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Prerequisite: Requires Intelligence score of 13 or higher
 

Your fantastic ideas have taken form in various mechanical and arcane inventions. By using Tinker's Tools and 10 gold pieces' worth of materials you can spend 1 hour creating one of the following items;

Clock. A mechanical box capable of keeping you informed of the accurate time, calibrated by you. This clock can also indicate if the flow of time has been altered or interrupted, for example if the time stop spell has been cast over it, though it cannot reveal the origin of the effect only the amount of time distorted or displaced.

Grappling Hook. A wound canister that fires a rope end up to 60 ft. away. The unfolding grappling hook on the rope can hook to objects or creatures but is unable to deal damage unless used as an improvised weapon. The grappling hook canister reels in the rope after a spoken command word, this pulley can pull up to two medium creatures

Night-sight Goggles. A pair of goggles that grant the wearer 30 ft. of Darkvision, they can see up to 30 ft. of bright light and dim light for a further 30 ft. beyond that. Whilst wearing the goggles the creature cannot see colour, but only see in shades of green.

Miniature Pistol. A small firearm that can be hidden in a long sleeve. This ranged martial weapon uses your Dexterity score for attack and damage rolls made with the weapon. The weapon has a range of 30/60 ft. and deals 1d8 piercing damage on a hit. You can create one shot of ammunition for this weapon with 10 minutes and 1 silver's worth of materials.

Mini Rockets. Tiny sticks with a fuse and explosive payload. Ideal for signalling distress or location in a thick forest, or for a surprising distraction. The rocket will launch up to a distance of 120 ft. before bursting and can be altered so that they explode with different colours. If the rocket detonates within 15 ft of a creature, the creature must make a Dexterity saving throw. On a failed save, the takes 1d6 thunder damage and is blinded until the end of its next turn.

Remote Charge. A block of chemicals and mechanisms that allow you to detonate it using a command word of your choosing. The charge explodes in a 10 ft. radius, all creatures in this area must make a Constitution saving throw. On a failed save, creatures take thunder damage equal to 1d6 + your character level. On a failed save, creatures take half damage from the blast. Objects receive double damage from this item.

Zapper Studs. A battery affixed to a metallic surface that has enough charge to last a number of hours equal to your Character level + your Intelligence modifier after activation. Once activated the zapper studs grant the following effects to different objects;

  • On a metallic weapon: the weapon deals 1d4 additional lightning damage.
  • On a set of metallic armour: melee attacks against the wearer cause the attacker to receive 1d4 lightning damage.
  • Dropped into a container of water: the water is decontaminated.
  • The studs can be used in replacement of a Healer’s Kit, but after it is used in this way they lose all charge and are no longer functional.
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