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

For me the answer TOTALLY depending on the campaign, the DM style, and what kind of character I'm playing. Any variation of those three factors would change my response as to what's useful. It's a tabletop RPG, not a video game with preprogrammed right answers for situations, therefore it's a lot more open then there being a 'universally best tool'

Some campaigns I might say thieves tools, others might be something like a cooking set if it's more social and role play focused. Etc etc.
 

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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

By RAW, artisan's tools are for crafting nonmagical items. Alchemist's supplies are a kind of artisan's tool, but herbalism kits are their own category and have specific rules stating you can make healing potions with them.

In my games, a set of alchemist's tools or herbalism kit is required to craft potions, but you have to be a spellcaster to make potions with alchemy. However, alchemist's supplies can be used to make a greater variety of potions, while herbalism is restricted to healing and protecting. I'm working on a ruleset for ingredient-foraging and alchemy, if anyone's interested.
 

In my games, a set of alchemist's tools or herbalism kit is required to craft potions, but you have to be a spellcaster to make potions with alchemy. However, alchemist's supplies can be used to make a greater variety of potions, while herbalism is restricted to healing and protecting.

I find that this seems like the most logical way of going about it, other than the spellcaster only for alchemists. Alchemists don't necessarily need magical knowledge, I would extend this to anyone with the Sage or Guild Artisan who picks his trade to be alchemy, despite most people going sage background are likely spellcasters.

Most tools other than Disguise Kit, Thieves Tools, Smithing tools, Leatherworking tools, Herb Kits, and Forgery Kit are for flavor reasons. There is little need in most (non-social) campaigns for other tools, there are a few exceptions I can think of though.

Your DM allows players to create magical items in this manner, you would have to craft the base for the item whether it be a robe or etc. and then you have it enchanted to become a magical object. But this isn't that common in campaigns.

Carpentry tools or Masonry tools will be used for the 40gp cart you don't feel like buying for 2gp more from buying for a reliable merchant.

Some tools can be used to make situations more character focused and can possibly turn the situation in his/her favor, my DM will drop the difficulty of checks if your explanation is good enough. Just murdered a person that insulted your evil monk with weaver's tools? When the town's guard approaches just explain you tripped and fell on top of him with your scissors (two daggers) which broke in the accident, you'll still have to make a check but you took your murder's high check and turned it into a more manageable roll.

Tools such as cooking tools don't seem applicable at all unless you can talk your DM to apply benefits such as better food allocation, you don't need as much food to feed a character an acceptable meal, or in the case that you will need to personally entertain nobles.
 
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I find that this seems like the most logical way of going about it, other than the spellcaster only for alchemists. Alchemists don't necessarily need magical knowledge, I would extend this to anyone with the Sage or Guild Artisan who picks his trade to be alchemy, despite most people going sage background are likely spellcasters.

Well, that's just for if the alchemist wants to craft magical items. Mundane alchemical compounds like acid or gunpowder are just ordinary chemistry, so any alchemist can make those regardless of magical ability.
 



In a boat heavy game, Navigator Equiptment, someone needs to know where your going in a boat.

Carpetry tools are useful as well, basic maintaince on your arm and weapons seems like a natural extension of armour and weapon profiency.

But with Carpetry tools you can build minor bridges, rafts, barriers, defences, staffs, even wooden blades and armour in an emergency. See with blacksmithing you need all kinds of equiptment like anvils, great heat, ect... and facilities, and alot of metal to do more then minor repair, but Carpetry, you need a few tools, knowledge, and wood, which literally grows on trees. I mean a workshop improves what you can do, but you can do alot of manshift stuff with wood. Obviously more useful in the woods.
 

So far its Theive Tools and Herbalism as the prio, according to all your comments.

Our DM has merged Alchemy+Herbalism
You can make explosive oils, explosive bombs, health potions, elixirs to improve your stats temporarily, or even potions to shrink your size but not poisons!

I think I am gonna go with this new mix, sound really reasonable for me to have it on my Bard.
 

If looking purely at artisans tools, cartographers and carpenters seem as useful as anything else
Mapping as you go along may let the DM give you their maps to use and you could always sell maps a few towns away
Building a basic wooden structure for shelter or defence may gain you a proficiency bonus from the DM with carpenters tools
 

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.

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:
  • 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).
 

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