[[ATECHO/Home|Home]]/[[ATECHO/⛩️Eternal Night/⛩️The Echo Terminal/Tools and Crafting]] > [!infobox|static wmed] ><span style="color: #4EDAE0; display: block; text-align: left; font-size: large;">**Table of Contents**</span> > - <span style="font-size: large;">**[[#Tools and Crafting|Tools and Crafting]]**</span> > - [[#Supporting Pages|Supporting Pages]] > - [[#What Tools Do|What Tools Do]] > - [[#Tool Entries|Tool Entries]] > - [[#Tool Proficiency|Tool Proficiency]] > - [[#Tools and Skills Together|Tools and Skills Together]] > - [[#The Utilize Action|The Utilize Action]] > - [[#Crafting Basics|Crafting Basics]] > - [[#Crafting Time and Cost|Crafting Time and Cost]] > - [[#Crafting During a Long Rest|Crafting During a Long Rest]] > - [[#Tool Training and Long Rest Development|Tool Training and Long Rest Development]] > - [[#Player Tool Use Guide|Player Tool Use Guide]] > - [[#Common Tool Uses|Common Tool Uses]] > - [[#GM Notes|GM Notes]] ## Tools and Crafting <span style="color: #D4A4ED; font-style: oblique;">A blade remembers the forge. A map remembers the road. A seal remembers the hand that pressed it. In Yureihara, tools are not idle objects. They are the quiet proof of training, patience, and intent.</span> The **Tools and Crafting** page explains how tools work in D&D 2024 and how they interact with Eternal Night’s Long Rest Development system. Tools can help characters solve problems, prepare for danger, identify materials, create useful items, repair equipment, interact with the world, and express who their characters are beyond combat. This page is a rules reference and player guide. It does not replace class features, feats, spells, or the official Long Rest rules. ## Supporting Pages | Page | Purpose | |---|---| | [[Long Rest (RAW)]] | Explains what a Long Rest allows, what interrupts it, and how much light activity is possible. | | [[Long Rest Development]] | Explains how characters can slowly learn tools, languages, and weapon proficiencies through optional Long Rest activities. | Use this page whenever a character uses a tool, trains with a tool, asks whether a tool applies to a check, or attempts to craft an item. ## What Tools Do A tool helps a character make specialized ability checks, craft certain items, or both. A tool is useful when the character has the right equipment, enough time, and a reasonable fictional approach. Tools can help with: - Examining objects - Repairing equipment - Creating items - Identifying materials - Preparing supplies - Improving a plan - Detecting danger - Producing documents, art, food, maps, or crafted goods - Interacting with locks, traps, seals, instruments, and trade goods Tools are especially useful in exploration, investigation, social scenes, travel, downtime, and preparation. ## Tool Entries In D&D 2024, tools usually include several entries. | Tool Entry | Meaning | |---|---| | Ability | The ability most commonly used when making an ability check with the tool. | | Utilize | What the tool can do when the character takes the Utilize action, including the default DC. | | Craft | What items the tool can help create. | | Variants | Different versions of the tool that require separate proficiencies. | ### Ability The listed ability is the default ability normally used with the tool. The GM may allow a different ability when the situation calls for it. For example, Smith’s Tools might usually use Strength for heavy work, but Intelligence could be appropriate to identify the origin of a forged blade. ### Utilize The Utilize entry explains what a character can do with the tool when they take the Utilize action. Each listed option has a default DC. The GM may raise or lower the DC depending on the situation. ### Craft The Craft entry lists what the tool can help create. Crafting usually requires the correct tool, raw materials, and dedicated work time. ### Variants Some tools have variants. Each variant requires a separate proficiency. Examples include different gaming sets and different musical instruments. ## Tool Proficiency If a character has proficiency with a tool, they add their Proficiency Bonus to any ability check they make that uses that tool. A tool proficiency applies only when the tool is actually relevant to the task. The player should describe how the tool is being used. The GM decides whether the tool applies. ### Example A character proficient with Thieves’ Tools tries to pick a lock. The GM calls for a Dexterity check using Thieves’ Tools. Because the character is proficient with Thieves’ Tools, they add their Proficiency Bonus to the check. ## Tools and Skills Together Tool proficiency and skill proficiency can both matter on the same ability check. If a character has proficiency with a tool and also has proficiency in a relevant skill used with the same check, the character gains Advantage on the check. The character does not add their Proficiency Bonus twice. ### Example: Forged Letter A character examines a suspicious court letter. The GM calls for an Intelligence check using a Forgery Kit. | Character Has | Result | |---|---| | No relevant proficiency | Roll normally. | | Forgery Kit proficiency | Add Proficiency Bonus. | | Investigation proficiency | Add Proficiency Bonus if Investigation applies instead. | | Forgery Kit and Investigation proficiency | Add Proficiency Bonus and roll with Advantage. | The GM decides whether both the tool and skill apply. ### Example: Shrine Seal A character studies a shrine seal that may have been altered. The GM might allow Intelligence with Calligrapher’s Supplies to inspect the brushwork, Dexterity with Calligrapher’s Supplies to recreate the seal, or Intelligence with Religion to understand its ritual meaning. If the character has both the right tool proficiency and the relevant skill proficiency, the check can gain Advantage. ## The Utilize Action The Utilize action is used to interact with nonmagical objects. Many tools list specific things they can do when used with the Utilize action. A character can normally do one listed Utilize option each time they take the Utilize action. ### Examples of Tool Utilize Options | Tool | Example Utilize Use | |---|---| | Alchemist’s Supplies | Identify a substance or start a fire. | | Carpenter’s Tools | Seal or pry open a door or container. | | Cartographer’s Tools | Draft a map of a small area. | | Cobbler’s Tools | Modify footwear to help with a later Acrobatics check. | | Cook’s Utensils | Improve food’s flavor or detect spoiled or poisoned food. | | Forgery Kit | Mimic a short sample of handwriting or duplicate a wax seal. | | Navigator’s Tools | Plot a course or determine position by stargazing. | | Thieves’ Tools | Pick a lock or disarm a trap. | The listed DCs are defaults. The GM can change the DC based on circumstances. ## Crafting Basics Crafting lets characters create nonmagical items, Potions of Healing, and Spell Scrolls when the proper requirements are met. To craft an item, a character normally needs: - The correct tool - Proficiency or access as required by the GM - Raw materials - Dedicated work time - A suitable place to work - GM approval that the item can reasonably be crafted Some items may require special materials, formulas, recipes, workshops, teachers, or story permissions. ## Crafting Time and Cost To craft a nonmagical item, the character needs raw materials worth half the item’s purchase cost, rounded down. To determine the number of days required, divide the item’s purchase cost in GP by 10 and round any fraction up to 1 day. Each crafting day represents **8 hours of work**. If an item requires multiple days, the days do not need to be consecutive. Characters can combine their efforts to shorten the crafting time if the GM allows it. ### Crafting Formula | Requirement | Rule | |---|---| | Raw Materials | Half the item’s purchase cost, rounded down. | | Time | Item cost in GP divided by 10, rounded up to a day. | | Workday Length | 8 hours of work. | | Multiple Days | Days do not need to be consecutive. | | Assistance | Characters may combine efforts if the GM allows it. | ### Example: Heavy Crossbow A Heavy Crossbow costs 50 GP. | Step | Result | |---|---| | Raw Materials | 25 GP of materials. | | Time | 50 divided by 10 equals 5 days. | | Work Required | 5 workdays of 8 hours each. | ### Example: Plate Armor Plate Armor costs 1,500 GP. | Step | Result | |---|---| | Raw Materials | 750 GP of materials. | | Time | 1,500 divided by 10 equals 150 days. | | Work Required | 150 workdays of 8 hours each. | ## Crafting During a Long Rest A Long Rest allows no more than **2 hours of light activity**. Because full crafting usually requires 8-hour workdays, most official crafting cannot be completed during a Long Rest. Long Rest tool use should be limited to small, quiet, non-strenuous activities. ### Usually Allowed During a Long Rest | Activity | Allowed? | Notes | |---|---:|---| | Studying a tool | Yes | Good for training progress. | | Practicing tool handling | Yes | Must remain quiet and light. | | Maintaining gear | Usually | Small maintenance only. | | Inspecting an item | Usually | Appropriate if calm and non-dangerous. | | Making a small repair | Sometimes | GM decides if it remains light activity. | | Preparing simple supplies | Sometimes | Must not become full crafting. | | Creating a minor single-use item | Sometimes | Only with GM approval through [[Long Rest Development]]. | ### Usually Not Allowed During a Long Rest | Activity | Allowed? | Reason | |---|---:|---| | Full official crafting | Usually No | Requires dedicated crafting time. | | Expensive item creation | No | Requires materials, workdays, and proper conditions. | | Armor crafting | No | Too intensive for Long Rest light activity. | | Weapon crafting | Usually No | Usually requires workdays, heat, noise, or exertion. | | Magic item creation | No | Requires specific rules or GM permission. | | Any strenuous work | No | May interrupt or invalidate the Long Rest. | The GM decides whether a proposed activity still counts as light activity. For Long Rest limits, see [[Long Rest (RAW)]]. For training progress, see [[Long Rest Development]]. ## Tool Training and Long Rest Development Characters can use [[Long Rest Development]] to gradually learn a tool proficiency. Tool training is one of the safest advancement rewards because it helps with exploration, social problem-solving, crafting, and preparation without replacing class features, feats, skills, or spellcasting. | Training Stage | Progress Needed | Benefit | |---|---:|---| | Tool Familiarity | 5 Progress Points | Understand the basic purpose, handling, care, and common uses of the tool. | | Tool Proficiency | 12 Progress Points | Gain proficiency with the tool. | Tool Familiarity does not grant Proficiency Bonus, Advantage, full crafting access, or full proficiency. Tool Proficiency lets the character add their Proficiency Bonus to ability checks that use the tool. If a relevant skill also applies and the character is proficient in that skill, they gain Advantage on the check. ## Player Tool Use Guide When you want to use a tool, explain what your character is doing. Good tool use usually includes: - Which tool you are using - What you are trying to accomplish - How the tool helps - Whether you have the tool with you - Whether you are proficient with it - Whether a skill might also apply ### Player Prompt Use this sentence when asking the GM about a tool: **“Can I use my [tool] to [specific action], because [reason it helps]?”** ### Example Prompts | Situation | Player Prompt | |---|---| | Suspicious document | “Can I use my Forgery Kit to inspect the seal, because I want to see if it was copied?” | | Broken door | “Can I use Carpenter’s Tools to reinforce this door before we rest?” | | Strange food | “Can I use Cook’s Utensils to check if this meal seems spoiled or unsafe?” | | Hidden route | “Can I use Cartographer’s Tools to compare this map to the path we traveled?” | | Old blade | “Can I use Smith’s Tools to tell who made this weapon?” | ## Common Tool Uses | Tool | Useful For | |---|---| | Alchemist’s Supplies | Identifying substances, preparing alchemical items, creating acid, oil, perfume, or related supplies. | | Brewer’s Supplies | Detecting poisoned drink, identifying beverages, preparing antitoxin. | | Calligrapher’s Supplies | Formal writing, decorative script, seals, documents, scroll work, and anti-forgery flourishes. | | Carpenter’s Tools | Doors, containers, wooden structures, barricades, ladders, chests, poles, and repairs. | | Cartographer’s Tools | Maps, routes, terrain records, local layouts, and travel preparation. | | Cobbler’s Tools | Footwear, travel wear, climbing preparation, and movement support. | | Cook’s Utensils | Food safety, food quality, rations, morale meals, and detecting spoiled or poisoned food. | | Disguise Kit | Makeup, costumes, appearance changes, and social infiltration. | | Forgery Kit | Handwriting, seals, copied documents, altered papers, and false credentials. | | Herbalism Kit | Identifying plants, preparing antitoxin, healer’s kits, candles, and Potions of Healing. | | Jeweler’s Tools | Gem values, delicate ornament work, holy symbols, arcane focuses, and decorative relics. | | Leatherworker’s Tools | Leather armor, pouches, waterskins, quivers, packs, parchment cases, and leather repairs. | | Mason’s Tools | Stonework, carving, holes, symbols, ruins, walls, and structural clues. | | Musical Instrument | Performance, social influence, known tunes, improvised songs, and cultural expression. | | Navigator’s Tools | Plotting courses, determining position, stargazing, sea travel, and long-distance routes. | | Painter’s Supplies | Recognizable images, religious or druidic symbols, visual records, and artistic communication. | | Poisoner’s Kit | Detecting poisoned objects and preparing basic poison where allowed. | | Potter’s Tools | Ceramics, vessels, lamps, jugs, and clues from handled ceramic objects. | | Smith’s Tools | Metalwork, weapons, armor, chains, spikes, crowbars, caltrops, and metal repairs. | | Thieves’ Tools | Locks, traps, hidden catches, and mechanical security. | | Tinker’s Tools | Small mechanisms, lanterns, locks, traps, manacles, firearms where allowed, and temporary tiny devices. | | Weaver’s Tools | Clothing, cloth repairs, blankets, nets, rope, sacks, tents, and travel clothes. | | Woodcarver’s Tools | Wooden weapons, arrows, bolts, focuses, needles, ink pens, and carved patterns. | >> **SYSTEM NOTICE** >> Tool index active. >> Proficiency protocols recognize tool checks, skill overlap, Utilize actions, and crafting permissions. >> Long Rest compatibility is limited to light activity unless GM authorization expands the scene. >> >> Supporting pages: [[Long Rest (RAW)]], [[Long Rest Development]] >> >> Logged by MAIKO // Tools and Crafting v1.0