The Ancestral Stone of the Tinkerer is a small, blue, round stone, looped with a string of leather, work around the neck. Tribal runes run along the two sides of the flat stone, reading in orcish "Still hands bring death to many."
This item holds 3 charges, and regains all charges upon completing a short or long rest in a site of ancestral heritage, wherein the resting ancestors consider the welder in a favorable light.
Once attuned to this item, a character gains the following benefits:
- +5 to Perception or Investigation checks utilized to identify traps
- Advantage on saving throws against affects of traps.
- Advantage on all checks made to craft traps, and to discern how a trap was made.
-As an Action, you may clutch the stone in your hand and speak the command phrase, expending 1 charge, and imbuing yourself with the Spirit of the Tinkerer for 1 minute. While imbued with the Spirit of the Tinkerer, as a bonus action you may cause a 5ft area of solid earth, rock, dirt, or metal to shift to the creative will of the Tinkerer, creating deadly traps. The traps available to be created are listed below, though other a creature knows the method of creation may be created as well.
- Pitfall Trap: a creature must succeed a DC 16 Dexterity save, or fall 10ft, landing prone, and taking 2d10 piercing damage.
- Choking Vapours Trap: a creature must succeed a DC 16 Constitution safe, or be poisoned, taking 2d10 poison damage. The vapours linger for 1 minute and disperse after the first turn to a 10ft area, subjecting any creature ending their turn inside the area to the same affects.
- Spark Net Trap: A creature must succeed a DC 16 Strength save, or be trapped in a Spark Net. A creature trapped in the net is considered restrained, and takes 2d10 fire damage immediately, and at the start of each of their turns. The creature may be freed by dealing 15 slashing damage to the net, or by a creature utilizing their action to attempt a DC 16 athletics check to free them. The net burns away after 1 minute.
-All traps created by this item persist for 1 hour if they are not triggered, harmlessly reverting to their original form after the hour has passed.
-Objects and items created by this item fade into blue spectral dust if unbound or taken apart from the traps which they make up.
Notes: In order to attune to The Ancestral Stone of The Tinkerer, you must spend 1 hour speaking to and appeasing the ancestors within the stone, making a DC 16 Wisdom save before the end of the attunement. Should a creature fail the save, the attunement cannot be completed.
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