Alarm
Difficulty: Novice
Casting Time: 1 action
Duration: 8 hours
This device features a large coil spring, a dial, and bells and hammers. For the duration, whenever a tiny or larger creature comes within 30 feet of the device, the device emits a loud audible ringing sound. Any creature that is inside the range of the alarm during activation will be recognized by the device and will not set off the alarm.
All-Purpose Winch
Difficulty: Advanced
Casting Time: 1 minute of setup
Duration: Until Dismissed
This device features a magically adhering base, a control lever, 100-ft cable of steel, and a hook. Setup time requires adhering the base to an object or structure. A structure must be able to withstand the loading force the winch exerts. When activated, the winch will wind up or spool out cable at a rate of 5 feet per 6 seconds. If the winch experiences a load greater than 1000 pounds, it will stall. A force of 2000 pounds will break the cable.
Ammo of Sickness
Difficulty: Master
Crafting Yield: 5
When you craft this ammo, you may choose the form of ammunition created (arrow, bolt, blow dart, etc.).
When a target is hit by this ammunition it must make a DC17 Constitution saving throw or it is poisoned. At the end of each of the target's turns, it can repeat the saving throw. On a success the effect ends.
Ammo of Weakness
Difficulty: Grandmaster
Crafting Yield: 5
When you craft this ammo, you may choose the form of ammunition created (arrow, bolt, blow dart, etc.).
When a target is hit by this ammunition, it must make a DC19 Constitution saving throw or damage dealt by the creature's weapon attacks is halved until the effect ends. At the end of each of the target's turns, it can repeat the saving throw. On a success, the effect ends.
Ammo of Web
Difficulty: Master
Crafting Yield: 5
When you craft this ammo, you may choose the form of ammunition created (arrow, bolt, blow dart, etc.).
When this arrow is fired at a creature, object, or area, a thick mass of sticky webbing launches out in a 10-foot radius dome. The webs are difficult terrain and lightly obscure their area. Each creature that starts its turn in the webs or that enters them during its turn must make a DC17 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the web can use its action to make a DC17 strength check. If it succeeds, it is no longer restrained. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 damage to any creature that starts its turn in fire.
Auto-Loader
Difficulty: Grandmaster
Casting Time: 1 bonus action of activation
Duration: 12 attacks
This device features a tall, rectangular column where ammo is loaded, springs, and an attachment mechanism. When activated, a character can take a special ranged attack action, making up to 4 ranged weapon attacks. When 12 attacks have been made using the special ranged attack action, the device is empty. A range weapon with the Auto-Loader attached may make ranged weapon attacks normally. This device can be used once per long rest. The device must be attached to a weapon during a long rest. During the long rest, 1 hour of time must be spent preparing the device for the next use.
Boots of Buoyancy
Difficulty: Advanced
Casting Time: 1 minute to don or doff
Duration: Until Dismissed
This device features cumbersome water skins filled with air. For the duration, a creature wearing this device reduces its movement speed by 5 but may walk on water.
Boots of Double Time
Difficulty: Master
Casting Time: 1 minute to don or doff
Duration: Until Dismissed
This device features exceptional traction and highly stylized lightning bolts. For the duration, a creature wearing this device increases its movement speed by 15.
Cable of Retraction
Difficulty: Advanced
Casting Time: 1 attack action/1 bonus action
Duration: Until Dismissed
Req: All-Purpose Winch, Grappling Hook
This device features a control lever, 100-ft cable of steel, powerfully magical winding springs, and a hook. When activated, a hook shoots off to latch onto an object, creature, or structure. If the target is a creature, make an attack roll against the creature’s AC. A successful attack attaches the hook to the creature. A creature may spend an action on its turn to remove the hook. A user of this device may spend a bonus action to release and/or retract the cable.
If the targeted structure, object, or creature is heavier than the character using the device during retraction, the character hurtles towards the target 60 feet. If the target is lighter than the character using the device, the target hurtles toward the target 60 feet. If the target is equal in weight to the character using the device, both the target and the character move 30 feet toward each other. If the device experiences a load greater than 1000 pounds it will stall. A force of 2000 pounds will break the cable.
Craft Ammunition
Difficulty: Varying
Novice: Magical +0 damage ammunition
Intermediate: Magical +1 damage ammunition
Advanced: Magical +2 damage ammunition
Master: Magical +3 damage ammunition
Grand Master: Magical +4 damage ammunition
Crafting Yield: 5
When you craft this ammo, you may choose the form of ammunition created (arrow, bolt, blow dart, etc.).Tinkering ammunition involves a lot of guesswork and random materials and components. Some tinkerers have been known to go mad handling hazardous and magical raw materials. When the ammo is created, roll 2d4 and compare the results to the table below to see what type of effect has been crafted. The difficulty of the blueprint determines the level of ammunition you can craft.
|
2d4 |
Ammunition Type |
|
2 |
Double Piercing |
|
3 |
Lightning |
|
4 |
Poison |
|
5 |
Fire |
|
6 |
Acid |
|
7 |
Cold |
|
8 |
Heavy Bludgeoning |
Lightening, Poison, Fire, Acid, and Cold ammo replace the piercing damage type with the new corresponding damage type. Double Piercing ammo hits up to two targets in a line within range. Heavy Bludgeoning ammo replaces the damage type with bludgeoning and adds an extra 1d4 damage but shoots at half the distance.
Earrings of Communication
Difficulty: Advanced
Casting Time: 1 action to setup
Duration: Until Dismissed
These small devices resemble three dangling, elongated tear drops. You can craft and connect up to 8 earrings that allow communication. A creature that wears an earring may speak or whisper and all other creatures wearing an earring of this set will hear the message. The communication is possible over any distance, though it can't extend to other planes of existence.
Elemental Capacitor
Difficulty: Master
Casting Time: 1 reaction to activate
Duration: Until Dismissed
Req: Instant Barrier
This round device features a small, round, spiraling metal chest plate, leather straps, and tubing and cables traveling from the plate to gloves covered in metal wires and tubing. When you take acid, cold, fire, lighting, or thunder damage you can activate the device to give yourself resistance to the damage. When you do this, you generate 1 elemental charge of the triggering damage type. You can generate a maximum of 3 charges before the device is filled, at which time it will no longer be able to absorb damage and offer you resistance. Once per long rest, when you hit with a melee attack on your turn, you can expend any number of charges to cause the target to take an extra 1d6 damage of the triggering type.
Extra-Dimensional Pocket
Difficulty: Intermediate
Casting Time: 1 action
Duration: Until Dismissed
This small leather sack features a shoulder strap, a leather flap, rune-etched stone and metal clasps. This bag acts as a bag of holding that can hold up to 200 pounds and a volume not exceeding 20 cubic feet. The bag weighs 5 pounds, regardless of contents. A tinker device that is stored inside this bag takes up no room and does not add to the weight of items inside of the bag. If a crafting slot is not being used to arm the bag, the bag may still be accessed for 10 minutes during a long rest.
Fire Orb
Difficulty: Master
Casting Time: 1 action
Crafting Yield: 3
Req: Storm Orb
Make a ranged attack roll using your strength modifier to a range of 40/60 feet. When a target is hit by the device, it suffers 3d8 force damage as the device explodes. On a hit or miss, the target and each creature within a 10 foot radius are consumed in the blast and must make a DC17 Dexterity saving throw. On a failure, creatures take 5d6 fire damage and are pushed away from the origin point by 5 feet. On a success, creatures take half as much damage and are not pushed.
Food and Drink Purifier
Difficulty: Novice
Casting Time: 1 action
Duration: Until Dismissed
This flat, round device appears as an upside-down shallow bowl. When activated, all non-magical food and drink within 5 feet of the device is purified and rendered
free of poison and disease.
Grappling Hook
Difficulty: Intermediate
Casting Time: 1 action/1 bonus action
Duration: Until Dismissed
When you craft this device, you may choose the form of ammunition that launches the hook (arrow, bolt, blow dart, etc.).The range of the device is limited to the ammunition and range weapon that launches it.
This spring-loaded device features 3 prongs and 200 feet of rope. When activated, this shoots and firmly affixes itself to an object or structure. If launched at a creature, make a ranged weapon attack against the creature's AC. The hook can be released by using a bonus action to tug and flick the rope in a manner that retracts the hook. If the rope experiences a load greater than 500 pounds or if it is damaged by an attack, it will snap.
Instant Barrier
Difficulty: Advanced
Casting Time: 1 reaction to activate
Duration: Until Dismissed
Req: Thickened Hide Bracer
This round device features a small, round, dimpled metal chest plate and leather straps. When you are hit by an attack, a shimmering barrier of force springs forth to protect you. Until the start of you next turn, you have +5 bonus to AC, including against the triggering attack. You can do this 2 times per long rest.
Levitating Disk
Difficulty: Novice
Casting Time: 1 action
Duration: 1 hour
This 3-foot round 1-inch thick flat device has runes, gears, and whirling fans affixed to the bottom. The disk floats 3 feet above the ground in an unoccupied space of your choice you can see within range and the disk can hold up to 500 pounds. The disk is magically tethered to the one who activated it,and while activated it will follow behind the user by a maximum of 20 feet. It can move across uneven or difficult terrain, up and down stairs and slopes, but it cannot cross an elevation change 10 feet or more. If you are separated from the disk by more than 100 feet, the disk deactivates. This device can be used once per short or long rest. During a short or long rest, 10 minutes of time must be spent preparing the device for the next use.
Mechanical Familiar
Difficulty: Novice
Casting Time: 1 action to manually control
Duration: 1 hour
When you craft this device, choose between a bat, crab, fish, frog, lizard, raven, scorpion, or spider. Reference the Find Familiar spell for rules on how to control the familiar. An eyepiece, earpiece, and small manual controller receive signals and send commands. The familiar created by this craft is a mechanical construct in nature and does not eat or breathe. It cannot be summoned or dismissed. If it is reduced to 0 hit points it can be repaired during a long rest. If a DM allows additional types of familiars such as a cat, they do not breathe and lose bonuses such as keen smell.
Paci-fister
Difficulty: Grandmaster
Casting Time: 1 reaction to activate
Duration: Until Dismissed
Req: Elemental Capacitor
This round device features a small, round, domed chest plate and a spring-loaded mechanical fist. When you take weapon damage you can use a reaction to activate the device, launching a massive metal spring loaded fist towards the attacker and reducing the damage to 0. If the attack is from a melee weapon, the attacker takes 2d6 bludgeoning damage and must succeed on a DC18 Strength saving throw or the attacking weapon is knocked 5 feet away. If the attack is from a ranged weapon or projectile, the projectile is caught and launched back at the attacker. The attacker must succeed on a DC18 Dexterity saving throw or take 2d6 piercing damage. This device can be used once per short or long rest. During a short or long rest, 10 minutes of time must be spent preparing the device for the next use.
Parachute
Difficulty: Novice
Casting Time: 1 action
Duration: Instantaneous
This spring-loaded backpack is filled with a large canvas sheet that catches and fills with air when activated. A creature using the device slows its decent speed to 60 feet per round until reaching the ground or until the device is damaged. If the creature lands at the slow rate, it takes no falling damage and lands on its feet. An action can be spent to dismiss and retract the parachute. This device can be used once per short or long rest. During a short or long rest, 10 minutes of time must be spent preparing the device for the next use.
Pipe of the Ambassador
Difficulty: Intermediate
Casting Time: 1 action
Duration: 1 hour
This ornate metal smoking pipe features swirling filigree and a matching earring. When a creature uses this device, they choose a language. For the duration, the earpiece translates the language into common and the pipe fills their mouth with the words of the language. You understand and can speak the language for the duration. Once activated, the device runs for the entire duration before a new language can be used.
Pipe of the Merfolk
Difficulty: Intermediate
Casting Time: 1 action
Duration: 24 hours
This ornate metal smoking pipe features wavy curves and tear drop filigree. This pipe has 10 charges that refill during a long rest. When a creature takes a long pull on this device, a charge is expended and the creature gains the ability to breathe underwater for the duration.
Smoke Orb
Difficulty: Intermediate
Casting Time: 1 action
Duration: 10 minutes
Crafting Yield: 3
When this gray orb is activated, it can be thrown to a point up to 50 feet away. Smoke billows out of the orb creating a thick 20-foot-radius sphere of heavy fog. The sphere spreads around corners and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed disperses it.
Splintering Ammo
Difficulty: Grandmaster
Crafting Yield: 5
When you craft this ammo, you may choose the form of ammunition created (arrow, bolt, blow dart, etc.).
When a target is hit by this ammunition, a piece splinters off and hits an additional target. Make another ranged weapon attack roll against this new target. If successful, the new target takes damage identical to the initial target.
Storm Orb
Difficulty: Intermediate
Casting Time: 1 action
Duration: 10 minutes
Crafting Yield: 3
Req: Smoke Orb
When this round, black orb is activated, it can be thrown to a point up to 50 feet away. A bright flash and thunder boom burst forth from the orb. All creatures within 10 feet of the orb must succeed on a DC16 Constitution saving throw or be blinded and deafened. A creature repeats the saving throw with advantage at the end of its turn.
Thickened Hide Bracer
Difficulty: Intermediate
Casting Time: 1 reaction
Duration: Instantaneous
This thick device attaches to the arm and features multiple layers of cured hide covering a spongy cushion. When you are hit by an attack, you can raise your arm to absorb some of the damage as a reaction. Roll a 1d12 and reduce the damage by the value of the die. This device can be used once per long rest. During a long rest, 1 hour of time must be spent preparing the device for the next use.
Tinker's Big Fist
Difficulty: Grandmaster
Casting Time: 1 action
Duration: Instantaneous
Req: Tinker's Spare Appendage
This massive metal and wire covered gauntlet looks like it belongs to a giant. Once per long rest, an action can be taken to use Tinker's big fist to strike an object, structure, or creature. When the strike is against an object or structure, a long windup and whirling fans can be heard before striking the target for 6d8 damage or succeeding on a DC 26 Strength check for pushing or striking. If a creature is targeted, it must succeed on a DC10 dexterity saving throw or suffer 10d8 bludgeoning damage. It takes an additional action to don or doff the device. This device can be used once per long rest. During a long rest, 1 hour of time must be spent preparing the device for the next use.
Tinker's Launcher
Difficulty: Intermediate
Casting Time: 1 attack action
Duration: Instantaneous
Req: Tinker's Netter
This hand-held contraption resembles a small catapult with powerful coil springs. The device can be held in one hand. A free hand is required to load an object into the launching receptacle. During your turn, you can use Tinker's Launcher to make ranged weapon attacks by launching improvised weapons and items. The device uses your proficiency and Dexterity modifier and will launch an object up to 25 pounds a distance of 40/60 feet.
Tinker's Netter
Difficulty: Intermediate
Casting Time: 1 attack action; loading
Duration: Instantaneous
This two-handed contraption resembles a small catapult with a coil spring and netting. The device uses your proficiency and Dexterity modifier to make a ranged attack and will launch a loaded net a distance of 20/30 feet.
Tinker's Spare Appendage
Difficulty: Master
Casting Time: 1 minute setup time
Duration: Until Dismissed
Req: Tinker's Tentacles
This device resembles an arm covered in steel cables and leather straps. The spare appendage can be used to hold an item, serve as a free hand for reloading ranged weapons, make somatic gestures, interact with the environment, or other minor effects. The device may not attack.
Tinker's Tentacles
Difficulty: Advanced
Casting Time: 1 action to activate
Duration: Until Dismissed
Req: Tinker's Launcher
This device resembles a jumble of octopus limbs and metal cables. The actual dexterity of the tentacles is minimal and the device is more designed to lash out in a burst rather than perform sustained precision tasks. When activated all creatures within 10 feet of you must make a DC15 Strength saving throw. On a failed save, a target takes 4d6 slashing damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. This device requires 10 minutes to strap on and equip. This device can be used once per long rest. During a long rest, 1 hour of time must be spent preparing the device for the next use.
Tripping Ammo
Difficulty: Advanced
Crafting Yield: 5
When you craft this ammo, you may choose the form of ammunition created (arrow, bolt, blow dart, etc.).
When a target is hit by this ammunition, you may spend an attack action to release a trailing cable that lashes out at the creature's legs. You must make a Dexterity check adding your proficiency against the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, the target is knocked prone.
Tripping Wire
Difficulty: Intermediate
Casting Time: 1 minute
Duration: Until Dismissed
This near invisible cable is hard to detect and will trip careless foes. This device can be strung across 15 feet and anchored into the ground or other structure using stakes. A creature wandering through must succeed a DC15 Wisdom (Perception) check or trip and fall prone. Creatures with more than two legs have advantage on this check. Creatures running or dashing through have disadvantage.
Volcanic Disk
Difficulty: Grandmaster
Casting Time: 1 minute to setup
Crafting Yield: 3
Req: Fire Orb
This near invisible, black disk is hard to detect if buried. A creature wandering through must succeed a DC19 Wisdom (Perception) check to avoid stepping on the disk. The device can be triggered with a ranged weapon attack made at disadvantage against its AC of 18. When it is triggered, creatures within 5 feet take 4d8 force damage as the device explodes. Each creature within a 10 foot radius is consumed in the blast and must make a DC19 Dexterity saving throw. On a failure, creatures take 6d6 fire damage and are pushed away from the origin point by 5 feet. On a success, creatures take half as much damage and are not pushed.