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Tinkerer's Tools

What’s In The Bag

  A set of tinker tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.   Components: Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue. Non-Book Items - hand tools, saws, screwdrivers, wrenches, small oil dropper, rubber tubing, and other strange gadgets.   History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.   Investigation: When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.   Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.   Cost: 50 gp / Weight: 10 lbs

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: , , and . 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.  

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.

Actually 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 its complexity.

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

Mundane objects are the easiest to create and have the lowest DC [5-10], as well as require the least amount of time to craft. These objects can't malfunction. Mechanical objects require some engineering skills and have higher DCs [10-15]. Magical objects are complex and require an additional power source to charge them. They are prone to malfunctioning and breaking down. They tend to have DCs [15-20].  

Powering an Object

Now, our objects "gadgets", at least what I have in mind for the gadgets, need something to power them. These machines don’t work off of friendship, instead, they work off dangerous and volatile substances known as Rune Stones or Essence or Arcane Power.  
  • Rune Stones (Rune Sketches): Small etched rune stones laced with latent magic that can power a Magical object. Those with arcane gifts can draw their own runes into items through rune sketches. For the majority without magic, you get stones.
  • Essence or OBSCURA: This liquid/gem can be gathered from monsters, humanoids, and primordials/elementals. It, in a sense, is the magical remains of a creature. The is a new development in the world and has its own mysterious properties. Essence in liquid form [not obscure] is used by the vial. 
Both of this stuff is potent and is what we are going to use to power all or most of the gadgets. A character may throw a stone or the vial of essence. Both have a range of 30 ft, and it explodes in a 5 ft diameter sphere and all creatures in that area must succeed on a DC 12 Dexterity saving throw. On a failure, they take 2d4 fire damage, or half on a success. The creature must then succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute, they can repeat this save at the end of their turn. If you throw more than one stone/vial at the same time, it increases the amount of fire damage by 1d4 up to a maximum of 10d4 fire damage.
  • Arcane Power: Spells Slots may be used to power a device instead of a rune stone or essence. However, some devices require multiple power sources or a higher-level spell slot. If the object is powered by a spell you take the spell's duration and ignore the duration within the table.

Malfunctions & Magical Objects

After each use, a Magical object has been put under strain and may suffer from a Malfunction or even a Catastrophic Failure. To determine what strain your object has gone through, after each use of the object and no matter how long, you must roll a Dexterity (Tinker's Check) against the Malfunction DC of the object. On a failed check, the object suffers a Malfunction and the object is not usable until you take a short rest to repair it (no check required). If you fail the check by 5 or more, your object suffers a Catastrophic Failure and is broken. To repair your object, you must spend half the time required to build the object, this requires you to pay the gold cost if it will take more than 8 hours to repair the object  
A few examples of items one can make using these tools:          

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