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Must have items dmg 5e
Must have items dmg 5e







There is also very little information about how to use the different tools that many characters receive proficiency with, and that's only if there happens to be any information at all (page 154).Īlchemist's Supplies is one of those toolkits that has, literally, no information. Time is invested consecutively and the project is ruined if the alchemist is taken away from the project, though the crafter can still sleep and those hours count towards the investment of time to make the item. Half of the market value must still be invested in making the item, and a minimum of one gold piece must be spent (acid takes 25 hours to make and costs 12 gold and 5 silver to make, this includes the cost of a vial to put it in candles take 1 hour to make and the alchemist makes 100 of them at a cost of 5 silver). One hour per gold piece market value of the item to be produced sounds better to me.

must have items dmg 5e

These rules seem arbitrarily time consuming to me. In reality it takes about 2 days to make acid, and a suit of armor could probably be made in a few weeks. This is according to the rules in the 5e Player's Handbook, and not according to reality. A suit of plate armor costs 1500 gold so it takes 300 days to make it. A vial of acid costs 25 gold so it takes 5 days to make it. If something costs more than 5 gold, then you make 5 gold of progress per day spent crafting. For every day spent crafting, one or more items worth 5 gold can be crafted per day but half of the market value must be spent as investment. In the Player's Handbook, crafting itself is described as a downtime activity (page 187).

must have items dmg 5e

Both the 5th edition PHB and DMG state that proficiency with tools allows one to add their proficiency bonus when using the tools, yet there are no rules given for applying DCs to tasks with the tools or rolls made with tools.









Must have items dmg 5e