Tinkerer

Your set of tools may be dirty and grimy, your blueprints smudged up, but that’s never stopped you from creating wonderful and magnificent creations!

Tinker’s Tools

Tinker’s Tools include:

Tinker’s Tools weigh 10 lbs and cost 50 gp.

Crafting

To craft an object, you must have proficiency in the use of tinker’s tools and you must know the object you wish to craft. After choosing the item to craft, you then must gather the required ingredients and then begin crafting the item.

You can craft three different types of objects: Mundane, Mechanical, and Magical. Generally, the more complex an item is, the more likely it is going to be magical. Crafted items, once created, last until they are broken and any item that is more complex than Mundane requires a blueprint to build.

Using Your Tools

When you wish to construct an object, you must first have blueprints to work from, unless you are attempting to make a Mundane object.

Blueprints

To create blueprints, you must spend 8 hours working on your blueprints and then make an Intelligence (Tinker’s Tools) check. The DC is determined by the type of object you are attempting to create and it’s complexity. When you are creating your blueprints, there are no gold costs for this day. On a failed check, you make no progress for this day and must spend another day creating a set of blueprints.

Crafting the Object

Once you have your blueprints, you can begin assembling your object. You must gather the raw materials and then spend several hours crafting the item. The raw materials are abstracted out into a gold cost for the object, and you must spend that amount of gold for every 8 hours of work on the object. Once you finish 8 hours of work on the object, you must attempt a Dexterity (Tinker’s Tools) check to make progress on your object.

On a failed check, the gold cost for the past 8 hours is expended but you make no progress on your object. You must pay the gold cost again and re-attempt the check after 8 hours.

The DC for crafting an object is based on the object you are attempting to create and it’s complexity.

Mundane Objects

Mundane objects are simple items that don’t require much work to produce. They often feature very few moving parts and very simple in their construction. These items don’t require a blueprint to produce them, only time and a few raw materials.

Mechanical Objects

For more complex and mechanical pieces, Mechanical objects use a tiny bit of magic but largely rely on your engineering abilities and skill. These objects are often seen as marvels of magic by the general population, even if they use no magic in them. These items require a blueprint to produce them due to their complexity.

Magical Objects

For some of the most complicated objects, magical objects are a blend of magic and technology that must be powered and can only work if magic is placed in them. While a tinkerer doesn’t have to be proficient in magic to craft such an item, they need something magical to power the item. This could be miasma, residue from a slain elemental, or something else that contains magic in its essence.

This tool will use miasma as it’s base, but your world may feature something else like a runestone with a small reservoir of magic.

Miasma

This strange, blue-white liquid gas is known as miasma and is produced as a by-product by alchemists and can even be harvested in the Elemental Chaos. Miasma is highly magical and volatile, capable of exploding in a poisonous gas that strangles and suffocates those unlucky enough to be touched by it.

This liquid gas can be bought from a Tinkerer’s Guild, alchemist, or other suitable locations for 15 gp for 1 vial. This vial can then be used to provide the necessary magic to power your Magical Objects for a certain amount of time as decided by the object. To remove an old vial from a gadget, you must spend an action to carefully remove it, and then use another action to insert a new vial.

Workshops

Some objects you might wish to create might make travel with them impossible. The DM may decide that some objects are too large or heavy to carry around, forcing you to use a workshop to work on the object. ### Complexity The complexity of an object is based on its designation; Mundane, Mechanical, and Magical. ___ - Mundane objects are the easiest to create and have the lowest DC, as well as require the least amount of time to craft. Mechanical objects require some engineering skill and have higher DCs. - Magical objects are complex and require a power source to charge them.

Recipes

Name

Complexity

Blueprint DC

Crafting Time

Cost

Materials

DC

Abacus

Mundane

-

1 hour

1 gp

Any

8

Grappling Hook

Mundane

-

1 hour

1 gp

Metal

5

Hourglass

Mundane

-

8 hours

12 gp 5 sp

Glass, Metal, Sand

8

Spyglass

Mundane

-

16 hours

500 gp

Glass, Metal

8

Alarm Clock

Mechanical

13

16 hours

15 gp / 8 hours

Glass, Metal, Sand

13

Automatic Lockpicker

Mechanical

15

24 hours

10 gp / 8 hours

Metal, Wood

15

Clockwork Spider

Mechanical

20

24 hours

15 gp / 8 hours

Gears, Springs, Metal

20

Grappler Attachment

Mechanical

10

8 hours

10 gp

Metal, Wood

10

Hidden Blade

Mechanical

13

16 hours

10 gp / 8 hours

Metal, Wood

13

Improvised Light Crossbow

Mechanical

13

16 hours

6 gp / 8 hours

Linen, Metal, Wood

13

Mechanical Arm

Mechanical

20

24 hours

15 gp / 8 hours

Gears, Springs, Metal

20

Mechanical Eye

Mechanical

20

24 hours

10 gp / 8 hours

Metal, Glass

20

Mechanical Hand

Mechanical

20

24 hours

15 gp / 8 hours

Gears, Springs, Metal

20

Spring Loaded Boots

Mechanical

18

20 hours

10 gp / 8 hours

Springs, Metal, Leather

20

Windup Toy

Mechanical

13

16 hours

5 gp / 8 hours

Cloth, Metal

13

Gills

Magical

20

24 hours

30 gp / 8 hours

Rubber, Metal

20

Night Goggles

Magical

18

16 hours

20 gp / 8 hours

Glass, Metal, Wood

18

Trumpet Horn of Comprehension

Magical

15

8 hours

10 gp / 8 hours

Horn, Metal, Wood

15

Wings

Magical

20

24 hours

30 gp / 8 hours

Cloth, Metal, Wood

20

Mundane Objects

Abacus

A standard tool used to make calculations.

Grappling Hook

When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion.

Hourglass

A standard hourglass used to measure the passage of time.

Spyglass

Objects viewed through a spyglass are magnified to twice their size.

Mechanical Objects

Alarm Clock

This hourglass is attached to a set of weights that produces a great noise when the sand runs out after a certain amount of time. Any creature asleep within 15 feet of the alarm clock awakens when the time runs out. As an action, you can set the time to up to 8 hours.

Automatic Lockpicker

This automatic lockpicker fits easily into a lock and, as an action, you can attempt to pick a simple lock with it. Instead of making a Dexterity (Thieves’ Tools) check to pick the lock, you can instead make a Dexterity (Tinkerer’s Tools) check.

Clockwork Spider

A clockwork spider is a small mechanical spider that moves on its own. It is made of clockwork and other intricate mechanical parts that are connected to a series of gears and springs. The clockwork spider can be used as a spy or a scout, as it can move through tight spaces and gather information. The clockwork spider can be controlled by a remote, and it has a speed of 30 feet. To use the clockwork spider, you must make a Dexterity check with a +2 bonus. If you are proficient in tinker's tools, you can add your proficiency bonus to the check.

Grappler Attachment

This attachment is designed to be equipped onto a heavy crossbow. When the crossbow is fired, it shoots out a grappling hook attached to a 50-foot rope. This does not create the grappling hook, the rope, or the heavy crossbow.

Hidden Blade

A dagger is incorporated into a device operated by a wrist. As an object interaction, a creature can flick their wrist and a dagger appears. This device is large enough to carry a dagger or other small objects per the DM’s discretion.

Improvised Light Crossbow

This hastily constructed crossbow operates like a light crossbow and allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Mechanical Arm

A mechanical arm is a metal prosthetic device that can be attached to a person in place of a lost or damaged limb. The arm is powered by clockwork and is designed to mimic the movements of a normal arm. It is operated by the user's thoughts, and is able to perform many tasks, such as picking up objects, wielding a weapon, or performing manual labor.

Mechanical Eye

A mechanical eye is a metal prosthetic device that can be attached to a person in place of a damaged or missing eye. The eye is powered by clockwork and is designed to mimic the functions of a normal eye. It is equipped with a lens that can magnify objects, allowing the user to see small details more clearly. It is also equipped with a night vision function, allowing the user to see in the dark. The mechanical eye is connected to the user's brain, allowing them to control the eye's functions and to see through it as if it were their natural eye.

Mechanical Hand

A mechanical hand is a prosthetic made of metal and clockwork, designed to replace a lost or damaged hand. It is powered by a small spring and has a series of gears and levers that allow it to grip and manipulate objects. The hand is attached to the wearer's arm and controlled by their muscles.

Windup Toy

This small windup toy bears a vague resemblance to a duck. As an action, you can wind up this toy and release it on the ground. Roll initiative for this toy, and on its turn will walk up to 30 feet in a straight line. On its next turn, it produces a huge amount of noise, like that of cymbals crashing together. It produces this noise a number of rounds equal to the number of feet it walked, divided by 5.

Magical

Gills

This device allows you to breathe underwater, so long as no magical effect is stopping it. This does not purify the water you are breathing, so if it is laden with poison or salt, you will suffer the effects, like salt making you thirstier than normal.

Night Goggles

This device allows you to see in the dark up to 30 feet away from you as if you had darkvision. It has no effect on magical darkness. While on, your googles give off a dim green glow for 15 feet from you. If the device suffers a Malfunction while you are wearing it, it short circuits and your eyes are blasted by a bright white light. This effect impairs your vision for 1 hour, giving you disadvantage on any checks that require sight.

Trumpet Horn of Comprehension

This device appears to be a set of clunky earmuffs with arcane runes etched into the frame. While it is powered and you hold it up to your ear, you can understand the literal meaning of any spoken language that you hear, though it comes across as slightly distorted as if hearing it through a tube.

Wings

This device allows you to fly up to 50 feet up. Upon losing power, it will glide to the ground and deposit you safely on the ground, unless you suffer a Malfunction while up in the air. It can only hold you and half your maximum carrying capacity. While flying with this pack, your Fly speed is equal to half your Speed.