The Rykeworth Workshop

The Rykeworth Workshop

A supplement of black powder and clockwork for 5e D&D

Manufacturing Devices

The creation and use of devices is a complex task that requires careful planning and consideration in order to be successful. The purpose of this supplement is, in essence, to serve as an extensive downtime activity for characters that like to tinker.

Drafting and Devices The Workshop Table shows the amount of time required to draft and produce devices, both are considered light activity for the purposes of resting and downtime. The cost column shows two values, the first is the cost required to draft a device, and the second is the cost required to make one. This cost represents the materials used to draft and build devices, and a manufacturer needs access not only to the gold itself, but to the materials to spend it on. When a manufacturer finishes drafting a device, they have a single working model of the device unless specified otherwise.

A draft is a set of designs or blueprints which a manufacturer needs access to when they want to create a device without drafting it from scratch.

Complexity Each device has a Complexity score, which represents its difficulty to design, create and use. The Complexity score of a device also determines how difficult it is to modify, and each modification adds to its Complexity score. 

Modifications Some devices are able to be applied to other devices as modifications, thus creating a single modified device. Such devices have the modification property.

To do this, a manufacturer needs a modification, and device to be modified, as well as drafts of these devices. The process of modifying devices is the same as the one used to draft and create devices from scratch, with each combination of device and modification being treated as a new device. Once a certain combination has been drafted, it can be created as normal.

The Complexity score used when drafting a new combination is equal to half the Complexity score of the modification, rounding up.

The Complexity score used when creating a previously drafted combination is equal to the ? the Complexity score of the modification + the Complexity score of the item being modified.

For example: A manufacturer has a basic charge pack (Complexity 2) and a basic clockwork (Complexity 2, modification). First they draft the item they wish to create, a timed charge pack, taking note that the Complexity score for this draft will be 1 (? of the basic clockwork’s Complexity score). This takes 6 hours, and 30 gp worth of materials, as per the Workshop Table. After drafting, they now have a working model of the timed charge pack, noting that its Complexity score is 3 (2 for the charge pack + ? of the basic clockwork’s 2, or 2+1). They now also have the drafts for this combination item (a timed charge pack), and can create it again in the future, taking 2 hours and 24 gp worth of materials as a Complexity 3 item.

It is recommended that a manufacturer keeps a list of every combination of device and modification they have drafted.

Tools of the Trade Along with the materials and time required to draft and create devices, a prospective manufacturer must be proficient in and have access to Tinker’s Tools when drafting and creating devices. Some devices require other tool proficiencies in addition to Tinker’s Tools in order to draft and create them. If a device requires additional tool proficiencies, they are listed with its properties. If a manufacturer does not have proficiency with the additional tools required to make an item, they can enlist the help of another individual who is. This may mean additional costs for hiring them, and they must be available for the duration of downtime required to draft or create the item.

Manufacturing Ability Intelligence is the ability used for manufacturing devices. A creature uses its Intelligence whenever a device refers to its manufacturing ability. In addition, the creature's Intelligence modifier is used when setting the saving throw DC for an effect created by a device that it has manufactured, or when making a check to use a device.

Note that creatures who are not familiar with the usage of devices do not add their proficiency bonus to any checks made to use them, and may need to make an Intelligence (Investigation) check in order to discern the workings of a particularly complex device before they can use it at all. The DC for attempting to discern the function of an unfamiliar device is equal to 13 + the device’s Complexity score.

Device save DC = 8 + manufacturer’s proficiency bonus + manufacturer’s Intelligence modifier

Device use modifier = proficiency bonus + Intelligence modifier

Workshop Table

Complexity Score

Drafting Time

Production Time

Cost

0

2 hours

10 minutes

15gp/3gp

1

6 hours

10 minutes

30gp/6gp

2

1 day

1 hour

60gp/12gp

3

3 days

2 hours

120gp/24gp

4

5 days

3 hours

240gp/48gp

5

7 days

4 hours

480gp/96gp

6

9 days

5 hours

960gp/192gp

7

11 days

6 hours

1920gp/384gp

8

13 days

7 hours

3840gp/768gp

9

15 days

8 hours

7680gp/1536gp

Devices

These devices are examples for convenience, players are encouraged to work with their Dungeon Masters to design their own devices if there are none here that suit their purposes.

Always feel free to make adjustments to damage and other such characteristics if you feel that a device is unbalanced.

When it comes to buying and selling devices, I recommend that you take the second value in the Cost column of the Workshop Table for a given device’s Complexity and double it to get a price.

Acid Cloud Canister

Complexity 3, requires alchemist’s supplies proficiency

A metal canister containing a volatile concoction. As an action you can throw the canister up to 30 feet, causing it to break open and activate. When it activates, it releases corrosive vapours filling a 10 foot radius. This area is heavily obscured, and any creature inside it at the start of their turn takes 4d4 acid damage and cannot breathe, they must also make a Constitution saving throw. On a failed save, the creature is blinded for 1d4 rounds, or until it regains any hitpoints. On a successful save, the creature is not blinded.

An Acid Cloud Canister weighs 2 lbs.

Adhesive

Complexity 1, modification, requires alchemist’s supplies proficiency

A viscous substance that can be applied to a surface to make it stick to other surfaces. It is made in batches, and each batch can cover up to 1 square foot of surface, and will hold up to 2 lbs per square foot. The weight capacity of adhesive can be changed by modifying it with another batch of adhesive. Each change and combination of changes must be drafted separately.

A batch of adhesive weighs 1 lb.

Adrenaline

Complexity 3, requires alchemist’s supplies proficiency

A stocky vial with a needle concealed in collapsible frame. As a bonus action you use an adrenaline on a creature within 5 feet of you. It immediately gains 1 hit point and 10 temporary hit points which last for 1 minute. Additionally, if the creature is unconscious it becomes conscious.

Alarm

Complexity 2, modification

A clockwork device that produces a loud whining sound as it unwinds. As an action, you can wind the alarm and either let it unwind or hold it. You can begin letting an alarm unwind at any time during one of your turns, and if you fall unconscious while holding a wound alarm, the alarm unwinds. The sound can be heard up to 200 feet away, and lasts for up to 30 seconds (5 rounds). An alarm’s volume and duration can be changed by modifying it with another alarm. Each change and combination of changes must be drafted separately.

An alarm weighs ? lb.

Arcane Cell

Complexity 5, modification, requires Arcana proficiency

Certain materials can be augmented with mechanical elements to create a device that can derive kinetic energy from arcane power. They lose their tune after extended use, after which a considerable amount of effort is required to re-tune them, but they represent the first steps towards devices that can operate independently.

An arcane cell is primarily to be used as a component in other devices, allowing them to function more independently and in different ways.

An Arcane Cell weighs 2 lbs.

Basic Clockwork

Complexity 2, modification

A work of cogs and springs, finely tuned to produce a constant tick. This device serves as the basis of many more intricate ones. On its own it can be used as a timer, easily fitted to other devices, or rigged to produce a spark when it winds down.

A basic clockwork weighs ? lb.

Basic Fuse

Complexity 0, modification

Black powder wrapped in fabric to form a string that will burn at a consistent rate. Using lengths of fuse allows a manufacturer to ignite explosives from a distance, or to delay activation after ignition. By default, basic fuse burns at a rate of 1 foot per round, but this rate can be changed by treating this device as if it has a Complexity score of 1 during drafting and creation. A manufacturer can create up to 3 feet of basic fuse at a time. 

3 feet of basic fuse weighs ? lb.

Charge Pack

Complexity 2, requires alchemist’s supplies proficiency

A dense package of black powder that makes for a large and powerful explosion. As an action you can light the fuse and place it, or throw it up to 30 feet. At the end of your next turn it detonates and any creature within 20 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and 3d8 force damage, and is thrown 10 feet back. On a successful save a creature takes half the fire damage, no force damage, and isn’t thrown. Any objects in the area also take the damage.

Charge packs can be bound together so they detonate at the same time. Each additional pack increases the fire and force damage by 2d8 (to a maximum of 8d8 additional damage) and the burst radius by 5 feet (to a maximum of 20 additional feet).

A Charge Pack weighs 4 lbs.

Cherry Bomb

Complexity 0

A small, round bomb with a long fuse that bears a resemblance to its namesake. As an action, you can throw a cherry bomb up to 30 feet. Each creature within 5 feet of where it lands must succeed on a Dexterity saving throw or take 1d6 fire damage. Objects caught in the blast also take this damage.

A cherry bomb weighs ? lb.

Coagulant

Complexity 2, requires alchemist’s supplies proficiency

A thickening agent used to stop bleeding. As a bonus action you can use the coagulant on a creature within 5 feet of you. The creature regains 1d4 hit points, and it is prevented from bleeding for 1 minute.

Concussion Ball

Complexity 1, requires alchemist’s supplies proficiency

A small, ceramic ball containing a mix of chemicals that produces a wave of force capable of briefly stunning creatures. As an action, a creature can throw a concussion ball to a point up to 30 feet. Each creature within 10 feet of that point must succeed on a Constitution saving throw or be stunned until the end of its next turn.

A concussion ball weighs ? lb. 

Dynamite

Complexity 1, requires alchemist’s supplies proficiency

A stick of dynamite is bound in tough waxy paper, and has a long fuze. As an action, a creature can light a stick of dynamite and throw it to a point up to 60 feet away. Each creature within 5 feet of that point must make a Dexterity saving throw against the manufacturers device save DC, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Sticks of dynamite can be bound together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the blast radius by 5 feet (to a maximum of 20 feet).

Flash Ball

Complexity 1, requires alchemist’s supplies proficiency

A small, ceramic ball with a fuse, similar to a cherry bomb in appearance, but containing a different mix of chemicals. As an action, you can throw a flash ball up to 30 feet. Each creature within 10 feet of where it lands that can see must succeed on a Constitution saving throw or be blinded until the end of its next turn. 

A flash ball weighs ? lb.

Prosthetic Limb

Complexity 5, requires proficiency in the Medicine skill

A device in the form of an artificial arm or leg. On its own it has no purpose, but it can be surgically attached to a creature in the place of a limb they have lost to restore normal function. The limb works as a normal arm or leg would. A creature must spend half an hour during each long rest to repair and tune a prosthetic limb they are using, each long rest they go without repairing it causes the limb to degrade according to the Prosthetic Degradation Table. A creature must have access to tinker’s tools to do this, and a creature with multiple prosthetic limbs must repair each one separately.

A prosthetic limb weighs 4 lbs for an arm and 6 lbs for a leg, doubling for every size category above medium, and halving for every category below medium.

Prosthetic Degradation Table

Rests

Effect

1

Disadvantage on Strength and Dexterity saving throws, and attack rolls

2

Limb no longer functioning

3

Limb no longer repairable

Runner

Complexity 4, modification

A small frame with four clockwork-driven legs that can move along the ground in a strange mimicry of living creatures. It is operated by a tightly wound spring which powers its movement. The runner is a tiny object with 2 hit points, an AC of 10, and a speed of 20 feet. Fully wound, it travels up to 60 feet in a straight line along the ground before stopping. It cannot travel up steep inclines (more than 3 feet vertically for every 1 foot horizontally), and it cannot move through difficult terrain. It carries up to 4 lbs in addition to its own weight. 

A runner weighs 5 lbs. 

Smoker

Complexity 1, requires alchemist’s supplies proficiency

A small, ceramic sphere containing two different chemicals that mix when it is broken. As an action you can throw the smoker up to 30 feet, causing it to shatter on impact. Upon breaking, it spews a thick coloured smoke, creating a 15 foot radius sphere which is heavily obscured. The smoke lasts for 2 rounds before dispersing.

A smoker weighs ? lb.

Springrazor

Complexity 2

Razor sharp shards of metal and wire bound to a series of springs and levers. A single pin keeps everything stable in the bundle, but when the pin is removed the springrazor becomes highly sensitive, with a slight disturbance being all it takes to set it off. As an action, you can set a springrazor on a horizontal surface and remove the safety pin. If the springrazor is disturbed, such as by being touched or moved in any way, each creature in a 5 foot radius from it must make a Dexterity saving throw. A creature takes 6d4 slashing damage on a failed save, or half as much on a successful one. The springrazor is destroyed after this. 

A springrazor weighs ? lb.

Subduing Mix

Complexity 4, requires alchemist’s supplies proficiency

 A sealed ceramic container housing a volatile combination of chemicals that creates a large volume of viscous slime on contact with open air. As an action, you can throw a subduing mix up to 30 feet. Upon breaking, the gelatinous slime bursts from it in all directions. Any creatures within 10 feet of it must make a Dexterity saving throw. On a failure, the creature is restrained, and can use its action on its turn to make a Strength check to try to escape. On a success the creature isn’t restrained. Large or larger creatures have advantage on the saving throw and on any checks made to escape.

A subduing mix weighs 2 lbs.

Sword-Cane

Complexity 1, require’s smith’s tools proficiency

A sword-cane is a concealed blade, relatively simple and elegant in its design and use. While sheathed, the blade cannot be distinguished from a normal cane without a successful Intelligence (Investigation) check against the manufacturer’s device save DC. The blade can be either a dagger, a shortsword, or a rapier.

Tripwire

Complexity 2, modification

A delicate instrument designed to trigger other devices when tripped. The tripwire has two components, the first of which is an activator which immediately activates any attached devices when the wire is tripped. The second component is the trigger, which can be anchored to a point within 15 feet of the activator as an action. There must be a clear path between the activator and the trigger. When a creature passess between the trigger and the activator, the attached device activates. Creatures can spot the wire with a successful Wisdom (Perception) check against its device save DC. A creature that is aware of the wire can move past it without triggering it.

A tripwire weighs ? lb.

Water Wheel

Complexity 0, modification, requires carpenter's tools proficiency

A massive wooden wheel built beneath a source of running water and attached via axle to any machinery that requires constant power such as a smith's bellows and hammer, or a grain mill. The production time of a water wheel is 4 days, and its cost is 15/1000 gp. When a water wheel is drafted, the manufacturer does not end with a functional prototype.

A water wheel is a fixed structure.

Windmill

Complexity 0, modification, requires carpenter's tools proficiency

A massive wheel of wooden and cloth raised into the sky to harness the wind, and attached via axle to any machinery that requires constant power such as a smith's bellows and hammer, or a grain mill. The production time of a windmill is 10 days, and its cost is 60/2000 gp. When a windmill is drafted, the manufacturer does not end with a functional prototype.

A windmill is a fixed structure.

Wrist Mount

Complexity 2

A wrist mount is a means for easy access to a concealed weapon, either a dagger or hand crossbow. The manufacturer needs to choose which of these will be fixed to the wrist mount when they make it. If the wearer has sleeves that can cover the device from plain view, it cannot be seen while stowed without a successful Intelligence (Investigation) check against the manufacturer’s device save DC.

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