# 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**

\page



## 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





<div class='pageNumber'>1</div>
<div class='footnote'>Runescape Skills | The DM's Tavern</div>




\page

## 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
 
<div class='pageNumber'>2</div>
<div class='footnote'>Runescape Skills | The DM's Tavern</div>
\page


## 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.

<div class='pageNumber'>2</div>
<div class='footnote'>Runescape Skills | The DM's Tavern</div>

##### 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

<div class='pageNumber'>3</div>
<div class='footnote'>Runescape Skills | The DM's Tavern</div>

### 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
```
```
\page



## 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 
 
<div class='pageNumber'>4</div>
<div class='footnote'>Runescape Skills | The DM's Tavern</div>

\page

## 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


<div class='pageNumber'>5</div>
<div class='footnote'>Runescape Skills | The DM's Tavern</div>