![Rules Rules](/uploads/1/2/5/3/125391268/183404531.jpg)
Crafting and Harvesting Poison During downtime between adventures, a character can use the crafting rules in the Player’s Handbook to create basic poison if the character has proficiency with a poisoner’s kit. At your discretion, the character can craft other kinds of poison. Not all poison ingredients. Crafting, alchemist's supplies, and proficiency checks 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.
Dnd 5e Crafting Rules Dmg 1
Posted this on G+ a few weeks ago;
Here's 'nother fine example of the way my brain works....;
'What's the Rate of Compression for a tome of clear thought and the like?'
the 5e DMG rules text for all six manual/tome entries states, that one must be studied for 48 hours in the span of 6 days, so (at least) 8 hours per day.
Conveniently, the rules for training for a tool proficiency (or even a skill proficiency, going by DMG p.231) call for 250 days of training, also assuming 8 hours per day.
So, you may assume that I'm now going to divide 250 by 6 and get 41 2/3, but I'm not satified by that answer!
For, on page 170 in the 5e PHB, the 'Skilled' feat allows a PC to 'gain proficiency in any combination of three skills or tools of your choice' and in other parts of the book, feats are called out as being equivalent to a 2-point 'bump' in an ability score.
So I'd argue that the math is 750/6 = 125, which just goes to show how powerful magic is.
Of course, this leaves room for readable magic items of lower rarity that have a worse compression rate, or that 'only' grant a proficiency.
Or even a compendium of amazing feats that, you guessed it, allows you to pick a bonus feat instead of bumping a predetermined ability score...
Here's 'nother fine example of the way my brain works....;
'What's the Rate of Compression for a tome of clear thought and the like?'
the 5e DMG rules text for all six manual/tome entries states, that one must be studied for 48 hours in the span of 6 days, so (at least) 8 hours per day.
Conveniently, the rules for training for a tool proficiency (or even a skill proficiency, going by DMG p.231) call for 250 days of training, also assuming 8 hours per day.
So, you may assume that I'm now going to divide 250 by 6 and get 41 2/3, but I'm not satified by that answer!
For, on page 170 in the 5e PHB, the 'Skilled' feat allows a PC to 'gain proficiency in any combination of three skills or tools of your choice' and in other parts of the book, feats are called out as being equivalent to a 2-point 'bump' in an ability score.
So I'd argue that the math is 750/6 = 125, which just goes to show how powerful magic is.
Of course, this leaves room for readable magic items of lower rarity that have a worse compression rate, or that 'only' grant a proficiency.
Or even a compendium of amazing feats that, you guessed it, allows you to pick a bonus feat instead of bumping a predetermined ability score...