Mundane Objects
Tinker's Tools - v 1.1 Mundane objects are simple items that don't require much
Your set of tools may be dirty and grimy, your blueprints work to produce. They often feature very few moving parts
smudged up, but that's never stopped you from creating and very simple in their construction. These items don't
wonderful and magnificent creations! require a blueprint to produce them, only time and a few raw
materials.
Tinker's Tools
Mechanical Objects
The following text replaces the text found on pg. 85 of For more complex and mechanical pieces, Mechanical
Xanathar's Guide to Everything objects use a tiny bit of magic but largely rely on your
engineering abilities and skill. These objects are often seen as
Tinker's Tools include a variety of hand tools, saws, marvels of magic by the general population, even if they use
screwdrivers, wrenches, small oil dropper, rubber tubing, and no magic in them. These items require a blueprint to produce
other strange gadgets. them due to their complexity.
Tinker's Tools weigh 10 lbs and cost 50 gp.
Magical Objects
Crafting For some of the most complicated objects, magical objects
To craft an object, you must have proficiency in the use of are a blend of magic and technology that must be powered
tinker's tools and you must know the object you wish to craft. and can only work if magic is placed in them. While a
After choosing the item to craft, you then must gather the tinkerer doesn't have to be proficient in magic to craft such an
required ingredients and then begin crafting the item. item, they need something magical to power the item. This
You can craft three different types of objects: Mundane, could be miasma, residue from a slain elemental, or
Mechanical, and Magical. Generally, the more complex an something else that contains magic in its essence.
item is, the more likely it is going to be magical. Crafted This tool will use miasma as it's base, but your world may
items, once created, last until they are broken and any item feature something else like a runestone with a small
that is more complex than Mundane requires a blueprint to reservoir of magic.
build. Miasma
Using Your Tools This strange, blue-white liquid gas is known as miasma and
When you wish to construct an object, you must first have is produced as a by-product by alchemists and can even be
blueprints to work from, unless you are attempting to make a harvested in the Elemental Chaos. Miasma is highly magical
Mundane object. and volatile, capable of exploding in a poisonous gas that
strangles and suffocates those unlucky enough to be touched
Blueprints by it.
To create blueprints, you must spend 8 hours working on This liquid gas can be bought from a Tinkerer's Guild,
your blueprints and then make an Intelligence (Tinker's alchemist, or other suitable locations for 15 gp for 1 vial. This
Tools) check. The DC is determined by the type of object you vial can then be used to provide the necessary magic to
are attempting to create and it's complexity. When you are power your Magical Objects for a certain amount of time as
creating your blueprints, there are no gold costs for this day. decided by the object. To remove an old vial from a gadget,
On a failed check, you make no progress for this day and you must spend an action to carefully remove it, and then use
must spend another day creating a set of blueprints. another action to insert a new vial.
Crafting the Object Using your Objects
Once you have your blueprints, you can begin assembling With your tools, you can create problem-solving objects to
your object. You must gather the raw materials and then help you on your adventures, or just make life easier. These
spend several hours crafting the item. The raw materials are objects are largely restricted to solving problems in the world,
abstracted out into a gold cost for the object, and you must not necessarily for harming your opponents. These objects
spend that amount of gold for every 8 hours of work on the can be as complicated as a breathing apparatus to allow you
object. Once you finish 8 hours of work on the object, you to breathe underwater to a bag of ball bearings to trip up your
must attempt a Dexterity (Tinker's Tools) check to make foes.
progress on your object.
On a failed check, the gold cost for the past 8 hours is Malfunctions & Magical Objects
expended but you make no progress on your object. You must After each use, a Magical object has been put under strain
pay the gold cost again and re-attempt the check after 8 and may suffer from a Malfunction or even a Catastrophic
hours. Failure. To determine what strain your object has gone
The DC for crafting an object is based on the object you are through, after each use of the object and no matter how long,
attempting to create and it's complexity. you must roll a Dexterity (Tinker's Check) against the
Malfunction DC of the object.
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On a failed check, the object suffers a Malfunction and the Ball Bearings (Bag of 1,000)
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 As an action, you can spill these tiny metal balls from their
suffers a Catastrophic Failure and is broken. To repair your pouch to cover a level, square area that is 10 feet on a side. A
object, you must spend half the time required to build the creature moving across the covered area must succeed on a
object, this requires you to pay the gold cost if it will take DC 10 Dexterity saving throw or fall prone. A creature
more than 8 hours to repair the object. moving through the area at half speed doesn't need to make
the save.
Workshops
Complexity Mundane
Some objects you might wish to create might make travel Crafting Time 8 hours
with them impossible. The DM may decide that some objects Cost 5 sp
are too large or heavy to carry around, forcing you to use a Materials Needed Metal
workshop to work on the object. Craft DC 8
Complexity Book
The complexity of an object is based on its designation; A book might contain poetry, historical accounts, information
Mundane, Mechanical, and Magical. pertaining to a particular field of lore, diagrams and notes on
gnomish contraptions, or just about anything else that can be
Mundane objects are the easiest to create and have the represented using text or pictures. A book of spells is a
lowest DC, as well as require the least amount of time to spellbook.
craft. These objects can't malfunction.
Mechanical objects require some engineering skill and have Complexity Mundane
higher DCs. Crafting Time 8 hours
Magical objects are complex and require a power source to Cost 12 gp 5 sp
charge them. They are prone to malfunctioning and Materials Needed Parchment
breaking down. Craft DC 8
Sample DCs Grappling Hook
Object Type Craft DC When tied to the end of a rope, a grappling hook can secure
Abacus Mundane 8 the rope to a battlement, window ledge, tree limb, or other
protrusion.
Backpack Mundane 5
Mechanical
Complexity Mundane
Crafting Time 1 hour
Mechanical Cost 1 gp
Gills Magical 13 Materials Needed Metal
Craft DC 5
Wings Magical 16
Hourglass
Mundane Objects A standard hourglass used to measure the passage of time.
Abacus Complexity Mundane
Crafting Time 8 hours
A standard tool used to make calculations. Cost 12 gp 5 sp
Materials Needed Glass, Metal, Sand
Complexity Mundane Craft DC 8
Crafting Time 1 hour
Cost 1 gp Spyglass
Materials Needed Any Objects viewed through a spyglass are magnified to twice
Craft DC 8 their size.
Backpack Complexity Mundane
A backpack is a leather pack carried on the back, typically Crafting Time 16 hours
with straps to secure it. A backpack can hold 1 cubic foot / 30 Cost 500 gp
pounds of gear. Materials Needed Glass, Metal
Craft DC 8
Complexity Mundane
Crafting Time 1 hour
Cost 1 gp
Materials Needed Cloth, Leather
Craft DC 5
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Mechanical Objects Improvised Light Crossbow
This hastily constructed crossbow operates like a light
Alarm Clock crossbow and allows you to add your proficiency bonus to the
This hourglass is attached to a set of weights that produces a attack roll for any attack you make with it.
great noise when the sand runs out after a certain amount of Complexity Mechanical
time. Any creature asleep within 15 feet of the alarm clock Blueprint DC 13
awakens when the time runs out. As an action, you can set Crafting Time 16 hours
the time to up to 8 hours. Cost 6 gp / 8 Hours
Complexity Mechanical Materials Needed Linen, Metal, Wood
Blueprint DC 13 Craft DC 13
Crafting Time 16 hours Windup Toy
Cost 15 gp / 8 Hours
Materials Needed Glass, Metal, Sand This small windup toy bears a vague resemblance to a duck.
Craft DC 13 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
Automatic Lockpicker to 30 feet in a straight line. On its next turn, it produces a
This automatic lockpicker fits easily into a lock and, as an huge amount of noise, like that of cymbals crashing together.
action, you can attempt to pick a simple lock with it. Instead It produces this noise a number of rounds equal to the
of making a Dexterity (Thieves' Tools) check to pick the lock, number of feet it walked, divided by 5.
you can instead make a Dexterity (Tinkerer's Tools) check. Complexity Mechanical
Complexity Mechanical Blueprint DC 13
Blueprint DC 15 Crafting Time 16 hours
Crafting Time 24 hours Cost 5 gp / 8 Hours
Cost 10 gp / 8 Hours Materials Needed Cloth, Metal
Materials Needed Metal, Wood Craft DC 13
Craft DC 15
Magical
Grappler Attachment
This attachment is designed to be equipped onto a heavy Gills
crossbow. When the crossbow is fired, it shoots out a This device allows you to breathe underwater, so long as no
grappling hook attached to a 50-foot rope. This does not magical effect is stopping it. This does not purify the water
create the grappling hook, the rope, or the heavy crossbow. you are breathing, so if it is laden with poison or salt, you will
suffer the effects, like salt making you thirstier than normal.
Complexity Mechanical
Blueprint DC 10 Complexity Magical
Crafting Time 8 hours Blueprint DC 20
Cost 10 gp Crafting Time 24 hours
Materials Needed Metal, Wood Cost 30 gp / 8 Hours
Craft DC 10 Materials Needed Rubber, Metal
Duration per Vial 10 minutes
Hidden Blade Craft DC 20
A dagger is incorporated into a device operated by a wrist. As Malfunction DC 18
an object interaction, a creature can flick their wrist and a Catastrophic Failure 13
dagger appears. This device is large enough to carry a dagger
or other small objects per the DM's discretion.
Complexity Mechanical
Blueprint DC 13
Crafting Time 16 hours
Cost 10 gp / 8 Hours
Materials Needed Metal, Wood
Craft DC 13
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Night Goggles Determining DCs
This device allows you to see in the dark up to 30 feet away Mundane Objects
from you as if you had darkvision. It has no effect on magical Most Mundane objects are very easy to craft and only take a
darkness. While on, your googles give off a dim green glow few hours at most. To decide on a DC, the DM should decide
for 15 feet from you. If the device suffers a Malfunction while how many moving parts or pieces the object is made out of
you are wearing it, it short circuits and your eyes are blasted and reference the chart below:
by a bright white light. This effect impairs your vision for 1
hour, giving you disadvantage on any checks that require Complexity DC Average Cost Hours
sight. Simple 5 1 gp / 8 hours 8 Hours
Complexity Magical Complex 8 2 gp / 8 hours 16 Hours
Blueprint DC 18
Crafting Time 16 hours Intricate 10 5 gp / 8 hours 24 Hours
Cost 20 gp / 8 Hours
Materials Needed Glass, Metal, Wood Mechanical Objects
Duration per Vial 1 hour Mechanical objects are more complex than the Mundane and
Craft DC 18 involve some skill to produce them. To decide on a DC, the
Malfunction DC 15 DM should decide how many moving parts of pieces the
Catastrophic Failure 10 object is made out of and reference the chart below:
Trumpet Horn of Comprehension Complexity DC Average Cost Hours
This device appears to be a set of clunky earmuffs with Simple 10 5 gp / 8 hours 8 Hours
arcane runes etched into the frame. While it is powered and Complex 13 10 gp / 8 hours 16 Hours
you hold it up to your ear, you can understand the literal
meaning of any spoken language that you hear, though it Intricate 15 15 gp / 8 hours 24 Hours
comes across as slightly distorted as if hearing it through a
tube. ___ Most Mechanical objects will rarely be made with magic
and instead require the marvels of science and technology.
Complexity Magical
Blueprint DC 15 Magical Objects
Crafting Time 8 hours Magical objects are extremely complex and require a large
Cost 10 gp / 8 Hours amount of skill and magic to operate. To decide on a DC, the
Materials Needed Horn, Metal, Wood DM should decide how powerful it is compared to similar
Duration per Vial 1 hour spells and reference the chart below:
Craft DC 15
Malfunction DC 13 Complexity
Catastrophic Failure 8 (Spell Level) DC Average Cost Hours Duration
Simple
Wings (1st-level)
15 10 gp / 8 hours 8 Hours 1 hour
This device allows you to fly up to 50 feet up. Upon losing Complex
power, it will glide to the ground and deposit you safely on the (2nd-level)
18 20 gp / 8 hours 16 Hours 1 hour
ground, unless you suffer a Malfunction while up in the air. It
can only hold you and half your maximum carrying capacity. Intricate
20 30 gp / 8 hours 24 Hours 10 minutes
While flying with this pack, your Fly speed is equal to half (3rd-level)
your Speed.
Most Mechanical objects will rarely be made with magic
Complexity Magical and instead require the marvels of science and technology.
Blueprint DC 20
Crafting Time 24 hours
Cost 30 gp / 8 Hours
Materials Needed Cloth, Metal, Wood
Duration per Vial 10 minutes
Craft DC 20
Malfunction DC 18
Catastrophic Failure 13
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Variant Rules
Expending Spells
Instead of requiring material to fuel a Magical object, you can
instead require that the character expends a spell slot of an
appropriate level and the object works for the listed duration
in its statblock.
Exploding Miasma
If you want a mechanical effect associated with mishandled
miasma, a character may throw the vial of miasma. A miasma
vial has 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 miasma vial at the
same time, it increases the amount of fire damage by 1d4 up
to a maximum of 10d4 fire damage.
Magical Runes
If you dislike the idea of a magical gas such as miasma, you
could have small etched rune stones laced with latent magic
that can power a Magical object.
Mechanical Only
Not all tinkerers can create magical devices, you may decide
that a tinkerer can only create Mundane and Mechanical
objects.
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