you see any kind of phenomenon, you may make an Engineering check. If you roll a 10 or above, you are able to determine if it is mechanical in nature. If you roll a 15 or above, you are able to determine a random mechanical effect of the phenomenon (if any exist). If you roll a 20 or above, you are able to determine all of the mechanical effects of the phenomenon (if any exist), or one random mechanical effect (if any exist) and the source. If you roll a 25 or above, you are able to determine all of the mechanical effects of the phenomenon (if any exist), and the source.
Identify Mechanical Creature: When you encounter a creature that may be mechanical, you may make an Engineering check with a DC equal to the creature’s CR. If you succeed by 5 or more, you identify the creature and learn what attacks it can make, as well as any vulnerabilities or resistances. If you succeed, you identify the creature and may choose to learn of either one of its attacks, its resistances, or vulnerabilities. If you fail, you do not learn anything about the creature. If you fail by 5 or more, you may learn false information about the creature. If the creature is not mechanical, you are able to recognize so on a roll higher than 10.
Operate Mechanical Object: When you encounter a mechanical object with no obvious means of operation, you may make an Engineering check to attempt to operate it. If you roll a 10 or above, you are able to learn how to operate the object. If you roll a 15 or above, you are also able to determine one random ability of the object. If you roll a 20 or above, you are able to determine all of the object’s abilities. If you roll a 25 or above, you learn all of the abilities of the object, and have advantage on any checks involved when operating it.
This skill represents your accumulated knowledge of past events, and your ability to recollect them.
Uses
Recall Facts: When you encounter a situation where you face something unknown, if you are proficient in History, you may roll a History check to recall useful information about something relevant to the situation. If it involves a creature, the DC of the check is equal to the creature’s CF. If it involves a phenomenon, the DC is 15. If you succeed by 5 or more, you learn a number of useful facts equal to your proficiency bonus, that reveal important information. If you succeed, you learn one useful fact that reveals important information. If you fail, you do not recall any useful information. If you fail by 5 or more, you may recall useless or false information.
Recite History: When someone (including yourself) attempts a skill check where they do not add their proficiency bonus, you may make a DC10 History check to attempt to recall a useful fact that could help with the check. This cannot be done in combat. If you succeed by 5 or more, the subsequent check is made with proficiency, and gains advantage. If you succeed, the subsequent check is made with proficiency. If you fail, the subsequent check is rolled normally. If you fail by 5 or more, you provide false information, and the check suffers disadvantage.
This skill represents your ability to read into people, creatures, or situations. Most commonly, it is used to detect lies, but also encompasses any attempt to intuit information.
Uses
Greeting a Hunch: You may make an Insight check to get a hunch about a situation. This may allow you to pick up on the mood of the room, discern any animosity or discomfort, pick up on any imminent hostilities, or sense that something is being hidden. If you roll a 15 or higher, you get a vague impression about the situation based on what you want to know, such as getting a feeling something may be off. If you roll a 20 or higher, you get a clearer impression about the situation based on what you want to know, such as discerning that a fight could be about to break out. If you roll a 25 or higher, you get a concrete impression about the situation based on what you want to know, such as realizing that a certain individual is hiding something
Sense Enchantment: When speaking with someone who may be acting uncharacteristically, you may make an Insight check to tell if they are under the effect of an enchantment or other coercive magic. The DC is equal to the spell DC of the effect, if one exists.
Catch Secret Messages: If you suspect others of communicating secret messages, you may make an Insight check contested by their appropriate skill (Deception for verbal messages, Sleight of Hand for somatic messages). If you meet or exceed their roll, you are able to catch the message, though you may not understand it.
This skill determines your ability to forecfully coerce others into actions they may be unwilling to perform without direct application of force.
Uses
Impose: As an action in combat, you may make an Intimidation check contested by a creature’s Insight check. If you succeed, the creature’s next attack has disadvantage on any target besides you.
Threaten: You may make an Intimidation check to coerce someone into an action. The DC is equal to the creature’s CR + their Wisdom modifier or Insight modifier. If the course of action forces the creature to betray an ally or go against a dangerous enemy, you must succeed the check by 5 or more to be successful.
This skill represents your ability to piece together details into accurate conclusions. It encompasses finding traps, secret doors, or hidden objects
Uses
Locate Secrets: When searching an area, you may make an Investigation check to locate a secret. For every clue you may have located (such as the scorch marks of a fire trap, or impressions on the ground from the opening of a secret passage), you may reroll this check. The DC for this check varies based on the secret.
Piece Together: You may make an Investigation check to try and piece together the meaning of clues or evidence and understand how they tie together. This check may only be attempted if you have two pieces of evidence that tie together. For every subsequent piece of evidence, you may reroll this check. If the result is a 10 or higher, you discern the link between two clues, if there is one. If the result is a 15 or higher, you discern a way to find more information based on these clues. If the result is a 20 or higher, you are able to intuit the bigger picture connecting these pieces of evidence together into a bigger plot. If the result is a 25 or higher, you are able to identify the greater connection between two pieces of evidence, and intuit any parties responsible. If two pieces of evidence are not linked, this check may provide misleading information.
Gather Information: When in a settlement, you may make an Investigation check to gather useful information about the area. If the result is a 10 or higher, you learn basic information about the area, such as well-known landmarks and official figures of authority. If the result is a 15 or higher, you learn more detailed information about the settlement’s culture and history. If the result is a 20 or higher, you learn of all of the most important local figures. If the result is 25 or higher, you learn the history and background of any important local figures or landmarks in the area.
This skill determines your understanding of how to treat injuries and heal others. It also encompasses identifying wounds and causes of death.
Uses
Stabilize: You may use an action to make a DC 10 Medicine check to stabilize someone who is dying. They remain unconscious, but they no longer make Death Saving Throws.
Treat Injuries: When you are out of combat, you may make a Medicine check with a DC equal to the number of hit points the target is missing, divided by four, to treat their injuries. When you do so, the target may ignore any lingering negative effects caused by those injuries until their next long rest, and any healing is twice as effective until their next long rest.
Identify Disease: You may make a Medicine check to identify a disease. If you roll a 10 or higher, you learn the basic symptoms of the disease. If you roll a 15 or higher, you learn the details of how the disease progresses. If you roll a 20 or higher, you learn the source of the disease. If you roll a 25 or higher, you learn exactly how to cure the disease.
Identify Cause of Death: When you encounter a corpse, you may make a Medicine check to identify the cause of death. If you roll a 5 or higher, you identify any potential wounds that could have caused death. If you roll a 10 or higher, you learn details about when the death took place. If you roll a 15 or higher, you identify the actual cause of death. If you roll a 20 or higher, you are able to discern how the death took place. If you roll a 25 or higher, you are able to discern what exactly killed the creature.
This skill represents your accumulated knowledge of the natural world. It may be used to identify flora or fauna, or natural phenomena
Uses
Identifying Phenomena: When you see any kind of phenomenon, you may make a Nature check. If you roll a 10 or above, you are able to determine if it is a natural occurrence. If you roll a 15 or above, you are able to determine a random natural effect of the phenomenon (if any exist). If you roll a 20 or above, you are able to determine all of the natural effects of the phenomenon (if any exist), or one random natural effect (if any exist) and the source. If you roll a 25 or above, you are able to determine all of the natural effects of the phenomenon (if any exist), and the source.
Identifying Beast: When you encounter a creature that may be a beast, you may make a Nature check with a DC equal to the creature’s CR. If you succeed by 5 or more, you identify the creature and learn what attacks it can make, as well as any vulnerabilities or resistances. If you succeed, you identify the creature and may choose to learn of either one of its attacks, its resistances, or vulnerabilities. If you fail, you do not learn anything about the creature. If you fail by 5 or more, you may learn false information about the creature. If the creature is not a beast, you are able to recognize so on a roll higher than 10.
This skill determines how well you can notice small details, such as smells, sights, or sounds. It is most commonly used to notice signs of abmushes, traps, or creatures.
Uses
Find Details: When exploring, you may make a Perception check to notice small details or clues to a greater whole, such as tracks, or disturbed foliage, or signs of a potential trap. This does not allow you to identify the cause of these details. The DC may vary based on the specific detail, but in general, a result of 10 or higher allows you to notice easy-to-see details (such as clear tracks or a foul stench), a result of 15 or higher allows you to notice smaller details (like the signs of a secret door opening and closing or disturbed paperwork on a desk), a result of 20 or higher allows you to notice obscure details (such as discolored foliage or a slight shift in the wind), and a result of 25 or higher allows you to notice minute details (like hidden tracks or the subtle noises).
Detect Creatures: When a creature attempts to sneak up to you, it must roll a Stealth check with a DC equal to your Passive Perception. If you know a creature is sneaking around, you may make an active Perception check with a DC equal to their last stealth check, in order to pinpoint their location.
This skill determines your ability to arrest a crowd with a show. It may be a show of strength, or acrobatics, or music, or comedy. This also encompasses your ability to mimic others.
Uses
Bolster Voice: When you are attempting to trick, convince, or coerce someone into something using another Charisma-based skill, you may take some action and make a Performance check to lend credence to your words. If the audience hates you, the DC for this check is 25. If they dislike you, the DC for this check is 20. If they are ambivalent, the DC for this check is 10. If they like you, the DC for this check is 5. If you succeed, you gain advantage on your next Charisma check. If you fail, you make the check as normal. If you fail by 5 or more, you suffer disadvantage on your next Charisma check.
Perform: Once per long rest while you are in a settlement, you may perform for an audience. The DC of the performance depends on the venue and audience; a street performance would have a DC of 5; a performance in a tavern would have a DC of 10; a scheduled performance before a local audience in a small theater would have a DC of 15; a performance before important officials or figures of authority would have a DC of 20; a performance before a huge audience in a grand theater would have a DC of 25. When you begin your performance, you may make a Perform check. Any spells or abilities you use to enhance the check must have an effect that lasts for the duration of the performance.
If you succeed by 5 or more, your performance earns you an appropriate amount of recognition and you are noticed by a figure of authority or importance appropriate for that venue; you also earn gold equal to twice your Perform check, in addition to twice the amount of any agreed-upon gold paid for the performance. If you succeed, your performance earns you an appropriate amount of recognition for your venue. In addition, you earn gold equal to your Perform check, in addition to any agreed-upon amount of gold paid for the performance. If you fail, your performance does not accomplish anything notable, and you earn half of any agreed-upon gold paid for the performance. If you fail by 5 or more, your performance fails, your reputation is tarnished, and you do not earn any gold from the performance.
This skill determines your ability to sway other to agree with your point of view
Uses
Sway: You may make a Persuasion check contested by a creature’s Insight check to sway them to your point of view. If you succeed by 5 or more, they are wholly convinced to adopt your point of view. If you succeed, they are skeptical but convinced to adopt your point of view. If you fail, they are not convinced to adopt your point of view. If you fail by 5 or more, they become convinced that you are delusional for possessing your point of view. If you or your allies have harmed the creature within the past day, this check is made with disadvantage.
Catch Gossip: When you make a check to gather information in an area through methods that involve speaking with others, you may make a Persuasion check with a DC equal to the check you made. If you succeed, you are able to reroll that check once to see if you get a better result. You may use the highest roll. This may only be done once per attempt to gather information.
This skill represents your accumulated knowledge of various religious orders and sects of worship.
Uses
Identifying Phenomena: When you see any kind of phenomenon, you may make a Religion check. If you roll a 10 or above, you are able to determine if it is divine in nature. If you roll a 15 or above, you are able to determine a random divine effect of the phenomenon (if any exist). If you roll a 20 or above, you are able to determine all of the divine effects of the phenomenon (if any exist), or one random divine effect (if any exist) and the source. If you roll a 25 or above, you are able to determine all of the divine effects of the phenomenon (if any exist), and the source.
Identifying Celestial or Fiend: When you encounter a creature that may be celestial or fiendish, you may make a Religion check with a DC equal to the creature’s CR. If you succeed by 5 or more, you identify the creature and learn what attacks it can make, as well as any vulnerabilities or resistances. If you succeed, you identify the creature and may choose to learn of either one of its attacks, its resistances, or vulnerabilities. If you fail, you do not learn anything about the creature. If you fail by 5 or more, you may learn false information about the creature. If the creature is not a celestial, devil, or demon, you are able to recognize so on a roll higher than 10.
This skill represents your fine motor control with your hands. It is often used for pickpocketing, misdirection, or hiding objects.
Uses
Sign Language: : You may slip a secret message into innocuous conversation through hand signals by making a Sleight of Hand check. The DC is 15 for simple messages, and 20 for complex messages. If you are proficient in Cant, you make this check with advantage if conveying a message to someone who is not proficient in Cant. You do not need to make this check to communicate a secret message to someone who is also proficient in Cant.
Palm: You may attempt to swipe a small object and stow it away by making a Sleight of Hand check with a DC equal to the passive perception of any creature that is capable of noticing you. If you succeed by 5 or more, the creature is convinced you couldn’t have done anything. If you succeed, the creature does not notice you. If you fail, the creature becomes suspicious of your movement, and may act appropriately. If you fail by 5 or more, you are fully noticed by the creature, and they may act appropriately.
If someone has already seen you attempt to take something, their passive perception gains a +5 bonus against your Sleight of Hand attempt.
This skill represents how well you are able to move quietly, stay out of sight, or otherwise mask your presence.
Uses
Hide: You may attempt to hide from a creature by making a Stealth check with a DC equal to the passive perception of any creature that is capable of noticing you. In combat, this check is usually an Action. If you succeed by 5 or more, the creature is convinced that you are gone. If you succeed, the creature does not notice you. If you fail, the creature notices signs of your presence, grows suspicious, and may act accordingly. If you fail by 5 or more, the creature immediately knows where you are, and acts accordingly; if it attacks, the attack has advantage. You may only hide if there is cover, such as a crowd, an underbrush, or a hole.
If someone has already seen you hide, their Passive Perception gains a +5 bonus against your Stealth attempt.
This skill represents how well you can navigate the wilderness, follow trails, forage, and evade natural hazards.
Uses
Track: If you are tracking a creature, you may make a Survival check with a DC equal to the creature’s CF. If you succeed by 5 or more, you learn how far you are from the creature, and intuit where it’s headed. If you succeed, you learn how far you are from the creature and may follow its tracks. If you fail, you are unable to follow any further tracks. If you fail by 5 or more, you completely lose the trail and may pick up a false one.
Forage: During a short rest, you may attempt to forage for food and water with a Survival check. If you roll a 5 or above, you are able to find a meal’s worth of food and water for yourself. If you roll a 10 or above, you are able to find a meal’s worth of food and water for a number of people equal to your proficiency bonus. If you roll a 15 or above, you are able to find a day’s worth of food and water for a number of people equal to your proficiency bonus. If you roll a 20 or above, you are able to find a day’s worth of food and water for a number of people equal to twice your proficiency bonus. If you roll a 25 or more, you are able to find a day’s worth of food and water for a number of people equal to twice your proficiency bonus, and you do not need to forage any further while you remain in that area.
Food and water cannot be created, and this ability may only yield food or water as appropriate for the area; a desert may have no water, while a frozen dead forest may have no life.
Navigate: When you travel, you may make a Survival check and move more slowly to avoid trouble on the road. The DC is equal to 10 + the number of vehicles and people, excluding yourself, you are traveling with. If you move at your normal pace, the DC of the check increases by 5. If you succeed by 5 or more, you encounter no trouble on the road, and may encounter something beneficial. If you succeed, you encounter no trouble on the road. If you fail, you may encounter creatures or dangerous phenomena. If you fail by 5 or more, you travel directly into the most dangerous part of an area or landscape.
Tools represent more niche skills and knowledge. Their uses are narrower and more specialized, and encompass things that more general skills don’t address. Proficiency in a tool or instrument represents the ability to use it for its intended purpose, knowledge of its function and application, understanding of other things involved in its use (such as proficiency in Thieves’ Tools providing understanding of how locks function, or proficiency in Smith’s Tools allowing one to understand how various metals interact when used to create a tool or weapon), and understanding of when and how the tool can be applied. Some tools may have some overlap in their abilities, in which case they may both accomplish a task in different ways.
Tools may be selected from the list below:
Uses
Alchemist’s Supplies: Alchemist Supplies are tools required to create basic remedies, poultices, poisons, potions, and other alchemical items, such as acid and soap, from natural ingredients.
Brewer’s Supplies: Brewer’s Supplies are tools required to brew spirits and alcoholic beverages.
Calligrapher’s Supplies: Calligrapher’s Supplies are used to embellish missives and give them a more formal and official appearance.
Carpenter’s Tools: Carpenter’s Tools are used for creating, repairing, or assessing structures that use wood.
Cartographer’s Tools: Cartographer’s Tools are used in the creation of detailed and usable maps.
Cobbler’s Tools: Cobbler’s Tools are used to fashion shoes and boots and other footwear out of various materials.
Cook’s Tools: Cook’s Utensils are used to competently prepare meals out of mixtures of different ingredients.
Glassblower’s Tools: Glassblower’s Tools are used to create glass and fashion it into artwork or other designs.
Jeweler’s Tools: Jeweler’s Tools are used to cut, inset, and appraise fine gemstones for use as finery or currency.
Leatherworker’s Tools: Leatherworker’s Tools are used to tan and prepare animal hides, and work them into clothing and light protective apparel.
Mason’s Tools: Mason’s Tools are used for creating, repairing, and assessing structures that use stone.
Mechanist’s Tools: Mechanist’s Tools are used to create, repair, and assess nonmagical gadgets and mechanical devices.
Painter’s Supplies: Painter’s Supplies are used in the creation of various artwork on canvases using inks, paints, and dyes.
Potter’s Tools: Potter’s Tools are used to fashion pottery and other artwork and furniture out of ceramic materials.
Smith’s Tools: Smith’s Tools are used to create, repair, and assess arms, armor, and other martial equipment made from metals and other materials.
Tailor’s Tools: Tailor’s Tools are used to fashion, fit, and stitch thread-based apparel and other items.
Thieves’s Tools: Thieves’ Tools are used to disarm traps, pick locks, and disable dangerous devices.
Woodcarver’s Supplies: Woodcarver’s Supplies are used to create artwork, engravings, and figurines out of wood.
Gaming Sets: : Gaming sets include dice, playing cards, chess, and other types of games, and proficiency in a specific gaming set represents knowledge of how to play that game, including tricks and strategies, and helps in recognizing the strategies employed by others.
Musical Instruments: Musical instruments include drums, keyboards, viols, lutes, guitars, pipes, woodwinds, and more. They are used to aid in performances, and if you have proficiency in a specific musical instrument, you may use it to aid in a Perform check, allowing you to add your proficiency bonus to the check. If you have proficiency in the Perform skill, then you instead gain advantage on the check.