Runescape Skills You Can Apply To RPGs

Runescape is very similar to D&D in the way that you accomplish certain tasks, train, gain XP and level up. You get more items, kill harder bosses and get rich. However, to “finish” your character’s development, you have a plethora of skills to master and you train them by doing certain quests or using them.

Why Should I Add Skills?

Tired of just killing monsters and talking to NPCs? Well, now you can kill monsters, talk to NPCs, and get cool skills! This guide will teach you how to apply skills to any RPG (and why you should).

This is a very important addition to RPGs because it can open many different possibilities and encourages better roleplaying.

You should add skills because:

  • They're new way to boost creativity at the table
  • They Open up new roleplaying, personality and background opportunities for players
  • They add more stuff to do, besides “talking” and “fighting”
  • They add more uses to the tools presented in the PHB
  • They provide a different way to get XP and level up
  • They provide an easier way to get magic items

How To Learn And Level Up Skills

There’s no need to “learn” skills, since they are very simple, as long as you have the minimum stats required, you’re ready to go.

To level up a skill you only need to train it by following what each skill below says. These are only guidelines and every DM has total authority to change or adjust everything.

To balance-out things and stop them from making just an exploitable moneymaking method, you can only “use” your skill once a day (i.e. You can only try to mine once a day, fish once a day, etc.)

Whenever you level up a skill, your XP becomes 0 (zero).

DM's Discretion

Acquiring level 5 on a skill is very hard.

It’s totally up to the DM to have the characters gain or develop passive abilities or benefits, but it’s recommended for roleplaying purposes.

I don’t want Skills to be a “moneymaking” method, that’s why I set up low selling values and high requirements; you can change this if you want to.

Skills are classified as "gathering" and "processing" and there are a total of 5. There's no limit on how many skills you can level up, as long as you meet all the requirements.

For more information visit: www.TheDMsTavern.com/runescape-skills-rpgs

Mining: Gathering Skill

Mining allows you to obtain ores from rocks.

Requirements

To be able to start mining you will need at least:

  • 10 STR
  • Pick, miner’s (2gp – PHB page 150)
  • Dedicated Backpack (2gp – PHB page 150) or any big container that makes sense

Mining (by level)

You can mine any ore (assuming you find where it's located), however, having a higher level will increase the quantity of ores you obtain. Some of the ores and their values:

Ore Prices
Ore Type Selling Price
Copper/Tin 1 cp each
Silver/Iron 1 sp each
Steel/Gold 1 gp each
Mithril* 10 gp each
Adamant* 20 gp each

*Both Mithril and Adamant have a high value but are hard to sell, since they're treated like magic items.

Number of Ores Obtained
Ore Type Quantity
Copper/Tin 1d2
Silver/Iron 1d4
Steel/Gold 1d6
Mithril 1d8
Adamant 1d10

Mining Process

You can only mine once a day and the DM must decide if you find whatever ore you're trying to find. You must also meet all the requirements beforehand.

1) Find the ore you’d like to mine

2) You roll the dice according to your level to determine the quantity obtained

3) The amount of XP you get is equal to the number of ores you obtained + your current mining level

Mining Level

Your mining level will determine the quantity of ores you can obtain.

1) 0 XP required

2) 10 XP required

3) 20 XP required

4) 50 XP required

5) 100 XP required


Level 5 Unlocks

  • Character gains low-level Darkvision (his/her eyes are used to being in dark places)
  • Gains advantage when rolling Insight to detect if metal coins or jewelry are fake
  • Obtains access to Mining Guilds and/or knows where other important/big mines are located
  • NPCs who love to mine (or Dwarves) are friendlier with that character

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Runescape Skills | The DM's Tavern

Fishing: Gathering Skill

Fishing allows you to catch and turn fish into rations or food.

Fish can be sold and eaten only if it’s still fresh (24 hours since it was caught). However, smart players could use freezing spells to keep the fish fresh a longer amount of time.

Requirements

To be able to start fishing you will need at least:

  • 10 STR and 10 WIS
  • Fishing tackle (1gp – PHB page 150)
  • Dedicated Basket, Bucket or Backpack to hold fish (PHB page 150)
  • Cook’s utensils (1gp – PHB page 154) to cook fish and be able to heal
  • Bait (bugs can be used as bait, require DC 10 Survival/Nature check to be obtained)

Fishing (by level)

Each time you level up your skill, you can catch new (and more valuable) fishes. Eating a fish instead of turning it into rations works like a potion would. It takes an action to do so.

Fish
Level Fish Type Location Equivalence
1 Sardine Seashore 1 Ration/Heals 1d2
1 Trout River 1 Ration/Heals 1d2
2 Tuna Seashore 2 Ration/Heals 1d4
2 Salmon River 2 Ration/Heals 1d4
3 Swordfish Deep sea 3 Ration/Heals 1d6
4 Monkfish Deep Sea 5 Ration/Heals 1d8
5 Shark Deep Sea 10 Ration/Heals 1d10

Fishing Process

You can only fish once a day. You must also meet all the requirements beforehand.

1) Go to the location where the fish is and succeed at finding bait by rolling a Nature or Survival check DC 10

2) You get 1d4 (+ your fishing level) fishes of that type

3) You get the same amount of fishes you caught, as XP (XP is not defined by the quality of the fish. It's defined by the quantity caught)

Fishing Level

Your fishing level will determine the best fish you can catch.

1) 0 XP required

2) 10 XP required

3) 20 XP required

4) 50 XP required

5) 70 XP required


Level 5 Unlocks

  • Character gains Feat: Keen Mind (PHB page 167)
  • Obtains access to Fishing Guilds and/or knows where important/big lakes, rivers and seas are located
  • NPCs who love to fish (Sailors, Pirates or Merchants) are friendlier with that character

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Herblore: Processing Skill

Herblore allows you to make magical potions.

Requirements

To be able to start making potions you will need at least:

  • 12 INT and 12 WIS
  • Alchemist’s supplies (50gp – PHB page 154)
  • Designated Pouch (5sp – PHB page 150) or any small container to hold foraged items
  • A water source when making the potion
  • Foraged items (Monster parts or natural objects – pass a check, roll 1d4 to determine quantity found)

*Herbalism Kit (5gp – PHB page 154) is optional but recommended (better chance to pass Nature checks when foraging herbs).

Potion Making (by level)

Each time you level up your skill, you can create new potions.

Foraging is needed before you start making some potions. If you pass the foraging check, roll 1d4 to determine how many objects you gathered (you can forage an unlimited time per day). However, you can only make 1 potion per day.

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Potions
Level Potion Requirements
1 Potion of Climbing DC 5 + 3 vines
2 Potion of Animal Friendship DC 6 + 2 animal parts
2 Potion of Healing DC 14 + half vial of animal blood
3 Potion of Water Breathing DC 9 + 2 fishes or 2 marine objects
3 Potion of Fire Breath DC 10 + 2 copper ores + 1 tinderbox
3 Potion of Mind Reading DC 11 + 1 white lily
3 Potion of Resistance DC 13 + 2 steel ores
3 Potion of Greater Healing DC 16 + half vial of humanoid blood
4 Potion of Gaseous Form DC 15 + 2 ashes
4 Potion of Invulnerability DC 16 + 1 adamant ore
4 Potion of Superior Healing DC 18 + half vial of a big creature’s blood (troll, giant, etc)
5 Potion of Flying DC 19 + 3 feathers
5 Potion of Invisibility DC 19 + 1 ash + 2 animal eyes
5 Potion of Supreme Healing DC 20 + half vial of a dragon’s blood (dragon, wyvern, etc.)

*To know each potion's effect, check DMG page 187-188.

Foraging
Nature DC Material Foraging Location
11 Vines Forest/Grasslands
14 Marine object Sea
16 White Lily Forest/Grasslands
17 Animal Eye* Dead animal

*You get only 1 Animal Eye per Nature check.

Herblore Process

You can only make 1 potion per day. You must also meet all the requirements beforehand.

1) Get 1 Vial or Flask per potion (if you have Poisoner’s Kit you get unlimited Vials, you can’t sell them)

2) Roll 1d20 + your herblore level, if the result passes the potion's DC requirement, you create 1 Potion and consume the materials

3) You get XP equal to 1d4 + your herblore level (if you fail to make a potion you gain 1d4-1 XP instead, and you lose all the materials, except for the vial)

Herblore Level

Your herblore level will determine the best potion you can create.

1) 0 XP required

2) 10 XP required

3) 20 XP required

4) 30 XP required

5) 50 XP required

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Level 5 Unlocks

  • Character gains Feat: Healer (PHB page 167)
  • Character can make 2 potions per day, instead of 1
  • NPCs who are Wizards, Sorcerers and Rangers are friendlier with that character
    
    

Smithing: Processing Skill

Smithing allows you to smelt ores into armor and weapons.

Weapons and armors require Steel or Gold ores to be smithed. Using better ores can make better items.

Smithing weapons using Silver will make a “silvered” weapon (effective against undead).

Smithing armor using Mithril will make it “Mithral Armor” (DMG page 182) and using Adamant will make it a +1 armor.

Requirements

To be able to start smithing you will need at least:

  • 12 STR and 10 CON
  • Steel/Gold Ores (minimum)
  • Smith’s tools (20gp – PHB page 154)
  • Hammer, sledge (2gp – PHB page 150)
  • Access to a place that has an anvil and a furnace

Smithing (by level)

Each time you level up your skill, you can smith new (and more valuable) weapon/armor.

Weapons
Level Weapon Ore Requirement
1 1d4 damage melee metal weapons 2 ores
2 1d6 damage melee metal weapons 4 ores
3 1d8 damage melee metal weapons 10 ores
4 1d10 damage melee metal weapons 15 ores
5 Any metal melee weapon 20 ores
Armors
Level Weapon Ore Requirement
1 Shield 3 ores
2 Chain shirt, Ring mail 5 ores
3 Scale mail, Chain mail 10 ores
4 Breastplate, Splint 30 ores
5 Half plate, Plate 50 ores

Smithing Process

You can only smith once a day. You must also meet all the requirements beforehand.

1) Go to a blacksmith (any place that has a furnace and an anvil can work)

2) If you have the required smithing level, you get the item and consume the ores

3) You get XP equal to 1d4 + your smithing level


Smithing Level

Your smithing level will determine the best ore you can smith.

1) 0 XP required

2) 10 XP required

3) 20 XP required

4) 30 XP required

5) 50 XP required

Level 5 Unlocks

  • Character gains Feat: Weapon Master (PHB page 170)
  • Can repair any broken weapon for half the ore it costs to make (needs an anvil)
  • NPCs who love to smith (like Dwarves) are friendlier with that character

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Runescape Skills | The DM's Tavern

Crafting: Processing Skill

Crafting allows you to create items made of wood, leather or hide armor.

Crafting ammunition using Silver will make a “silvered” ammo (effective against undead).

Crafting ammunition using Adamant will make it +1 although, they won’t count as magical weapons.

Requirements

To be able to start crafting you will need at least:

  • 12 DEX and 10 INT
  • Weaver’s tools (1gp – PHB page 154) is needed to craft Armor
  • Leatherworker’s tools (5gp – PHB page 154) is needed to craft armor
  • Hides are needed to craft armor (obtained by skinning animals, DEX DC 10, get 1 hide)
  • Woodcarver’s tools (1gp – PHB page 154) is needed to craft weapons
  • Handaxe (5gp – PHB page 149) is needed to craft weapons and cut wood
  • Wood is needed to craft weapons (obtained by woodcutting any tree with a handaxe, STR DC 10, get 1d4 logs)

Crafting (by level)

Each time you level up your skill, you can craft new weapon/armor.

Armors
Level Weapon Requirements
1 Simple cloth items (Cloaks, Blankets, Clothes, etc) No requirement
2 Padded 2 hides
3 Leather, Hide 5 hides
4 Studded leather 5 hides + 2 ores
5 Any non-metal armor +1 x2 the normal requirements + 1 Adamant
Weapons
Level Weapon Requirements
1 20 ammunition 1 log + 1 ore
2 1d6 damage ranged weapons 1 log + 2 ores
3 1d8 damage ranged weapons 1 log + 5 ores
4 1d10 damage ranged weapons 1 log + 10 ores
5 Can repair any ranged weapon half what it costs to make

Crafting Process

You can only craft once a day. You must also meet all the requirements beforehand.

1) You get 1 copy of item you crafted and consume the requirements

2) You get XP equal to 1d4 + your crafting level

Crafting Level

Your mining level will determine the best ore you can mine.

1) 0 XP required

2) 10 XP required

3) 30 XP required

4) 50 XP required

5) 100 XP required

Level 5 Unlocks

  • Character gains Feat: Skilled (PHB page 170)
  • Can remove gems from any object, without damaging them
  • Can cut gems to increase their monetary value by (1d8-1) percent (getting a result of 0 will destroy the gem instead)
  • Elves and Half-Elves are friendlier with that character

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