For each kind of tool proficiency, it lists the components of that set of tools, relevant ability checks that proficiency with that tool might grant you advantage on if you're also proficient in the skill, a special use of the tool for those proficient with it, and sample DCs for activities the tool might be used to perform. 78-85) adds guidance on tool proficiencies, providing both general guidance on how tool and skill proficiencies might work together and specific guidance on each kind of tool. However, Wizards of the Coast finally provided some more specific guidance on how tool proficiencies could be made useful with the release of Xanathar's Guide to Everything The Player's Handbook doesn't provide much information about each type of tools other than its name aside from thieves' tools, players and DMs were left to largely figure out for themselves how to make tool proficiencies relevant. Tinker's tools let you make basic repairs and craft temporary items Proficiency with using a “tinker's dam” isn't sufficient to build complex mechanical devices doubly so if the DM's setting doesn't even include engineering as a possible field of knowledge. If you want PCs to have access to legit skill with mechanical engineering, consult with your DM for whether and how you can get proficiency with Intelligence (Engineering) or Intelligence (Invention) skills or as a DM, introduce those skills via a custom background or world-building details that suggest their existence as fields of knowledge. Useful but not very exciting, unless your aim is to be highly sought-after by the populace when you visit a rural farming community. Mostly they can mend pots and other household items, as well as craft utensils from soft metals like tin or (at its most fantastical) small clockwork trinkets. … which doesn't cover the ability to craft airplanes or parachutes. So tinker's tools are limited to the abilities of the profession of “ tinker”:Īdapting, meddling or adjusting something in the course of making repairs or improvements Yes, all Artisan's Tools are limited as to what they can help a character achieve according to the profession they belong to (emphasis added):Īrtisan's Tools include the items needed to pursue a craft or trade you add your proficiency bonus to any ability checks you make using the tools in your craft. If one of your players really wants to play a character who can build anything via mundane means, you could try working with them to find or make a class that focuses on just that and only builds level appropriate things in reasonable quantities (this means both not being able to build a bi-plane at level one and being able to build a jet pack when everyone else is getting flight spells). On the other hand, an out of game request won't cause any confusion, but in game reasons can make it go over better and are nice to have regardless. You're perfectly in your right as DM to say "No, you can't build that thing." That said, you should endeavor to give them both the in-character reasons "Those aren't actually the right tools, physics doesn't work that way in this world, and your character has no reason to think this would work" and the out of character reasons "I'm worried this will cause balance problems and make it hard for me to run a good campaign for you." If you only tell them the in character reasons then the players will, naturally, view your reasons as obstacles to overcome, rather than a request to stop trying. What's more, in a world where dragons and griffons can fly, it's perfectly possible that traditional aeronautic devices, like planes from our world, simply wouldn't function. Things like planes and, to a lesser extent, parachutes require a specialized knowledge of physics to get right and there's no reason to assume the characters would have this knowledge, even the wizards. More generally, just because the players can envision how to build something does not mean the characters can. In particular, they're tiny, clockwork, gadgets, so it seems reasonable to assume that tinker's tools specifically refer to the tools you'd need to work with small mechanical devices, rather than large vehicles or fabrics. The tools themselves don't seem to be defined in the book, but the rock gnome tinker ability lists some things you can make with them. If you are talking about the Tinker's Tools found in the players hand book, then I don't think you need to worry.
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