Tinkering in Falder Fell | World Anvil
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Tinkering

You may spend a week tinkering if you are proficient with tinker's tools. Devices take 1 week of downtime to build. Your options relate to the type of workshop you have access to. Check the Craft page for information on workshops.   Rudimentary Workshop
  • Zapper: Turn a metal rod into a taser that deals 1d6 lightening damage and can be used as a simple weapon as well as enchanted.
  • Automation Animal: Works like the Gnomes tinker feature
  • Watch: Create a small mechanical time keeping device that can fit into a pocket.
  • Music Box: plays music when wound. Can play up to 2 minutes before needing to be wound again.
  • Lighter: Create a fire making device.
  • Alarm: A mechanical alarm that you can set up to 12 hours from now.
  • Mechanical Spider: You create a mechanical spider that can be wound up and can follow you to carry objects up to 200 pounds. This machination can be used as a Steel Defender for an artificer or as a Ranger's animal companion (CR 1/4) with a few changes: 1) It has spider climb 2) Its attacks are piercing damage 3) Poison can be applied to its mandibles as if you’re applying it to a weapon
  • Arm Crossbow: This is a crossbow designed to be strapped and fired from ones forearm. It has the same traits as a hand crossbow (light tag, so can be treated as a dual wielded weapon) and does not require a free hand to reload or fire.
  • Trap: This complex trap can cover an area no more than 10 feet wide on any side. It can be set in 5 minutes. It’s trigger must be mechanical in nature and go off by physical means of interaction. If it is hidden then it has a stealth of 10 + Tinker Tool Prof. + Intelligence Mod. It deals 1d8 damage for every 1 point of proficiency of the maker.
  • Spray Can: Can spray potions in a cone up to their described radius (potions that damage on a hit with no radius = 5 foot cone). Attacks made with the spray can are treated as a melee attack with a light weapon and can use strength or dexterity for their modifier.
  • Raising Platform: This can be installed in particular locations in place of stairs. Looks like your raising up in the world.
  • Periscope-can see around corners 10 feet away.
  • Clockwork Humanoid- humanoid becomes a follower but has no soul.
  • Toilet- All the rave with nobility.
  • Pinwheel- A joy to look at and my how they spin
  • Air gun- Simple ranged weapon 60/120 ft. Shoots pellets that deal 1d4 damage.
  • Grabby Claw: reaches things up to 10 feet away with up to 20 pounds of pressure. Great for picking up the remote.
  • Fishing Reel: This can be equipped onto a pool during a short rest to create a fishing rod which give you advantage on checks to catch fish.
  • Incense Clock: A consumable block of incense that will burn out after an amount of time specified by the creator. This can be used to track time.
  • Bear Trap: A leg trap that can be set as an action. The target takes 1d8 piercing damage and if bipedal their walking speed is reduced by half until they remove it as an action with a Strength Save of 13 or more.
  Basic Workshop
  • Mechanized Loader: Create a mechanized loading system for a crossbow. If the wielder has an Extra Attack they can use one to fire up to 1 additional shot despite the reloading weapon tag.
  • Flintlock Mechanism: Used with a gun stock and barrel to create a firearm (required to create a firearm).
  • Flintlock Firearm: Requires Firearm Parts and Flintlock Mechanism. Build a single flintlock riffle or two flintlock pistols. Firearms require gunpowder and bullets to fire.
  • Magnetize: Cause a shield to gain a +1 AC vs metallic weapons. Also great for displaying child like objects upon a metal cupboard door.
  • Mechanical Prosthetic: Create replacement body parts. Parts can be modified to foster the following effects: Modified sensory organs: +1 Perception to relevant rolls and -1 to social rolls (non cumulative). Modified legs: +1 to Athletics, advantage on jump checks and -1 Acrobatics, disadvantage to stealth rolls. Modified arm: climb speed +5, +15 feet throw distance and -1 slight of hand check, -1 tool check.
  • Telegram: You can set up wire between two points using a week of downtime activity to run it 10 miles alternatively an asset you control can set this up during a week of faction downtime. You must learn/invent a system like morse code to communicate with another individual who knows the same language. They must learn your code as if they are learning another language. The receiver can be a player character or follower. This allows you to call up other players from qualifying map locations during your game to ask them advice and details that may help you.
  • Water Organ: You craft a water organ. Great for inspiring events or parties. It can be used to gain a bonus to relevant business or faction rolls.
  • Draw Bridge: A draw bridge can be added to any Stationary Asset and gives it a +1 on its dice rolls. Plus it looks cool.
  • Aeolipile: All you need is a camp fire and some canisters to create a simple engine. This engine can be used to move gears and pulleys for more elaborate schemes.
  • Platform Shoes: These shoes have a leaver that can be pushed and pulled to elevate the wearer up to ten feet taller. They take a minute to crank and a bonus action to release back down. Any attacks against the wearer made while the lifters are engaged force a Dex Save DC 15 or the wearer is knocked prone and takes fall damage.
  • Telescope- With this device you can make out far distant objects within range. Great for high up vantage points.
  • Sunglasses- Add a skateboard and you’ll be the coolest kid in town
  • Parachute-Can float down from 100 foot heights if equipped. It takes time to repack it though.
  • Paddle Boat- cross the water in style moving up to 20 feet per round.
  • Blunderbuss: Requires a firearm to make. You can fire scattershot. Shoots shoot a cone that is 30 feet long and 15 feet wide at the end. It does anywhere from 1d6 to 3d6 points if damage depending on how close the target is.
  • Flame Thrower: Requires martial weapons proficiency or tinker's tool proficiency, two handed. Ranged attack 30/60 feet. Shoots a single jet of flame that causes 1d8 fire damage or can be adjusted as a bonus action to shoot a 15 foot long cone of fire that does 1d4 damage. The flamer thrower uses 1 vial of oil a round.
  • Bomb: consumes 3 gun powder to create. Can be thrown up to 30 feet and explodes in a 5 foot radius. Creatures must make a DC 15 Dex Save or take 2d6 force damage or half as much on a successful save.
  Professional Workshop  
  • Rotating Barrel: The barrel of a pistol rotates when fired allowing for up to three shots before it must be reloaded.
  • Landmine: An explosive trap that can be set as an action. A creature that steps on causes it to explode in a 15 foot radius dealing 3d8+4 damage to any creature that fails to pass a Dex Save of 15 and half as much to those that do.
  • Catapult-This counts as an Asset but must be operated by a team of people.
  • Printing Press- Shake up religion by printing your own literature.
  • Hot Air Balloon - You can get taken up into the air but it is a wonder see where you might land
  • Airship - You can fly a freakn airship!
  Artisan Workshop
  • Time Jumper: Your knowledge has allowed you to understand the fabric of time. You create a small device that allows you time jump and reroll one d20 roll. But tampering with the fabric of reality is dangerous. Using this device twice in a week could cause you to be lost into the space time continuum, 50% chance.

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