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Which are the most imperative Craft and Tools in DnD E5
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<blockquote data-quote="juggerulez" data-source="post: 6733992" data-attributes="member: 98250"><p>The two tools a party should never go on without are Thieves' Tools and Healing Kits, with a mention of honour of Herbalism Kit.</p><p></p><p>Thieves Tools are the only tools you can use to get your proficiency bonus to defuse/disable a trap (without all the other issues you'd incur when you'd attempt to do so without TT) </p><p>Healing Kit is mandatory to have when there are no other means to stabilize the only healer in the group, since he can't heal himself. Exception made for druids, who can eat a goodberry when helped by another party member (Druids 9.99 times out of 10 will have and provide goodberries to the group. The spell is, simply put, the best out of combat healing any class could provide).</p><p></p><p>Herbalism kit is pretty useful to stack healing potions and antivenom vials, because you can gather herbs with survival and craft a single potion per healing kit (or buy the herbs for 25gp) every 5-10 days. 10 days is due RAW mechanics, that set a 5gp per day limit to crafting common items (50gp/(5gp/1d)=10 days) 5 days is a common RAI which suggests that since the healing potion is costing you only 25gp, by the same RAW mechanics mentioned above, the days you'd need are only 5)</p><p></p><p>The rest of the tools are:</p><ul> <li data-xf-list-type="ul">situational, i.e. it could happen that you have no caster with the mending spell, in a campaign where the DM uses the wear and tear mechanics of non magical items (e.g. when you roll a 1 on attacks, your weapon gets damaged; when you sustain a critical hit, your armor gets damaged, etc) and therefore you need something to fix your gear without going back to the village every now and again; </li> <li data-xf-list-type="ul">fluff because most tools can be only used during downtime activities to enrich one's roleplay or to craft useful stuff for the next time you go on adventure.</li> <li data-xf-list-type="ul">musical instruments are (almost) mandatory to bards and therefore you won't need them as a non-bard (see one above) </li> <li data-xf-list-type="ul">poisoner's kits are a timid attempt to introduce poisons in a standard campaign: poisons brewed with this kit are mostly useless due to very low DCs but on the very lowest levels (basic venom has DC10 CON ST to fully deny 1d4 poison damage), without including the fact that poison resistance, immunity, and the poisoned condition immunity are the most common features you can find in the monsters' stat blocks.</li> <li data-xf-list-type="ul">Disguise kits can help you fit a better disguise, but they are used in "social encounters" where you need to deceive (charisma's Deception check) someone and nothing much else (perhaps certain DMs will allow them to boost one's Performance check because he's good at disguising but it's a ruling, not a RAW thing).</li> </ul></blockquote><p></p>
[QUOTE="juggerulez, post: 6733992, member: 98250"] The two tools a party should never go on without are Thieves' Tools and Healing Kits, with a mention of honour of Herbalism Kit. Thieves Tools are the only tools you can use to get your proficiency bonus to defuse/disable a trap (without all the other issues you'd incur when you'd attempt to do so without TT) Healing Kit is mandatory to have when there are no other means to stabilize the only healer in the group, since he can't heal himself. Exception made for druids, who can eat a goodberry when helped by another party member (Druids 9.99 times out of 10 will have and provide goodberries to the group. The spell is, simply put, the best out of combat healing any class could provide). Herbalism kit is pretty useful to stack healing potions and antivenom vials, because you can gather herbs with survival and craft a single potion per healing kit (or buy the herbs for 25gp) every 5-10 days. 10 days is due RAW mechanics, that set a 5gp per day limit to crafting common items (50gp/(5gp/1d)=10 days) 5 days is a common RAI which suggests that since the healing potion is costing you only 25gp, by the same RAW mechanics mentioned above, the days you'd need are only 5) The rest of the tools are: [LIST] [*]situational, i.e. it could happen that you have no caster with the mending spell, in a campaign where the DM uses the wear and tear mechanics of non magical items (e.g. when you roll a 1 on attacks, your weapon gets damaged; when you sustain a critical hit, your armor gets damaged, etc) and therefore you need something to fix your gear without going back to the village every now and again; [*]fluff because most tools can be only used during downtime activities to enrich one's roleplay or to craft useful stuff for the next time you go on adventure. [*]musical instruments are (almost) mandatory to bards and therefore you won't need them as a non-bard (see one above) [*]poisoner's kits are a timid attempt to introduce poisons in a standard campaign: poisons brewed with this kit are mostly useless due to very low DCs but on the very lowest levels (basic venom has DC10 CON ST to fully deny 1d4 poison damage), without including the fact that poison resistance, immunity, and the poisoned condition immunity are the most common features you can find in the monsters' stat blocks. [*]Disguise kits can help you fit a better disguise, but they are used in "social encounters" where you need to deceive (charisma's Deception check) someone and nothing much else (perhaps certain DMs will allow them to boost one's Performance check because he's good at disguising but it's a ruling, not a RAW thing). [/LIST] [/QUOTE]
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