Salvager Image

This feat allows you to disassemble and salvage any manufactured object whether it is a simple handguard or a complex steampunk mechanism. You convert broken junk into useful parts depending entirely on your skill and your tools.

Salvage (Nonmagical Objects)

You can attempt to salvage any manufactured object using Sleight of Hand and an appropriate tool.

  • Choose a tool (from the table below).

  • Make a Sleight of Hand check using that tool.

  • On success, you recover salvage equal to the DC tier.

  • On failure, you recover nothing and may break the object if you failed by 5 or more.

The DM determines the material, amount, and condition of what you recover.

TOOL TABLE (Salvaging Tools)

Tool Bonus Notes
Tinker’s Tools +2 Standard salvaging kit. Safe and reliable.
Smith’s Tools +3 Best for metal, armor, weapons.
Thieves’ Tools +1 Great for fine mechanisms, locks, traps.
Improvised tool +0 Works violently. On a failure the object breaks automatically.
Bare Hands Disadvantage Why are you like this

Additional Tools from 5e

Tool Bonus Notes
Alchemist’s supplies +1 Can extract or separate materials but not true disassembly.
Brewer’s supplies +0 Zero relevance to salvaging. Not even a little.
Calligrapher’s supplies +0 Only useful for labeling your failure.
Carpenter’s tools +2 Great for wooden structures and simple frames.
Cartographer’s tools +0 Not even adjacent to salvaging.
Cobbler’s tools +1 Works on leather straps or bindings.
Cook’s utensils +0 Improvised at best. Smells like panic.
Glassblower’s tools +2 Excellent for brittle or glass components.
Jeweler’s tools +3 Precision work perfect for tiny magical parts.
Leatherworker’s tools +1 Only for leather components.
Mason’s tools +1 Good for stone housings or frames.
Painter’s supplies +0 Pure decoration. Salvages nothing.
Potter’s tools +1 Works for ceramic or clay components.
Weaver’s tools +1 Useful only for textiles and ropes.
Woodcarver’s tools +2 Very effective for wooden mechanisms.

Magical Salvage (Composite Roll)

To salvage a magical object, you must perform a Composite Check:

  1. Arcana Check (to understand the magical structure)

  2. Sleight of Hand Check (to physically dismantle it)

Both rolls use the same tool-based modifiers only for the Sleight of Hand portion.

Results:

  • Success on both checks:
    You salvage magical components or fragments.

  • Fail Arcana only:
    You don’t understand the object, attempt fails harmlessly.

  • Fail Sleight of Hand only:
    You understand it, but your hands betray you. The object becomes inert or breaks

  • Fail both:
    It explodes, sparks, curses, screams, cries, or melts. The day is ruined.

Salvager Image

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