Skill Trees and Occupations

Alchemy

Cost: 3 gp per TP

TP: 300

Tier 1: At 50 TP, can create mild poisons (requires poisoner's kit)

Tier 2: At 150 TP, can create antidotes (requires herbalism kit)

Tier 3: At 250 TP, can identify all base properties of a potion (requires alchemist's supplies)

Master Ability: At 300 TP, can craft healing potions with alchemist's supplies. 

Brewer

Cost: 1 gp per TP

TP: 150

Tier 1: At 30 TP, can create your own beer and coffee.

Tier 2: At 60 TP, advantage on constitution saving throws related to inebriation.

Tier 3: At 120 TP, gain a +1 to luck checks when failing an inebriation con save and gain +1 to charisma when succeeding one.

Master Ability: At 150 TP, can craft coffee that grants advantage on the first skill check of the day. Can craft an alcoholic drink that grants +1 to charisma for an hour.

Calligrapher

Cost: 2 gp per TP

TP: 100

Tier 1: At 20 TP, can draft legal documents. (requires calligraphy supplies)

Tier 2: At 40 TP, you can identify the origins of a language or rune.

Tier 3: At 80 TP, you can forge documents if you have seen a similar document. (requires a forgery kit)

Master Ability: At 100 TP, can forge signatures and seals and grants disadvantage on anyone determining if it is a fraud that is not a member of the house of that signature/seal.

Cartographer

Cost: 2 gp per TP

TP: 250

Tier 1: At 80 TP, can accurately interpret symbols on maps without a legend. 

Tier 2: At 120 TP, can accurately navigate a map even in unfavorable weather conditions. (requires navigator's tools)

Tier 3: At 200 TP, you can create basic maps of areas you have been over the course of an hour per square mile. (requires calligraphy supplies)

Master Ability: At 250 TP, you have advantage on determining the location of an unknown map if you have been there before.

Cobbler

Cost: 2 gp per TP

TP: 160

Tier 1: At 20 TP, can craft basic shoes and boots. (requires cobbler's tools)

Tier 2: At 60 TP, can craft environmentally prepared shoes and boots that assist in difficult terrain. (requires cobbler's tools)

Tier 3: At 120 TP, you can craft shoes and boots that increase walking speed by 5. (requires cobbler's tools and feathers of a griffin)

Master Ability: At 160 TP, can craft enchantable shoes/boots.

Cook

Cost: 1 gp per TP

TP: 350

Tier 1: At 50 TP, can cook healthy and hearty meals that add a free hit die to short rest healing. Costs 2gp per meal to cook. (requires cook's utensils)

Tier 2: At 100 TP, your meals grant 10 temporary hp when spending 1 hour to cook. Costs 1gp per meal to cook. (requires cook's utensils)

Tier 3: At 300 TP, can shorten the long rest cycle by 1 day by preparing healthy meals for the party during the long rest. Costs 1gp person per day. (requires cook's utensils)

Master Ability: At 350 TP, can cook a meal over 4 hours that grants advantage on a saving throw of chef's choice for 24 hours. Must be consumed fresh. Meal costs 50gp per person.

Glassblower

Cost: 3 gp per TP

TP: 120

Tier 1: At 20 TP, can create glass figures. 5sp each. (smaller than 6 inches in all directions) (requires glassblower's tools)

Tier 2: At 40 TP, can create glass containers and bottles. 2sp each. (requires glassblower's tools)

Tier 3: At 80 TP, can replicate figures/items/people as glass statues. 1 gp each. (smaller than 6 inches in all directions) (requires glassblower's tools)

Master Ability: At 120 TP, can create lenses, glasses, and bottles that are enchantable.

Historian

Cost: 2 gp per TP

TP: 300

Tier 1: At 160 TP, gain +2 on Intelligence (History) checks. (requires proficiency in Intelligence or History)

Tier 2: At 220 TP,  gain advantage on Intelligence (History) checks related to ancient texts, artifacts, and forgotten lore. (requires proficiency in Intelligence or History)

Tier 3: At 300 TP, access to the Legend Lore spell once per long rest. Requires the ability to cast spells. (requires proficiency in Intelligence or History)

Master Ability: Starting at 200 TP, you learn a new language for every 100 additional TP.

Jeweler

Cost: 3 gp per TP

TP: 350

Tier 1: At 100 TP, can create basic jewelry. (requires jeweler's tools)

Tier 2: At 200 TP, can identify all gems and metals. Can identify the make of each jewelry. Can identify the resale price of jewelry. 

Tier 3: At 300 TP, can craft high-end jewelry. (requires jeweler's tools)

Master Ability: At 350 TP, can craft jewelry that is enchantable.

Leatherworker

Cost: 3 gp per TP

TP: 320

Tier 1: At 80 TP, can create basic leather items. (requires leatherworker's tools)

Tier 2: At 190 TP, can create basic leather armor. (requires leatherworker's tools)

Tier 3: At 280 TP, can craft improved leather armor. (requires leatherworker's tools and the hide of a rare beast)

Master Ability: At 320 TP, can craft leather armor and items that are enchantable.

Masonry

Cost: 1 gp per TP

TP: 160

Tier 1: At 40 TP, can craft stone statues. (requires masonry's tools)

Tier 2: At 80 TP, can date and identify make of ruins. (requires masonry's tools)

Tier 3: At 120 TP, can craft lifelike statues up to 10 feet tall. (requires masonry's tools)

Master Ability: At 160 TP, can craft enchantable runes.

Musician

Cost: -

TP: 350

Tier 1: At 100 TP, you gain proficiency in an instrument of choice. (requires a new instrument)

Tier 2: At 200 TP, you gain proficiency in an instrument of choice. (requires a new instrument)

Tier 3: At 300 TP, you gain proficiency in an instrument of choice. (requires a new instrument)

Master Ability: At 350 TP, can identify songs and melodies and even recreate them from hearing them only once. 

Painter

Cost: 1 gp per TP

TP: 160

Tier 1: At 40 TP, can paint portraits. (requires painter's supplies)

Tier 2: At 80 TP, can create life-like paintings. (requires painter's supplies)

Tier 3: At 120 TP, can craft realistic disguises. (requires disguise kit)

Master Ability: At 160 TP, can craft a disguise so well over 1 hour that it acts as a disguise self spell.

Potter

Cost: 2 gp per TP

TP: 180

Tier 1: At 40 TP, can create basic pottery. (requires pottery tools)

Tier 2: At 80 TP, can create key and small item molds. (requires pottery tools and yellow river clay)

Tier 3: At 140 TP, can create weapon and item molds. (requires pottery tools and yellow river clay)

Master Ability: At 180 TP, can craft a golem that is enchantable.

Smith

Cost: 3 gp per TP

TP: 450

Tier 1: At 100 TP, can identify all metals and the make/quality of armor and weapons. (requires smithing tools)

Tier 2: At 200 TP, can craft metal weapons. (requires smithing tools)

Tier 3: At 400 TP, can craft metal armor. (requires smithing tools)

Master Ability: At 450 TP, can craft a metal armor that is enchantable.

Thievery

Cost: -

TP: 350

Tier 1: At 100 TP, can pick a tier 1 lock at advantage and can attempt a tier 2 lock. (requires thieves tools)

Tier 2: At 200 TP, can pick a tier 2 lock at advantage and can attempt a tier 3 lock. (requires thieves tools)

Tier 3: At 300 TP, can pick a tier 3 lock at advantage and can attempt a tier 4 lock. (requires thieves tools)

Master Ability: At 300 TP, advantage on not being detected by magical and non-magical traps. Can attempt to pick a tier 5 lock.

Tinkerer

Cost: 2 gp per TP

TP: 400

Tier 1: At 100 TP, can craft simple mechanical items such as timers or watches. (requires tinkerer's tools)

Tier 2: At 210 TP, can craft craft mechanical traps. (requires tinkerer's tools)

Tier 3: At 320 TP, advantage on disarming non-magical traps, mechanisms, or constructs. (requires tinkerer's tools)

Master Ability: At 400 TP, can craft mechanical constructs.

Weaver

Cost: 1 gp per TP

TP: 260

Tier 1: At 80 TP, can craft basic clothing. (requires weaver's tools)

Tier 2: At 160 TP, can adjust clothing and armor to properly fit most body types. (requires tailor's kit)

Tier 3: At 220 TP, can craft environmentally resistant clothing. (requires weaver's tools and a tailor's kit)

Master Ability: At 260 TP, can craft enchantable clothing, cloaks, and hats.

Woodworker

Cost: 1 gp per TP

TP: 220

Tier 1: At 60 TP, can craft small statues and figurines (less than 1 foot by 1 foot). (requires woodworker's tools)

Tier 2: At 120 TP, can identify wood types and the age of trees. Can create paper from all soft wood trees. (requires woodworker's tools)

Tier 3: At 180 TP, can craft +1 arrows and wood weapons. Can craft wooden instruments. (requires woodworker's tools)

Master Ability: At 220 TP, can craft enchantable wood weapons, ammo, and instruments.

Luck

Cost: Time spent gambling. Roll a d2 for each hour spent. Only rolls of a 2 count toward TP. Lose 1 gp for every 1 rolled. Gain 1 gp for every 2 rolled. If you roll 8 out of 8 2's for one day, you double TP gained and win 50 gp. If you roll 8 out of 8 1's, you lose 50 gp. If you do not have 50 gp, you are in dept 50 gp to an unfavorable NPC.

TP: 300

Tier 1: At 80 TP, gain a +1 modifier to luck rolls.

Tier 2: At 160 TP, gain a +2 modifier to luck rolls.

Tier 3: At 220 TP, gain a +3 modifier to luck rolls.

Master Ability: At 300 TP, can roll with advantage on luck rolls.

Making passive income was a major interest early on in our gameplay, but how would it work? That part was not so easy. So after a long process I finally came up with a basic passive income option. But, I warn you, "basic" does not mean easy.

Formula for profitability:
P = ((S*L) - (M+W+R))/T

P = Profit

S = Sales (Determined by the type of shop)

L = Level Multiplier (Levels 1-5 multiplier rate at 1, 1.5, 2, 2.5, 3)

M = Materials (S * 0.8 for a 20% profit margin)

W = Wages (Average at 2 gp per week)

R = Rent (Average at 1gp per week)

T = Taxes (Fixed at 20%)