Tools and Vehicles

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Player's Guide

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the next level
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champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
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Time & Movement
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Creature Overview
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Magic Item Overview
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3cuTCbz.png

EquipmentTools and Vehicles


A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your class, race, feats, or other game features can grant you proficiency with one or more tools. Proficiency with a tool lets you add your proficiency bonus to any ability check that uses the tool for its intended purpose. You can still use a tool even if you aren't proficient with it, but may be unable to add your proficiency bonus to checks which use it.
     Tools are not governed by any individual ability score. Use of a musical instrument for example might require an Intelligence check to play in an orderly orchestra, but a Charisma check for an original and impromptu solo performance.
     Tools usually have narrower, more specific applications than skills. Many tools cover niches that are not covered by skills, such as crafting items or maneuvering vehicles. Being proficient with a tool may make you an expert on certain skill checks if your DM employs the Tool Expert variant rule.
     The list of tools below is not intended to be exhaustive. Your DM may decide that your legend of Hyrule includes an electric guitar as a musical instrument, that bombsmith's tools can be used to craft firearms, or even that you can become proficient with a mere shovel, among many other possibilities.


Artisan's Tools

Proficiency with an artisan's tool represents training in how to craft appropriate objects with the relevant tools, and repair such objects if applicable. Without proficiency, any attempts to craft or repair items with the tools are of noticeably lower quality. One of the most lucrative uses of downtime involves crafting items. If your campaign lacks much downtime, your DM might use the Craft During Rest variant rule instead.
     Click a tool's name to see a more detailed page covering the tool's components, uses, and benefits if using the Tool Expert variant rule.

Tool Cost Weight Summary d20
Bombsmith's tools 300 rp 8 lb.    Gear for crafting bombs, cannons, or other items that make use of explosive powder. 1‑2
Brewer's supplies 200 rp 9 lb.    A jug, a siphon, tubing, glassware, and materials for beer, potions, and other drinks. 3
Calligrapher's supplies 100 rp 5 lb.    Ink, parchment, and quills for delicate, beautiful, and precise writing. 4
Carpenter's tools 80 rp 6 lb.    A hammer, nails, a hatchet, a saw, a square, a ruler, an adze, a plane, and a chisel. 5
Cartographer's tools 150 rp 6 lb.    Partment, ink, quills, calipers, a ruler, and a pair of compasses all for map-making. 6
Cobbler's tools 50 rp 5 lb.    A knife, a small hammer, thread, and other gear for making boots and shoes. 7
Cook's utensils 10 rp 8 lb.    A pot, knives, forks, spoons, a ladle, and other utensils for culinary arts. 8-9
Glassworker's tools 300 rp 5 lb.    Tweezers, blocks, a blowpipe, a marver, flint, and steel for glassblowing and shaping. 10
Jeweler's tools 250 rp 2 lb.    Pliers, tweezers, files, a tiny hammer, and a small saw used to work gemstones. 11
Leatherworker's tools 50 rp 5 lb.    Leather scraps, a knife, a mallet, a hole punch, an edge, and thread. 12
Mason's tools 100 rp 8 lb.    A chisel, a hammer, a trowel, a square, and brushes for construction from stone. 13
Painter's supplies 100 rp 5 lb.    Brushes, paints, charcoal, a palette, and canvas for works of art both fine and broad. 14
Potter's tools 50 rp 3 lb.    Calipers, a knife, scrapers, ribs, needles, and other gear for pots and ceramics. 15
Smith's tools 200 rp 8 lb.    Hammers, tongs, rags, a whetstone, and charcoal, all used to shape heated metal. 16‑17
Tinker's tools 500 rp 10 lb.    Various tiny hand tools for fine machine work: glue, tweezers, thread, and more. 18
Weaver's tools 10 rp 5 lb.    Thread, needles, and bits of cloth used to tailor clothing and work fabric. 19
Woodcarver's tools 10 rp 5 lb.    A carving knife, a tiny saw, and other hand tools for finely shaping wood. 20

Professional Tools

Proficiency with a professional tool represents training in how to how to perform a given profession, trade, or service. Without proficiency, you may be unable to perform anything but the simplest of tasks with the relevant tool. While there are a plethora of professional tools used throughout the Light World, those listed below tend to be the most useful for adventurers.
     Click a tool's name to see a more detailed page covering the tool's components, uses, and benefits if using the Tool Expert variant rule.

Tool Cost Weight Summary d8
Disguise kit 250 rp 3 lb.    Cosmetics, dyes, clothing, and small props used to create a disguise for yourself. 1
Fishing tackle 10 rp 4 lb.    A fishing rod with silken line, steel hooks, bobbers, sinkers, and some netting. 2
Forgery kit 150 rp 5 lb.    Inks, papers, seals, sealing wax, and hand tools to replicate official documents. 3
Gardening kit 100 rp 12 lb.    Clippers, a trowel, a spade, a rake-hoe, and more used to tend or harvest crops and plants. 4
Navigator's tools 250 rp 2 lb.    A compass, a ruler, a sextant, parchment, ink, and a quill used for naval navigation. 5
Prospector's kit 200 rp 12 lb.    A miner's pick, a hammer, a shovel, a pan, a tiny lens, and a small brush. 6
Rancher's kit 80 rp 10 lb.    A crook, 20 feet of rope, a cattle prod, a bucket, and either shearing scissors or a saw. 7
Thieves' tools 250 rp 1 lb.    Lock picks, a tiny mirror on handle, pliers, a file, and tweezers for thwarting locks and traps. 8

Musical Instruments

The live play of music is not only incredibly popular in Hyrule, but music has ties to spirits and supernatural forces. Sages and especially bards might rely on a musical instrument to invoke their powers, but many adventurers play music for its own sake. The most renowned and practical instruments for adventurers are listed below. Vocal music—song—instead relies solely on the Performance skill.

Instrument Cost Weight Description d20
     Brass
Deku pipes 90 rp 12 lb.    A set of horns, each of a different pitch, bound together. Though quite large as a set,
  special wood keeps their weight manageable. Popular among scrubs and skull kids.
1
Horn 30 rp 2 lb.    Small but needs a deep breath. Often used for battle calls. Keyed horns are known as trumpets. 2
Saxophone 120 rp 5 lb.    An ornate, keyed horn renowned for its use in smooth jazz renditions of well-known music. 3
Trombone 90 rp 5 lb.    A long, large horn distinguished by its sliding component to alter its the pitch produced. 4
Tuba 150 rp 30 lb.    A huge keyed horn renowned for its incredibly low, rumbling pitch. Its size is hard to manage. 5
     Percussion
Bell 30 rp 2 lb.    A big two-handed bell or a set of bells; ring with different intensity and timing. 6
Drum 60 rp 3 lb.    A snare drum or string of small drums worn around the body or waist, played by
  rhythmically beating with sticks or by hand. Their sound is a favorite among goron musicians.
7
Glockenspiel 200 rp 20 lb.    Tuned keys affixed to a board held in one hand, played by striking the keys with a mallet. 8
Maracas 30 rp 1 lb.    A pair of wooden rattles, shaken like bells to create music and rhythm. 9
     String
Guitar 400 rp 5 lb.    A long-necked lute; became famous in the hands of popular musicians like the IndiGo-Gos. 10
Harp 300 rp 2 lb.    Among the most ancient instruments, harps and lyres are favored by many sages. 11
Hurdy-Gurdy 500 rp 10 lb.    Prepare the innards of this box takes work, but playing it just requires turning a handle. 12
Lute 350 rp 2 lb.    Strummed strings—sometimes plucked—resonate against a plump, hollow wooden body. 13
Viol 300 rp 1 lb.    A violin, fiddle, ukulele, undersized cello, etc. Played with a sliding bow or plucking fingers. 14
     Woodwind
Accordion 400 rp 15 lb.    A handheld "squeezebox" that is played by pressing and pulling its two sides.
  Different maneuvers create different sounds. It's particularly popular among rito.
15
Bagpipes 300 rp 6 lb.    A "bag" of blown air continuously feeds a few reeds ("pipes"), creating uninterrupted sound. 16
Flute 20 rp 1 lb.    Recorder, whistle, etc. Blow into a pipe with holes; covering holes produces different notes. 17
Oboe 300 rp 2 lb.    A complex, double-reeded, keyed instrument that superficially resembles a large flute. 18
Ocarina 20 rp 1 lb.    Of ancient origin and favored by a legendary hero, it is in practice a simpler form of flute. 19
Pan flute 120 rp 2 lb.    A few pipes bound together; blowing pipes of varying lengths creates different notes. 20

Tool Expert

If using the Tool Expert variant rule, being proficient with any musical instrument makes you an expert in:

  • Any Charisma (Performance) check that incorporates a musical instrument in which you are proficient.
  • Any Intelligence check made to identify aspects of your musical instrument, including music played with your musical instrument and spells which use it as a material component.

Vehicles

You can either be proficient with horse-drawn land vehicles (land vehicles) or aquatic vehicles drawn by sail or pushed by oar (water vehicles), or both. Being proficient adds your proficiency bonus to ability checks made to maneuver and maintain vehicles of the relevant type.
     If maneuvering a vehicle during combat, you also add your proficiency bonus to the vehicle's AC.

Land Vehicles

Land vehicles are usually drawn by draft horses, but some other four-legged creatures can be substituted if their combined size and Strength is sufficient. The costs below assume such a creature is not included. Unless pulling a chariot, a creature pulling a land vehicle has its base walking speed drop to 40 feet (equal to a draft horse) before other modifiers apply.

Vehicle Cost Weight AC hp Threshold
Cart 150 rp 200 lb.  11  27  — 
Sled 200 rp 300 lb.  11  50  — 
Wagon 350 rp 400 lb.  13  100 
Carriage 1,000 rp 600 lb.  15  200 
Chariot 2,500 rp 100 lb.  17  300  10 

     Cart. This simple two-wheeled vehicle is designed to be pulled by a single draft horse. It barely has enough room for three Medium or Small humanoids, including the driver.
     Sled. Similar to a wagon, but on runners for moving through snow, over ice, or across bogs too thick for wheels to handle. It generally requires two draft horses if there's more than one passenger. Like a wagon, it can carry as many as six Medium or Small humanoids including the driver.
     Wagon. This four-wheeled, open vehicle is for transporting heavy loads but can be fitted for passengers. It generally requires two draft horses if there's more than one passenger. If pulled by two or more draft horses, it can move up to six Medium or Small humanoids.
     Carriage. This four-wheeled, closed-top vehicle provides unmatched shelter and comfort; you can even sleep in it overnight. Its bulk requires at least two draft horses to operate. Up to seven Medium or Small humanoids can inside the cabin, but a driver must sit outside the cabin to guide the carriage.
     Chariot. Built for speed and for combat, a two-wheeled chariot is the ideal choice for a war vehicle. It can barely hold two Medium creatures—one to drive and one to attack—but unlike other drawn vehicles a riding horse or other swift creature can pull with its full speed, its riders have half cover, and the vehicle's steel plating makes it very difficult to damage.

Water Vehicles

This page or section is incomplete, and will eventually be expanded with more information.


Vehicle Cost Length Speed Crew Pax Cargo (lb.) AC hp Threshold
Raft 100 rp  5 feet 5 feet (12 mph) 1 1 300 11 10
Canoe 500 rp  10 feet 25 feet (3 mph) 1 3 600 11 30
Lion Boat 5,000 rp  10 feet 60 feet (7 mph) 1 1 1,000 13 50 5
Sailboat 30,000 rp  30 feet 45 feet (5 mph) 2 8 5,000 13 100 5
Caravel 200,000 rp  80 feet 60 feet (7 mph) 5 60 100,000 15 300 10
Clipper 600,000 rp  160 feet 100 feet (11 mph) 10 60 150,000 15 300 15
Galleon 800,000 rp  160 feet 70 feet (8 mph) 20 200 1,000,000 15 400 15
Ironclad 1,000,000 rp  160 feet 80 feet (9 mph) 20 100 300,000 17 800 20
S.S. Linebeck?
In Legends of Hyrule, the default setting assumes steam power is not robust and widespread enough to support steam ships like the S. S. Linebeck as it appears in Phantom Hourglass. Similarly, all sea-worthy ships are presumed to have sails.
     If your DM prefers to have these technically advanced ships, simply add 90 feet (10 mph) to the speed of the four best ships—caravel, clipper, galleon, and ironclad—and halve the necessary crew, then optionally increase their cost by 400,000 rupees to each steam version of each ship. This additional cost includes the cost of coal or whatever fuel the ship needs to produce steam. Such a ship gains only a small speed boost from favorable winds, perhaps 2 mph (or 20 feet per round).
     Under these changes, the S.S. Linebeck would fit as a steam caravel.
     Raft. Little more than a few planks or logs bound together with rope, a raft is the most meager of water vehicles. One is usually only used for crossing calm rivers, by pushing along the ground with a pole. The cost of a raft includes one suitable pole or oar. You have disadvantage on ability checks which rely on your raft, and it will surely capsize and sink before long on open waters.
     Canoe. At about 10 feet in length, a canoe has enough room for a couple passengers and can be used to navigate rivers, lakes, and coastal waters—but there's hardly enough room to even lay down. Its speed can only be maintained for as long as oars are used to actively row. Rowing into deep ocean will surely capsize the vessel.
     Lion Boat. Named for the now-famous boat used by a legendary hero, a lion boat is even smaller than a typical canoe but is of sturdier construction and its deck is dominated by a sail larger than the rest of the boat. Designed for speed, when skillfully maneuvered a lion boat can match the pace of much larger vessels. In exchange for this speed, any lion boat will be capsized frequently; any time the boat is hit by an attack or hit by a particularly strong wind, all riders are dumped into adjacent water water. It is a risky yet cost-effective way to speed between nearby oceanic isles, but its small size prevents any journey that would take more than a day.
     Sailboat. With a single sail and a tiny one-room cabin, a typical sailboat is considered a mere toy by most professional sailors. Still, a sailboat can ferry a small group across open waters for a few days and can carry enough weight to ferry all the treasure for a single dungeon raid, or enough supplies to set up a respectable shop. With meager speed and paltry defenses, it has no chance against pirates and would be easily capsized by sea monsters—taking one through the Great Sea is a huge risk, and the cost of cargo is too inefficient for a typical merchant to consider it.
     Caravel. Though humble compared to modern top-of-the-line ships, a caravel was once one of the best designs in the world. With several triangular sails and a sizable area below deck, it is well-suited for weeks or even months at sea. It can support 15 Medium cannons or "guns" (half on each side), or 7 Large cannons. A caravel can haul loads, fight off monsters, and speed away from threats, accomplishing everything adventurers would need from a ship. Still, it's too slow to outrun most pirates, isn't suited to naval battles, and is not very cargo-efficient.
     Clipper. Built for speed, the clipper is the fastest type of ship in the world. Its deck is adorned with as many sails as possible, and its body is exceptionally narrow to cut through the ocean. In pirate-infested waters, it is favored for its ability to outrun any ship weighed down with guns or heavy loads. Still, the galleon makes for a more cost-efficient merchant ship, and the ironclad is built for war. A clipper can support about 30 Medium cannons or "guns" (half on each side), or 15 Large cannons. If outfitted for more, its signature speed may drop significantly.
     Galleon. The largest ship on the seas, the master-crafted galleon is a merchant ship through and through, with storage efficiency at the forefront, with speed and durability not far behind. Its absolutely colossal area under deck could even fit lesser ships and carry them. Built primarily for cargo, a galleon can still support a huge defense arsenal: about 50 Medium cannons (half on each side), or 25 Large cannons.
     Ironclad. Built for war, a ship-of-the-line, an ironclad is of course named because its hull is plated with iron. Almost invincible compared to most other ships, it sacrifices surprisingly little speed and cargo space. An ironclad can support about 70 Medium cannons (half on each side), or 35 Large cannons. Built with damage in mind, ironclads often carry enough repair materials to—according to legend—build an entire second ironclad by hand.



The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]