You touch an ordinary table, imbuing it with the powers of futuristic alchemy, and various tinker's tools, alchemist's tools, and other technological tools and materials appear on the table, partially fusing to the now-iron table. You or any creature with proficiency in artisan's tools can spend one hour to make one of the following trinkets, which last until used:
- A ball full of black powder and flint. You can spend one attack(or action) to hurl the sphere(60/120). Every creature or object within 10 feet must make a Dexterity saving throw or take 5d6 fire damage and 2d6 slashing damage on a failed save as shrapnel and explosions barrage the area, dealing half as much on a successful save. The ball is destroyed after use.
You brew up a mysterious concoction. You can spend a bonus action to drink the potion. Roll a d4 on the following table after it is consumed.
1. You add 1d6 to all of your attack rolls for the next minute.
2. Gain 15 temporary hit points, which can be added to other hit points the consumer may already have.
3. Your skin hardens, and for the next hour you have +1 to AC.
4. You gain the effects of the Lucky Feat, but you cannot regain Luck Points and the Luck Points expire at the end of your next long rest.
- You create a small pin that tampers with distance in the Weave. The pin has three charges, and you can expend one charge as a bonus action to teleport to a place within 30 feet of you that you can see. You can expend two charges to teleport another creature that you can see up to 30 away from its previous position. Once all three charges are used, the pin slowly turns to dust.
- You forge a small pill that can be consumed as a bonus action to gain a climbing, burrowing, or swimming speed equal to your walking speed as the biological pill causes various appendages to form around your body to suit your chosen option for the next 8 hours.
- You create a ball of pure silver that is wrapped in thin gold filament. While holding this orb, choose three options: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. you gain advantage on ability checks made using these three ability scores. Roll a d20. on an 11-20, you gain disadvantage on the three ability scores not chosen.
At Higher Levels. For each spell slot level above 5th level, you can create one extra trinket in the same duration.
* - (An empty bottle, a tinderbox, a golden wire, and a piece of fruit.)
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