**Requirement:** Proficiency with [Tinker’s Tools](https://a5e.tabletopbytheik.nl/compendium/items/tinkers_tools).
___
Inventing allows you to create new and imaginative pieces of gear. You must first plan your invention by combining two pieces of adventuring gear. As an example, combining caltrops and poison makes a poisonous caltrops trap. Combining an hourglass, rope, and a hunting trap creates a timed beartrap that falls from the rafters to snag a target. Let your imagination go wild when combining items, and alongside your GM, see what liberties you can take when creating combinations.
Drafting up blueprints is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 14. You must make three DC 11 Intelligence (Tinker’s Tools) Tests.
**On a success**, you create an invention that becomes a permanent part of your equipment. If you have the materials, you can undertake a [[Campcraft]] Activity to build a new invention based on your blueprints.
**On a failure**, you create a working prototype that works ***until your next period of Downtime**.* Your blueprints aren’t detailed enough for you to make a new invention in the meantime.
#tinkersTools #campcraft