D&D 5E Which are the most imperative Craft and Tools in DnD E5

Inoeex

First Post
Sleeping and eating are inevitable parts of every adventurer's life, whether you are doing a mission or you are on downtime.

But there are some other essential needs to be taken care of, like mending your armor or healing wounds. The PHB E5 has provided some Tools and Kits to use on page 154, such as Artisan Tools, Herbalist Kits, Poisoner's Kit, etc.

Which of these Tools/Kits are imperative to have for staying alive during a journey?
Is it Cook's untensils to make food and beverages to survive? Or some Tools to mend your armor? Gaming Set to make money and gambling ?

What would you choose if you could pick one or more of these tools ?Please share some information regarding your party members and your class when you are giving an answer.
 
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Sleeping and eating are inevitable parts of every adventurer's life, whether you are doing a mission or you are on downtime.

But there are some other essential needs to be taken care of, like mending your armor or healing wounds. The PHB E5 has provided some Tools and Kits to use on page 154, such as Artisan Tools, Herbalist Kits, Poisoner's Kit, etc.

Which of these Tools/Kits are imperative to have for staying alive during a journey? Is it Cook's untensils to make food and beverages to survive? Or some Tools to mend your armor? Gaming Set to make money and gambling ?

Thieves' tools.

What would you choose if you could pick one or more of these tools ?Please share some information regarding your party members and your class when you are giving an answer.

Depends entirely on the campaign the DM is running, but thieves' tools and herbalism kits are good choices.
 



Herbalism kit lets you manufacture/brew antitoxins and potions of healing, for one. Any reasons beyond that, I suppose, are just a matter of character flavor/player preference...as any of these options should be (in conjunction of what you gain from class and background, of course).
 

An herbalism kit is required to make antitoxin and<em> potions of healing</em>, which are quite useful on an adventure.

Herbalism kit lets you manufacture/brew antitoxins and potions of healing, for one. Any reasons beyond that, I suppose, are just a matter of character flavor/player preference...as any of these options should be (in conjunction of what you gain from class and background, of course).

Then what does Alchemists do ? :O

I have not play DnD but in MMO games like WoW or FF14, Alchemists are to make potions and elixirs
Any chances you guys have some information about gaming sets ? Like how many different games are in the world of DnD ?
 
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Gaming sets are for colour only - and can be whatever you fancy - poker dice, cards, chess, jenga, anything - but will only really come up if you plan on playing a lot of gambling encounters which is unlikely IMO.

Healing potions in this edition show up on the Equipment list which means they are less magical and more medical. Hence herbalists kits are needed for them.

Alchemists will tend to make other potions, explosives, flaming oils, that kind of thing. Chemical things as opposed to botanical things.

I'd say thieves tools come in handy, as does a herbalist kit especially if you can use it to aid a character on 0 HP.

Looking after your armour is generally kind of an assumed ability that takes place during a long rest along with sleep, eating, excretion of waste etc. Unless your DM intends to run a very realistic and gritty game, I'd say it's assumed to occur as part of your party's nightly routine.
 

After the thieves' tools and the herbalism kit, my third kit, along with a PC with the proficiency to use it, would be the leatherworker's. As part of the regular rests, it would be useful for mending many of the sundry items, packs, footwear, and such that the party members use.
 

I'm going to include must have tools and/or equipment.
Herbalist's kit - Already explained.
Healing kit - Again, self explanatory
Thieves' tools - Ditto
Poisoners kit - Great for collecting poisons or liquids from creatures you defeat. The vials can also be used to collect unknown liquid samples or acid in a pinch.
Explorers pack - 10 days of not needing a survival check.


Very important tools to have -
Calligraphers supplies - A must have for spell casters with spell books. Also needed to write scrolls or maps.
Smith's tools - Great for fixing metal armor or straightening bent weapons.
Leatherworker's tools - For fixing armor. Remember, most armor is held together with leather straps. You can use two rocks to bang out dents in armor. How do you strap it to your body? Which leads to...
Cobblers tools - If your DM is really into the minutia, then your shoes and boots need constant attention as they get the most abuse.
Cartographers tools - Needed for mapping out dungeons and trail blazing unexplored terrain. This also works hand in hand with the calligraphers supplies.

Must have equipment you always need but never seem to have.
Crow Bar. - Advantage on opening locked doors or locked chests = win.
Grappling hook - Very important when there's no tree or rock to anchor a rope. Also handy when you have to climb up a building.
Shovel - So many uses. Much better than using a shield to dig. It also doubles as a paddle. Sharpen an edge and you have a utility axe. Think of an Army entrenching tool.
Sacks, lots of sacks - Useful for carrying loot, a Medusas head, ect, ect.... I never leave home with less than 10.
 
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