![]() They're so you can be a former carpenter who is now an adventurer and can bring those skills to bear as needed in their new career. To clarify something, things like Carpenter's Tools are not in 5e so you can be a carpenter. If I am giving players huge amounts of downtime and the player simply wants to "start up a mine from scratch", I'm turning that into multiple different checks across a variety of skills. I'd probably want a little more detail on what exactly the player wants to do before I decide what skill they are rolling. You can make an argument for a lot of different skills. Smith Tools or Jeweler Tools for processing raw materials into actual products.Įtc, etc.Arcana to understand the value or usage of any rare ores or gemstones that would make for good spell components.History for understanding market trends and where best to move product.Persuasion (Or Intimidation, if that's your vibe) for managing a productive workforce, or for networking with supply chain partners.Running a successful business would likely require a large number of different skills. But it definitely takes more than that to run an entire mine. Sailor and knot tying for example.įor pure knowledge about how to mine ore, I would probably go with Nature. Give them a lantern and a pick for sure, those can come up outside mining situations, and whatever else is assumed not to be relevant to general adventuring.Īs DM I have made several calls for a ability check + proficiency modifier for things that I think would fall into a characters skill set due to their background. Until you'd want to use a mining implement for something else, it doesn't really matter what is or is not among them. Put whatever you think is appropriate in there, but don't worry too much about it. If you want your character to know what they're doing while working a mine, call it proficiency (mining tools) and give those tools the same cost as smithing tools for instance. And without background, there's also no corresponding proficiency - nothing for working the land, tending to animals (Animal Handling doesn't cover that), or running a business. Other than guild merchant there's nothing for traders, and guild merchant is pretty specific. No farmer, no forester, nothing to do with raising livestock or breeding and training animals of any kind. ) but there's also a whole lot that aren't there and that don't exactly fit the bill of any of the official ones if you'd reflavor them. There's a couple of profession-based backgrounds among the official ones (fisher, sailor, craftsman. Phandelver and Below: The Shattered Obelisk ![]() ![]() Mordenkainen Presents: Monsters of the Multiverse
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