xanathars guide to everything

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Repair. You can restore 10 hit points to a damaged ob-
ject for each hour of work. For any object, you need ac-
cess to the raw materials required to repair it. For metal
objects, you need access to an open flame hot enough to
make the metal pliable.

TINKER'S TOOLS
Activity
Temporarily repair a d isabled device
Repair an item in half the time
Improvise a temporary item using scraps

WEAVER'S TOOLS

DC
10
15
20

Weaver's tools a llow you to create cloth and tailor it into
articles of clothing.
Components. Weaver's tools include thread, needles,
and scraps of cloth. You know how to work a loom, but
such equipment is too large to transport.
Arcana, History. Your expertise lends you additional
insight when examining cloth objects, including cloaks
and robes.
Investigation. Using your knowledge of the process of
creating cloth objects, you can spot clues and make de-
ductions that others would overlook when you examine
tapestries, upho lstery, clothing, and other woven items.
Repair. As part of a shor t rest, you can repair a single
damaged cloth object.
Craft Clothing. Assuming you have access to suf-
ficient cloth and thread, you can c reate a n outfit for a
creature as part of a long rest.

WEAVER'S TOOLS
Activity
Repurpose cloth
Mend a hole in a piece of cloth
Tailor an outfit

WOODCARVER'S TOOLS


DC
10
10
15

Woodcarver's tools allow you to craft intricate objects
from wood, such as wooden tokens or arrows.
Components. Woodcarver's tools consist of a knife, a
gouge, and a small saw.
Arcana, History. Your expertise lends you additional
insight when you examine wooden objects, such as figu-
rines or arrows.
Nature. Your knowledge of wooden objects gives you
some added insight when you examine trees.
Repair. As part of a short rest, you can repair a single
damaged wooden object.
Craft Arrows. As part of a short rest, you can craft
up to five arrows. As part of a long rest, you can c raft
up to twenty. You must have enough wood on hand to
produce them.

WooocARVER's TooLs
Activity
Craft a small wooden figurine
Carve an intricate pattern in wood

DC
10
15

SPELLCASTING


This section expands on the spellcasting rules pre-
sented in the Player's Handbook and the Dungeon Mas-
ter's Guide, providing clarifications and new options.

PERCEIVING A CASTER AT WORK
Many spells create obvious effects: explosions of fire,
walls of ice, teleportation, and the like. Other spells,
such as charm person, display no visible, audible, or oth-
erwise perceptible s ign of their effects, and could easily
go unnoticed by someone unaffected by them. As noted
in the Player's Handbook, you normally don't know that
a spell has been cast unless the spell produces a notice-
able effect.
But what about the act of casting a spell? Is it possible
for someone to perceive that a spell is being cast in their
presence? To be perceptible, the casting of a spell must
involve a verbal, somatic, or material component. The
form of a material component doesn't matte r for the
purposes of perception, whether it's an object specified
in the spell's description, a component pouch, or a spell-
casting focus.
If the need for a spell's components has been removed
by a special ability, such as the sorcerer's Subtle Spell
feature or the Innate Spellcasting trait possessed by
many creatures, the casting of th e spell is imperceptible.
If an impe rceptible casting produces a perceptible ef-
fect, it's normally impossible to determine who cast the
spell in the absence of other evidence.

IDENTIFYING A SPELL
Sometimes a character wants to identify a spell that
someone else is casting or that was a lready cast. To do
so, a character can use their reaction to identify a spell
as it's being cast, or they can use an action on their turn
to identify a spell by its effect after it is cast.
If the character perceived the casting, the spell's ef-
fect, or both, the character can make an Intelligence (Ar-
cana) check with the reaction or action. The DC equals
15 + the spel l's level. If the spell is cast as a class spell
and the character is a member of that class, the check
is made with advantage. For example, if the spellcaster
casts a spell as a cleric, another cleric has advantage on
the check to identify the spell. Some spells aren't asso-
ciated with any class when they're cast, such as when a
monster uses its Innate Spellcasting trait.
This Intelligence (Arcana) check represents the fact
that identifying a spell requires a quick mind and famil-
iarity with.the theory and practice o f casting. This is
true even for a character whose spellcasting abil ity is
Wisdom or Charisma. Being able to cast spells doesn't
by itself make you adept at deducing exactly what others
are doing when they cast their spells.

INVALID SPELL TARGETS
A spell specifies what a caster can target with it: any
type of creature, a creature of a certain type (humanoid
or beast, for instance), an object, an area, the caster,
or something e lse. But what happens if a spell tar-
gets something that isn't a valid target? For example,

CHAPTER 2 I DUNGEON MASTER'S TOOLS
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