Tinkering-Crafting

When players have downtime between, or even in the middle of campaigns, it will be the case from time to time that they will want to use their skills to create something, either for themselves, or to sell and turn a profit while they wait out their next big adventure. The rules here are designed to provide a more comprehensive method for crafting items, as well as provide the DM with some ability to more precisely gage the value of certain magical items they might provide to their players within their adventures.

This supplement will also detail option rules as to what materials a character might find, as well as how to find them and where. Many crafts interact with each-other, and as such, there is some overlap between different crafts where noted.

Tinkering

Tinkering is the art of fine tuning and modifying normal items with a mechanical bent. Cogs, gears and wheels are the heart of tinkering, though it branches out into many different areas of study. Tinkers are the creators of crossbows, firearms, siege weapons and traps of all kinds.

Rules for Tinkering

In order to successfully craft an item a Tinker rolls his Tinkering Kit+ Intelligence, against a DC set by the Created Item DC+ Tools Modifiers.

One roll is usually all that is made for a single item. The final score may have varying results depending upon the Creator's Roll.

As a Character levels up they gain more access to the types of things they can craft, the types of tools they can use, and the types of hides and scales they can use.

Tinkering uses bundles of Wood, Bars of Ore, and many other items that are created by varying craftsmen, such as glass, ceramics, etc.

The Workshop

While repairs may be made to equipment that is damaged in the field, a Tinker may not make items in the field. Instead they must retreat to a workshop to create new items from scratch. A characters Tinker level equals their Character level.

A Tinkers Workshop costs 500 SP to set up, and does not modify a Tinkering roll.


The Tinker
Level Proficiency Bonus Features
1st +2 Novice Creation, Novice Tools
2nd +2
3rd +2
4th +2
5th +3 Apprentice Creation, Apprentice Tools
6th +3
7th +3
8th +3
9th +4 Journeyman Creation, Journeymans Tools
10th +4 Expert Technique
11th +4
12th +4
13th +5 Master Creation, Masters Tools
14th +5
15th +5 Expert Technique
16th +5
17th +6
18th +6
19th +6 Master Creation
20th +6

Novice Tools

You are proficient with Basic Tinker Tools, and the Tinkers Workshop.

Novice Creations

You are capable of crafting simple and basic items that make up the majority of Tinkers repertoire. Many of these items are seen as wonders by the common folk, but are necessities to the average hunter or adventurer.

Apprentice Tools

At 5th level you have learned to use Steel Tools for your chosen profession.

Apprentice Creation

At 5th level the Tinker has learned to create more interesting creations of varying use. These often mimic interesting abilities, if only for short durations.

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Journeymans Tools

At 9th Level you can use Stabilized Artisan Tools for your chosen profession.

Journeyman Creation

A Journeyman Tinker has learned interesting schematics that prove situationally beneficial to adventurers.

Expert Technique

At 10th level the Tinker learns an Expert Technique, a rare and powerful schematic that has come to the Tinker through experience, trial and error. Choose from one of the following, you can now create it.

You gain a second Expert Technique at level 15.

Siege Equipment You may now craft Siege Equipment from the Dungeon Masters Guide. With this Expertise you can craft; Ballista, Mangonel, Siege Tower, Trebuchet.

Time to Craft 2 months(60 TP)

Cost 400 SP

Materials 20 Bundles of Lumber, 10 Bars of Ore

DC 17

Cannons You've learned how to make the most powerful black powder weapon in the world, the cannon. This item is detailed in the Dungeon Masters Guide. Cannons in Lore have Piercing Damage.

Time to Craft 2 Months(60 TP)

Cost 10,000 SP

Materials 20 Bars of Ore, 10 bundles of Lumber

DC 17

Gunner You are more proficient with the creation and repair of Firearms. The DC to repair a Firearm is decreased by 2.

In addition, the time it takes to craft a Firearm is reduced by 2 weeks(20 TP).

Ammunition Manufacturer You have spent so much time crafting and tinkering with crossbow bolts, arrows, and bullets that it has become second nature.

When creating ammunition, you create 30 instead of 20 per craft.

Advanced Trapper You have focused your crafting on Traps, to the extent that you can almost blindly arm them!

The DC to craft a Trap is reduced by 2. In addition, you have advantage on rolls to set a trap.

Vehicle Crafter While Vehicles may not be the most glamorous item a Tinker can create, they are definately one of the most useful. Common folk the world over use vehicles in their day to day lives!

Reduce the time it takes to craft a vehicle by 2 weeks(20 TP). In addition, your DC to craft a vehicle is reduced by 2.

Master's Tools

At 13th Level the Artisan is able to utilize rare, and powerful tools in their craft.

Diamond Tipped Tools are rare and powerful, and thus not often available to be purchased openly.

Masters Creation

A Master Creation is the pinnacle of technology, an item that is rarely, if ever seen in the world at large.

When you reach level 13 you may learn 1 Master Creation.

You learn a second Master Creation at level 19.

Novice Creations

Hunting Trap

You are able to create the most basic of Hunting Traps, as described in the Players Handbook.

Time to Craft 2 Days(3 TP)

Cost 1 SP

Materials 2 Trap Components

DC 14

Manacles

You are able to craft Manacles, as described in the Players Handbook.

Time to Craft2 Days(3 TP)

Cost -

Materials 2 Trap Components

DC 14

'Dwarven' Toys

The delightful creations of Dwarven Tinkers, these items are made from intricately carved wood and metal. The greatest (and most expensive) are so cunningly wrought that they have properties that seem magical: soldiers that march in unison, metal bears with tiny roars and little instruments that play themselves have all been sold at the Toy-market. Dwarven Toys can move up to 5 Feet via a system of wind up gears and springs.

Toys made of more precious metals are more expensive to buy or sell, and may be encrused with gems or jewels.

Time to Craft 1 Week(10 TP)

Cost 5 SP

Materials 2 Trap Components

DC 16

Compass

A relatively simple item that consists of a face marked with the four directions of Noth, South, East and West, and a magnetized needle which moves to always point North.

Time to Craft 2 days(3 TP)

Cost 1,000 SP

Materials 1 Bar of Metal, 1 Trap Components

DC 14

Firework

Small explosives that, soon after being lit, make a burst of sound, light or both. The fireworks produced by the fireworkers of Kaastark range from small whizz-bangs to teethrattling thunder-claps, and from small fire-flowers to full-sized burning shapes in the sky. Firework creation is a relatively young art and they are not very robust as yet.

Every time a firework is lit, roll a d20: on a 1 it’s a dud; fireworks that were ever exposed to inclement weather or doused in water fail to ignite on a 1-10. Fireworks soon lose their potency and will fail to ignite a few weeks after purchase.

You create 5 Fireworks per craft, which may be of any color or level of sound, up to 'Loud' noises.

Time to Craft 1 Week(10 TP)

Cost 2 SP

Materials 3 Rounds worth of Black Powder

DC 15

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Spyglass

This item is detailed in the Players Handbook.

Time to Craft 2 days(3 TP)

Cost 750 SP

Materials 1 Metal Bar

DC 16

Bullets

Bullets are small pieces of metal specially crafted and smoothed to be fired from the barrel of a firearm. Often the core of a Bullet is left hollow to deal greater damage.

When crafting Bullets, one creates 20 at a time.

Time to Craft 2 Weeks(20 TP)

Cost 40 SP

Materials 2 Bars of Ore

DC 16

Potion Bandoleer

A potion Bandoleer is a simple leather belt that is strapped over the chest, with padded and protected pockets for carrying potions with ease of access.

Unlike a typical belt, which only has one or two pouches for consumables, a Potion Bandoleer has enough slots to hold 4 consumables(potions or otherwise).

Potions in your Bandoleer can be used as a Bonus Action instead of an Action.

Time to Craft 2 days(3 TP)

Cost 15 SP

Materials -

DC 14

Wiggling Lure

A Wiggling Lure is a fishing lure that, when attached to a Fishing Tackle, creates a wiggling motion in the water.

When fishing with a Wiggling Lure, you have advantage on checks to catch a fish.

Wiggling Lures are typically destroyed or damaged by the fish they catch.

When you craft Wiggling Lures, you create 5 at a time.

Time to Craft 2 days(3 TP)

Cost 10 SP

Materials 1 Trap Component

DC 14

Buoy

A Buoy is a leather or cloth filled sack filled with an animal Bladder, in turn filled with air. While a Buoy is not heavy, it is typically bulky.

Buoy's give advantage on Athletics(Swim) Checks to stay on the surface of water, but Disadvantage on checks to dive underneath the water.

Time to Craft 2 days(3 TP)

Cost 5 SP

Materials 1 Bundle of Hides

DC 14

Lantern

You may craft a Hooded or Bullseye Lantern. These items are described in the Players Handbook.

Time to Craft 1 Week(10 TP)

Cost -

Materials 1 Bar of Ore.

DC 14

Apprentice Creations

Crossbows

The player can craft Crossbows of all shapes and sizes!

Time to Craft 2 Weeks(20 TP)

Cost Half the cost of the Crossbow

Materials 2 Trap Component, 2 Bundles of wood.

DC 16

Big Game Clamp

This is a massive trap with large, jagged teeth that is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A Big Game Clamp deals 1d10 piercing damage and the enemy must stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 2 piercing damage to the trapped creature.

Time to Craft 2 Weeks(20 TP)

Cost 10 SP

Materials 5 Trap Component

DC 17

Volley Trap

A small container of arrows, when triggered, via a small pressurized plate set 5 feet in front of it, it fires a volley of small arrows out at anyone in a 10 foot long, 5 foot wide cone. Those who fail their save take 2d6 points of Piercing Damage.

Time to Craft 2 Weeks(20 TP)

Cost 20 SP

Materials 5 Trap Components, 10 Arrows

DC 17

Poison Needle

A small, sharp needle attached to a simple lever that springs upwards. The Poison Needle trap deals 2d4 points of Poison damage and inflicts the poison status

Time to Craft 2 Weeks(20 TP)

Cost 50 SP

Materials 5 Trap Components

DC 17

Darksight Goggles

A set of Goggles inlaid with rare crystals cut to reflact even the most minute amounts of light. Darksight goggles give the wearer Darkvision out to 20 feet. If the wearer already has Darkvision, the enhance their Darkvision out an additonal 20 feet.

This item takes the place of a Helmet, hat, circlet, etc.

Time to Craft 2 Months(60 TP)

Cost 2,000 SP

Materials -

DC 17

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Swim-Fins

An interesting, if awkward looking piece of equipment, Swim-fins consist of a number of spring loaded fins that can be opened and retracted as a free action. While in water Swim-fins give you a swim speed equal to your movement speed on land.

Time to Craft 2 Weeks(20 TP)

Cost 500 SP

Materials -

DC 17

Music Box

A small box with a turn-key. When wound up, the music box plays a simple song that lasts for sixty seconds.

Time to Craft 2 Weeks(20 TP)

Cost 50 SP

Materials 5 Trap Components

DC 17

Modified Ammunition

A Tinker may modify ammunition, taking hollow glass tips and filling them with alchemical mixtures.

Choose one of the following types of arrowheads or crossbow bolt tips to create. They modify normal arrows crafted by Woodworkers.

You create 20 arrowheads or crossbow bolts at a time.

Fire Shot-The Ammunition deals an additional 1d6 Fire damage.

Acid Shot The Ammunition deals an additional 1d6 Acid damage.

Time to Craft 2 Weeks(20 TP)

Cost 100 SP

Materials 2 Acid Flask, or 2 Alchemist Fire

DC 17

Scope

An improved version of the spyglass, with small, adjustable dials that can be attached to a crossbow or firearm.

When attached to a firearm, you no longer suffer a range penalty for firing past normal range, up to the weapons Maximum Range.

Time to Craft 2 Weeks(20 TP)

Cost 2,500 SP

Materials 1 Bar of Metal

DC 19

Injector

A modified, hollowed out dart that can be filled with a potion. You may make an attack roll with an injector, if you are proficient with Darts, you are proficient with an injector.

On a successful hit, the Injector delivers whatever potion it was filled with, and deals 1 damage that cannot be reduced in any way.

An Injector is ruined wether it strikes its target or not. If the attack roll fails, and the number is odd, the potion inside is spilled out. If the number is even the potion may be retrieved from the Injector.

You create 5 Injectors at a time.

Time to Craft 2 Weeks(20 TP)

Cost 200 SP

Materials 2 Bars of Metal

DC 17

Vehicles

While Woodworkers are traditionally the creators of most land based vehicles, Tinkers, with the invention of heavy springs and smoother wheels and gears have worked their way into the same trade.

A Tinker may craft; Carriages, Carts, Chariots, and Wagons.

Time to Craft 2 Months(60 TP)

Cost Half the cost of the Vehicle

Materials 10 Bundles of Wood

DC 18

Journeyman Creations

Rebreather

An interesting helmet and backpack that holds a number of filters that hold air so one can breathe underwater. While wearing a rebreather one cannot wear a helmet or backpack. A Rebreather weighs 20 pounds, and holds enough air for 2 hours of use before needing to be refilled at a Tinkers Workshop.

Time to Craft 3 Months(90 TP)

Cost 5,000 SP

Materials 5 Bars of Ore

DC 19

Counterweighted Pack

An interesting backpack created by the dwarves, it comes with a number of harnesses and straps to help evenly distribute weight, thus allowing one to carry quite a bit more. Wearing this pack effectively allows you to carry 50 pounds of equipment as if it were one.

Time to Craft 3 Months(90 TP)

Cost 5,000 SP

Materials 5 Bundles of Hide,

DC 19

Master Key

Not a traditional key by any sense, the Master Key is a slender, hollow tube that may be inserted into a lock, a rubber stopper that covers the lock hole and a hand pump. When pumped, the Master Key forces pressure into the lock until it springs open! The Master Key is unfortunately a fragile piece of equipment, and may only be used to open one lock per day.

Time to Craft 3 Months(90 TP)

Cost 5,000 SP

Materials 2 Bars of Ore

DC 19

Jeweller's lenses

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Time to Craft 3 Months(90 TP)

Cost 5,000 SP

Materials -

DC 19

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Glider

A harness that fits over armor, but under backpacks with retractable 'patagia' like wings. When you fall from a height greater than 20 feet while wearing this item, you may deploy it as a reaction. While activated you descend 60 feet per round, at an angle in any direction you choose. You must move 10 feet in a direction per round, descending 15 feet per round, until you come to a stop. You take no falling damage when you land unless you collide into an inherently dangerous obstruction(Spikes, acid, etc.).

Time to Craft 3 Months(90 TP)

Cost 5,000 SP

Materials 3 Bundles of Hide

DC 19

Crossbow Modification- Repeater

A modification that can be applied to a crossbow, the Repeater is a box and spring system that slides over the top of a crossbow, automatically pulling the drawstring back using the force of the springs, and reloading another bolt into place.

With a Repeater Modification you may fire four times before needing to reload.

Time to Craft 6 Months(180 TP)

Cost 5,000 SP

Materials 10 Trap Components

DC 19

Decoy

Taking the best parts of Dwarvish toys and applying them to possible use, a Decoy is a simple, wind up box that lets loose a barrage of Fireworks that screech and pop loudly, attracting attention.

You create 4 Decoys at a time.

Time to Craft 2 Months(60 TP)

Cost 500 SP

Materials 6 Trap Components, 15 Fireworks

DC 19

Dynamite

A devastating explosive, typically used in mining and siege warfare. In a pinch Dynamite can also be thrown in combat...

Dynamite is simply gunpowder and glue rolled into a tight, compact cylinder with a fuse that can be lit.

Dynamite may be lit and thrown, or placed, as an action. It explodes at the end of your turn, dealing 6d6+10 Bludgeoning Damage to anyone within a 15' radius.

Time to Craft 3 Months(90 TP)

Cost 1,000 SP

Materials 1 Powder Horn of Gunpowder

DC 19

Master Creations

Firethrower

A devastating weapon put to use by an elite squad of the Iron Circle, a Firethrower is a presurrized cylinder that throws Alchemist Fire when a lever is pulled.

Enemies within a 5' by 5' cone in front of the user of a Firethrower must roll a Dexterity save, DC 15 or take 3d6 Fire damage. On each turn afterwards, the enemy may make the save again, on a fail they take 1d6 Fire damage, on a success the fire is put out. The enemy, or one of its allies may take an Action to put out the flames as well.

A Firethrower uses Alchemists fire as fuel, using one Alchemist Fire per shot.

A Firethrower holds 10 shots, and takes 2 actions to reload.

A Firethrower is considered to be a Two Handed weapon.

Only a Tinker that can build a Firethrower may use a Firethrower.

Time to Craft 1 Year(390 TP)

Cost 10,000 SP

Materials 10 Alchemist Fire, 10 Bars of Ore.

DC 21

Siege Bomb

A Siege Bomb is a large, heavy explosive device, typically covered with metallic spikes. Siege Bombs may be placed, or fired from Catapults or Ballistae.

To use a Siege Bomb, one must light a fuse. After 1 turn, or upon impact with a solid object, the Siege Bomb Detonates. A Siege Bomb deals 10d10 Piercing damage to anything within a 30' radius. A Siege Bomb's damage is not reduced when used against walls, trees, or other inanimate objects.

Time to Craft 6 Months(180 TP)

Cost 2,500 SP

Materials Keg of Black Powder, 10 Bars of Ore

DC 21

Matchlock Firearm

You have learned the most basic form of Firearms, Matchlocks. The matchlock gun holds a burning slow match in a clamp at the end of a small curved lever known as the serpentine. Upon the pulling of a lever protruding from the bottom of the gun and connected to the serpentine, the clamp drops down, lowering the smoldering match into the flash pan and igniting the priming powder.

You may now craft Matchlock Pistol, Matchlock Musket, and Matchlock Shotguns.

Time to Craft 6 Months(180 TP)

Cost Half the cost of the item.

Materials 5 Bars of Ore

DC 21

Repeater Barrel- Firearm Modification

A Repeating Barrel Modification is a simple chamber added to a Firearm that allows three shots to be loaded. After firing, a simple lever is pulled, which rotates the chamber to the next round.

Loading all three rounds into a Repeater Barrel takes an action. A misfire with a Repeater Barrel causes all of the Barrels to misfire.

Time to Craft 1 Year(390 TP)

Cost 10,000 SP

Materials 10 Bars of Ore.

DC 23

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PART 6 | Tinkering

Modified Bullets

You may now craft modified Bullets for Firearms.

You may craft Alchemists Fire Shot, Exploding Shot, and Glass Shot.

You craft 20 Bullets at a time(of the same type).

Time to Craft 3 Months(90 TP)

Cost Half the Cost of 20 Rounds of the type.

Materials 2 Alchemist Fire, or 2 Horns of Black Powder, or Glassworkers Kit Proficiency.

DC 21

Explosive Decoy

Taking the best parts of a Decoy, and add in explosives! Those Goblins will think twice before getting curious again!

An Explosive Decoy will move up to 15 feet in a single direction once wound up, before exploding two turns later(On your turn). Those caught in a 10 foot radius around the Explosive Decoy must make a Dexterity Saving Throw DC 16 or take 4d10 points of damage. Those who succeed on the saving throw take half damage instead.

An Explosive Decoy weighs 3 pounds.

Time to Craft 4 Months(120 TP)

Cost 1,000 SP

Materials 1 Decoy, 1 Horn of Black Powder

DC 21

Flintlock Firearms

Requires Matchlock Firearm

You may now craft the pinnacle of Firearm technology, the Flintlock! Instead of using an actively burning 'wick', like Matchlocks, the Flintlock uses flint and steel to strike the spark, making it a much cleaner ignition.

You may craft; Breech Rifle, Double Barrel Musket, Flintlock Rifled Musket, Flintlock Rifled Pistol, and the Long Rifle.

Time to Craft 1 Year(390 TP)

Cost Half the cost of the weapon.

Materials 10 Bars of Ore, 1 Bundle of Wood(or Bone)

DC 23

Venomed Blade

A Venomed Blade is a slashing, or piercing weapon that has been burned with acid to better hold poison. A small recepticle in the hilt of the weapon may be filled with poison, and on a successful attack roll, the poison takes effect.

The Poison in a Venomed Blade does not expire, or is not used up until it makes a successful strike.

Time to Craft 6 Months(180 TP)

Cost 7,500 SP

Materials 5 Vials of Alchemist Acid.

DC 21

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PART 6 | Tinkering