Tag: tools

  • Remarkable Drudge – work hard, play hard with this new Fantastic & Empowered Background v 2

    Remarkable Drudge – work hard, play hard with this new Fantastic & Empowered Background v 2

    Backgrounds offer so much space to establish who you character was before they entered the stress and conflict of adventuring life. The combination of skill selection, tools, languages, equipment, and personality are a story unto themselves. Jim the Fighter and Nancy the Fighter are similar because of what they do now, but they are also different because of what they did then. Jim was a Noble, raised among the upper class — prim and proper. Nancy was an Urchin, raised on the streets she could sneak among crowds to avoid fights, usually.

    And unlike classes, there’s still a lot of uncovered ground. Many tales of what your hero was aren’t encapsulated in the current official backgrounds. The common laborer – the fence builder, the ditch digger, the lumber mover, the stevedore, the longshoreman – is currently ignored.

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    In trying to fill that niche, while also playing with the idea that utility cantrips are valid parts of a Background, the Remarkable Drudge comes to life. This implementation differs from the earlier version of Seven Backgrounds for Games in the World of the Everflow in one primary way. In the past, the power level of a 1st level character was such that cantrips were folded into the feature. To keep the Drudge and the other Fantastical Backgrounds appropriate to generic D&D worlds the decision is made to replace a single skill and a single tool/language with one cantrip. An evaluation of various Feats available in the Player’s Handbook, Xanathar’s Guide to Everything, and Tasha’s Cauldron of Everything shows the value of a cantrip is slightly more than a skill, but not much more than a skill.

    Let’s meet the Remarkable Drudge.

    Remarkable Drudge

    You are a laborer, often ignored and yet the reason why the community runs as smoothly as it does. You may work the docks, the stockyards, the lumberyards, or lay the planks to improve the dirt roads into wooden streets. Your hard work is the foundation of civilization. But, you’ve also learned, or been born with, a simple spell to make your work a bit easier. The small spell provides utility for you and your coworkers. It may be a hand that can bring you the necessary tool from a distance, the ability to change the shape of earth or water, a way to shout instructions to someone across the field, or a way to light a fire. No matter what your little spells gain you a bit more respect and value than others in your line of work.

    Skill Proficiencies: Athletics
    Tool Proficiencies: Pick One: Carpenter’s Tools, Farmer’s Tools, Mason’s Tools, Vehicles (Land or Water)
    Languages: None
    Cantrips: Pick One: Shape Water, Mold Earth, Mage Hand, Prestidigitation, Druidcraft, Thaumaturgy
    Equipment: Traveler’s clothes, wineskin or jar of mead, mallet, shovel, block & tackle, 2 gp, 5 sp

    Feature: This Will Work

    Over the years you’ve learned that anything can be a hammer, or a shovel, or well, what you need. When you don’t have the tool or mundane item designed for the job you are usually able to find something else that will work for it – maybe it’s a rock, a brick, a busted up board, or something from someone else’s pack. An imperfect tool is better than no tool at all.

    Suggested Characteristics

    Drudges are hard workers and celebrate their completed projects with gusto. Frequently working in teams they are warm to those who work hard and cold to those who do not.

    For now, use the Personality Traits, Ideals, Bonds, and Flaws of the Folk Hero.

    Custom Backgrounds for 5th edition Dungeons & Dragons


    Farmer’s Tools

    Cost: 5 gp | Weight: 7 lbs

    Proficiency with farmer’s tools means that you are familiar with the operations of a farm, orchard, vineyard, or other cropland. You are knowledgeable in the typical crops within an area, to include when to plant and harvest them. You also know their market value in most lands.

    A sledgehammer rests on green grass with fallen leaves scattered around it. The hammer is well worn from use.

    Components: Farmer’s Tools include a hand trowel, a bag of seeds, a hand rake, a mallet, shears, a bucket, and 10 feet of rope. When near a homestead they would be able to easily borrow a hoe or other full size implements.

    Animal Handling: Familiar working in tandem with animals you are able to gain the cooperation from domesticated animals and can give common commands in languages you know.

    Nature: You are able to identify the plants and fungus that are consumed as food, often knowing what cultures would typically raise those crops.

    Survival: In the wilds you are generally able to locate some produce that provide a minimum level of nourishment.

    Forecast: Your understanding of weather patterns is such that you are able to predict the weather for the next few hours. You can sense if there will be a natural change in temperature, wind, precipitation, etc when you have a view of the sky.

    Farmer’s Tools

    ActivityDC
    Identify culture/race raising common crops10
    Give domesticated animal a simple command15
    Weather forecast for the next few hours15
    Identify culture/race raising rare crops20

    Farmer’s Tools are designed to use the tools guidance in Xanathar’s Guide to Everything.

  • What Tools Tell You About Your D&D Character

    What Tools Tell You About Your D&D Character

    Within Tasha’s Cauldron of Everything there is an optional rule that allows you to create a character that shifts their proficiencies around. No longer is every Dwarf a brewer, mason, or smith. No longer will every Elf know how to use a sword.

    The ability to swap these out lets you tell new stories through new mechanics. But the change to the game mechanics are quite minor. Half the classes already allow the weapons that the Dwarf and Elf start with in the Player’s Handbook, in this case many optimizers will take Tools in order to expand their skills.

    Yes, this expands the powers of certain combinations Race and Class. Frankly, ignore that tiny tic up in power.

    This optional rule in Tasha’s grants you the ability to expand the story of your character.

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    Since your Dwarf didn’t grow up knowing masonry, but instead was a woodsman, what does Woodcarver’s Tools mean for them? Were they part of the crew that regularly left the caves of the fathers to harvest the massive trunks that became reinforcement for the great halls? Or were they just not raised among their people, instead taking their mother’s stone carving tools but applying those to the softer structure of wood to create art?

    Your High Elf that did not learn the sword and bow, maybe instead they have Coffee Gear and Insight, because they founded a cafe where they interacted with wizards, nobles, and adventurers. You aren’t a warrior by nature, instead you are someone who understands the people who go out and see the world beyond the city.

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    Like so much of Tasha’s Cauldron of Everything, the mechanics by this decision do not create power creep – they fashion story creep. There are 25 tools, plus Gaming Sets and Musical Instruments. Your character that has more of these than typical or usual has reasons for these.

    As you generate new ways that your spells manifest (one of my favorite suggestions in Tasha’s) you should generate the reasons for your differing skill set from the classical presentations within your race. Whether it is all in your head, or a single line on your character sheet, a hint in the art you commission or draw, or an entire blog entry is up to you, the player.

    But it should be there, because the 1000 thousands of stories that can be told in any game session originate in the mechanics, but the mechanics aren’t the point – the story is.

  • Coffee Gear – a 5e D&D Tool

    Coffee Gear – a 5e D&D Tool

    Everyone needs a good pick-me-up. The studious wizard, the pickpocket, the noble, and the farmer all can take advantage of the boost of energy whether the beans are from far-off mountains or nearby hills. Adventurers aren’t on standard sleep schedules so the not-quite-magical bean roaster and brewer is quite helpful in the wildes, caverns, dungeons, and seas of any world.

    Components: Coffee gear includes a pound of beans, 2 small spoons, 2 small cups, mortar & pestle or small hand grinder, an ibrik or small moka pot, a small rotisserie or pan roaster (can be powered by fire or certain cantrips), spices and sugar.

    Those cantrips that could power the two styles of roasters are: Control Flames, Create Bonfire, Druidcraft, Fire Bolt, Prestidigitation, and Produce Flame.

    In most D&D worlds a pound of green coffee should be priced around 3 gp and available similar to how cloves are in your worldspace.

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    Insight: As someone that is in tune with the life of a cafe, coffeehouse, or court you can read the emotions and even pick up rumors spreading through the crowd.

    Example: As the party enters a bar or coffeehouse there is a buzz of conversation. Volgat Emberstone recognizes the conversations, listening in on the chatter around him. The player tells the DM that they are attempting to learn if Crylia the Goblin has been in the area. Per Xanathar’s Guide, as this Insight check is aided by the Tool, the player rolls with Advantage if they are proficient in both Insight and Coffee Gear, using the higher modifier of the two. If they are only proficient in only one of the two, they would use just the higher modifier rolling a single d20.

    Nature: Familiar with the origins of the glorious bean, you have learned about various locales where coffee is grown.

    Example: Marching through Windy Heaven Ridge, Umog sees some wild coffee. The player is wondering if this area is where they might find the tail feather of the Peryton that the Archmage of Cryssalis Valley hired them to bring to him.

    Remove Exhaustion: During a Short Rest you can roast and prepare a unique beverage for a single humanoid that drinks water. This special beverage can remove one level of Exhaustion, up to level 3 (going from 3 to 2, or 2 to 1, or 1 to no longer exhausted).

    Coffee Gear

    ActivityDC
    Roast Coffee (takes 1 hour)10
    Prepare Typical Beverage (takes 10 minutes)10
    Understand The Hills, Mountains Where Beans Grow15
    Discern Emotions, Learn Rumors In Coffeehouse15
    Remove Exhaustion20
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