Tools are definitely geared more in the role play side of things. However they can be used to create and use some interesting stuff. Especially when combined with enchanting. The rules and...
Tools are definitely geared more in the role play side of things. However they can be used to create and use some interesting stuff. Especially when combined with enchanting. The rules and descriptions of the tools are very vague intentionally as to leave plenty of room for interpretation
It is all going to depend on working with your DM, what they will allow, and what fits your character role play wise. A general goal is to create things that are interesting. But don't try to break the game. Actively trying to break the game or creating OP items will just piss your DM off and sour them to working with you or anyone else in the future on crafting.
As for ideas for tools Smith's tools, Alchemist Supplies, and Tinker's Tools are all viable options. As for ideas on what to make, maybe consider interesting little contraptions that your DM lets you or other players use to grant actual in game effects. Like a tactical vest that allows you to do something that would normally take an action to perform as a bonus action, Or maybe something like the "Deluminator" from Harry Potter which could allow you to create non magical darkness in an area around you. All the way up to something like weapons, for instance the "Diplomacy" from Critical Role. In one case I've heard of a campaign where someone mass produced 'guns' that fire fire bolts (it was essentially a modified wand of fire bolts that the user used thought to "pull the trigger") and armed a militia that they used to overthrow an empire.
The limit is simply your imagination and what the DM will allow.
Tools are definitely geared more in the role play side of things. However they can be used to create and use some interesting stuff. Especially when combined with enchanting. The rules and descriptions of the tools are very vague intentionally as to leave plenty of room for interpretation
It is all going to depend on working with your DM, what they will allow, and what fits your character role play wise. A general goal is to create things that are interesting. But don't try to break the game. Actively trying to break the game or creating OP items will just piss your DM off and sour them to working with you or anyone else in the future on crafting.
As for ideas for tools Smith's tools, Alchemist Supplies, and Tinker's Tools are all viable options. As for ideas on what to make, maybe consider interesting little contraptions that your DM lets you or other players use to grant actual in game effects. Like a tactical vest that allows you to do something that would normally take an action to perform as a bonus action, Or maybe something like the "Deluminator" from Harry Potter which could allow you to create non magical darkness in an area around you. All the way up to something like weapons, for instance the "Diplomacy" from Critical Role. In one case I've heard of a campaign where someone mass produced 'guns' that fire fire bolts (it was essentially a modified wand of fire bolts that the user used thought to "pull the trigger") and armed a militia that they used to overthrow an empire.
The limit is simply your imagination and what the DM will allow.