Wondrous Item, rare (requires attunement by a Your tinker core is at the heart of all your creations, figuratively and literally. When you use a tinker core to create a clockwork mechanism you also put your soul into the creation and as such, if it is destroyed, it returns to your inventory.)

The tinker core acts as the brain for your creation and is essential for the continued operation for your device. The core by itself is incapable of any movement, and for all intents and purposes is treated as a box containing magic. To enable different effects of your devices, will require the location of different components which can be found in nearly any town but may cost gp to obtain.

You can use an action to initiate a simple program you have installed in the tinker core; the machine thinks in binary so any command should be phrased as an if-then statement. 

In combat, the tinker device has AC 8 and 10 HP. 

The Table below describes the different modules, their cost, and a brief description of their functions/abilities.

Component Cost Effect
Mobility Unit 50gp walking speed. 100gp other speeds. (2/150gp) (3/250gp) (4/500gp) Resistance to difficult terrain is an additional 50gp per move speed affected. Allows the unit to traverse different terrain and functions as the main source of mobility for the core.
Spellstone 200gp Consumes a spell scroll to hold a charge of said spell in the device that can be cast as an action. Only one spell can be stored in spell stone at a time, however, up to five spell stones be used in the construction of one tinker device. If the spell requires a specific target, the spell has no effect. Otherwise, the spell is cast as if the tinker device is at the center of the affect.
Proximity Detection 100gp per. 10 ft. of detection Discerns the locations and number of creatures within the range of the device.
Creature Detection 500gp (2000gp to discern specific identity) Allows the device to recognize specific types of creatures nearby but does not know their specific distance from the device.

Eavesdropping Device

1500gp Allows the user to establish a mental link with the spell stone and gives them the ability to see and hear as if they were sitting in place of the stone.
Tinker Focus 300gp Allows the casting of ranged and targeted spells from the hull of the tinker device.

 

COMPONENT COST EFFECT
Mithril Drive 150gp The tinker device has advantage on stealth checks to remain hidden.
Reinforced Plating 200gp x AC Bonus Consumes a spell scroll to hold a charge of said spell in the spell stone. Only one spell can be stored in spell stone at a time, however, up to five spell stones be used in the construction of one tinker device. If the spell requires a specific target, the spell has no effect. Otherwise, the spell is cast as if the tinker device is at the center of the affect.
Adamantium Gears 50gp x hp. bonus Discerns the locations and number of creatures within the range of the device.
Maximum Overdrive 350gp  Allows the device to take the dash action as a bonus action.

Active Camouflage

1000gp + Scroll of Greater Invisibility Allows the device to turn invisible for 10 minutes, this effect recharges after a long rest.
Hypodermic Needle 300gp + (to hit mod. x 500gp) Equipped the device small needle like protrusion capable of injecting creatures with a liquid that the tinker has placed in the core.

 

Notes: Your tinker core is at the heart of all your creations, figuratively and literally. When you use a tinker core to create a clockwork mechanism you also put your soul into the creation and as such, if it is destroyed, it returns to your inventory., Control, Warding

Item Tags: Control Warding

PootTheWarlock

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