Tools for use in 5e: Tinker’s Tools

When I made it, I realized I had a big problem, and I even tweeted about it. What do people think of when they think of do-it-yourself tools? Because I was always thinking about some crazy scientist in that garage trying to conquer the world, but the definition of Tinker Tinker is actually something more… prosaic. It’s true:

1. (mainly ancient) a person who moved from one location to another to bind metal bowls for a living.
2. The act of trying to fix something.

Not really exciting brain waves, huh? Well, good or bad… I took a crazy scientific approach to Tinker Tinker Tools. These are tools that can be used to create useful problem-solving devices with little focus on combat. If you don’t like it… Well, I guess we could ask them to turn around and fix the pitchforks or build a big pig empire.

What’s in bag?

So we have decided where we want to go with them, do as usual and clarify with the Xanathar what they have to say about them.

A set of hand tools is intended for the repair of many household items. Although the tools of a craftsman can do little, it is possible to repair torn clothing, sharpen a worn sword and repair torn mail.
Parts. Tinker Tinker includes a variety of hand tools, threads, needles, rice paste, pieces of fabric and skin and a small pot of glue.
History. You can determine the age and origin of the objects, even if only parts of the original are still present.
Research. When you examine a damaged object, you learn how it is damaged and how long it has been damaged.
Repair. For each working hour you can repair 10 health points on a damaged object. Each object requires access to the raw materials needed for the repair. Metal objects must have access to an open flame that is hot enough to make the metal flexible.

Price: 50 gp / Weight: 10 lbs

Ah. I must say that I am not a fan of the instrument as it is written, but that is normal. We’re going to flavor things, and I’m going to introduce a new item to really bring things forward.

But first we’re going to replenish the bag: Hand tools, saws, screwdrivers, keys, a small drop of oil, a rubber hose and other strange devices. She takes us where we need to go and keeps us all to ourselves.


Now our devices, at least the ones I invented for devices, need something to make them work. These machines do not work on friendship, but on a dangerous and volatile substance known as miasmas. The Miasma is just a vapour or a strange gas, but for this system it will be the product of runecrafting. These are the same runes I was talking about in my Rune Weapons – Hebrew House, I will also use the rules I made in my Days of Time-out – Hebrew House.

To return to Miasma: This stuff is powerful, and that’s what we’re gonna use to power our devices. In fact, it is a simple cost factor for the player to keep his bet at a low level. By paying for it, they can take a break before jumping on their equipment, and I’m not a fan of something powered by wind toys.


Our gadgets are simple solutions to the problems that hit a person at a party. The do-it-yourselfer will have to make several identical tools if he wants everyone to benefit from their content, and that quickly costs him a penny. Besides, he’s just inviting our next mechanic: Failure and catastrophic failure.

These two conditions will help to protect our equipment from misuse and will lead to additional costs for the use of our equipment. After the handyman has used certain appliances, he or she must go through the handyman’s checks to ensure that the appliances do not break and to prevent the handyman from using them for a short rest period of up to a few days.

Power Tools

It is at this point that we begin to delve into the complexity of Tinker’s tools. The machine does not automatically start working on its gadgets, but must first make drawings (or diagrams) in order to produce its gadgets. Once they’ve made a design, they’ve got it for future gadgets, and they don’t have to work and draw for a day.

When creating a drawing, you will look at Tinker’s tools using the Intelligence modifier, which means that you need to think and plan carefully in the process of creating the tools. If you fail, you don’t move forward and you have to spend another day with your drawings. An important part of this part is that the drawing won’t cost you any gold. So, if you’re a poor handyman, you can work on designing future gadgets if you killed this dragon and stole all its gold.

Another important part of the drawings is the way we made the CD for them. It is based on the performance and complexity requirements of the device to be created. This largely depends on whether there are spells with similar capabilities and whether or not that spelling level is used to determine DC. (There is a schematic in the file.) By creating a DC, depending on the complexity or power required by the aircraft, we can make it more difficult to build wings than night vision goggles.

Complexity / performance requirements can be complex in their design. They are divided into three levels, Simple/Low, Light/Mediumand Complex/High, but the problem of which effect goes where is not solved. So I assigned them spelling levels in groups of three, Simple / Low are spelling levels 1-3, Light / Medium: 4-6 and Complex / High: 7-9.

When setting the difficulty/execution requirements, you can examine spells with similar effects and determine the CD based on them. Some effects like flying require more power than a normal level 1-3 spell, so I moved it to the next category: Low / average for the difficulty / energy requirement. It gives us a little more flexibility in the system, and we can just rely on a regular schedule to guide what we are going to do.

Now that it’s time to develop these gadgets, you need to spend a certain amount of gold and days off. At the end of each day, the handyman must also be able to test the handyman’s tools with dexterity. This means that their smart fingers collect and build their gadgets, each DC determines if they have made any progress in their gadgets today. If they fail, it means they’re wasting another golden day and making no progress.

In use

Now that our Tinker Tinker has finished making his devices, they want to use them. This means that they get a bottle of Miazma and that they are fed with their new toys. You can enjoy it for a limited time, depending on the energy needed to create the effect, and then it will switch off as soon as the miasmas are fully exploited. You cannot change the miasma bottle and record the effect, because each time the miasma bottle is not connected, the device stops working.

If the gadget is used or no longer works, the handyman must reverse the handyman’s control by using a skill modifier to determine if the gadget fails. It’s just a test to see how well they get along with their device and to get them thinking before they use their device all the time. It sucks when your equipment breaks down and you have to spend your short break on it. It is even more corrosive when they decompose completely and need more gold and downtime to repair them.


So here we are, our do-it-yourself tools are no longer just for making alcohol, but for building crazy machines to make our building… or at least decent glasses for us to look in that dark cave.

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