Scavengers in the Munitions Trade have learned to create and alter their ranged ammunition to suit any situation. These alterations vary from things like extra damage in a variety of types, to curving arrows and piercing bolts. Given their propensity to long range combat, they prefer to do their setup from afar too. These scavengers have learnt to attach their Belt Items to their projectiles to carry them where they need to go, be that a past a well defended choke point, up onto unreachable roofs and balconies, or straight into the face of an enemy.
Some scavengers throughout the D&D multiverse have come into contact with firearms, and have started tampering with their ammunition to, crafting propellant and projectiles that come with a similar range of unique effects.
As you choose this trade at 3rd level you gain the ability to attach your items to the ranged attacks you make. As part of any ranged attack action you make with a bow or crossbow, you can attach a Belt Item to that attack. If the attack hits, the attached item is treated as if it were thrown at the target, and then immediately takes damage equal to the damage dealt by the attack. If the attack misses, the item drops to the floor where the projectile landed.
You can also use this feature to fix Belt Items like a Razor Wire to an object that is not next to you. If you do, the range of the attack is limited to the length of that Belt Item (if any 15ft in the Razor Wire example.
Also starting at 3rd level, you gain the ability to add additional effects and damage types to your ammunition. As part of your Specialised Crafting, you can also craft the following items. These pieces of ammunition are considered belt items, and will take up slots on your item belt. As part of a ranged attack, you can choose to use any appropriate ammunition equipped to your Item Belt, instead of the ammunition you would regularly use.
| Level | Item | Tool Requirements | Material Components | Description |
|---|---|---|---|---|
| 3 | Shaped Tip | None | A small piece of metal, a piece of ammunition | A piece of ammunition matching that used in crafting this item. It has had its tip altered to specialise in dealing a specific damage type. As you craft this item, choose bludgeoning, piercing, or slashing damage. This ammunition deals that damage instead of its regular base damage, and deals an additional 1d8 of that damage. This damage increases by 1d8 at 5th level, and again at 11th and 17th level. |
| Spark Shot | None | Some tar, flint, a piece of ammunition | A piece of ammunition matching that used in crafting this item, set to ignite as it strikes its target, spewing little embers all around. Any creature struck by it will take an additional 1d6 fire damage. Until your next turn, any object that creature moves within 5ft of will take 1 fire damage. | |
| 11 | Corrosive Burst | Brewer's supplies or Painter's supplies | A small stretchy pouch, a jar of corrosive liquid, a piece of ammunition | A piece of ammunition matching that used in crafting this item, tipped with a corrosive pouch. When it strikes a target, all creatures within 10ft of the target must succeed a Dexterity saving throw or take 1d8 acid damage. If a creature was struck, it automatically fails the saving throw. This damage increases by 1d8 at 17th level. |
| Hail Shard | Carpenter's Tools, Mason's tools, or Potter's Tools | Small shards of wood, stone, or ceramic, a pinch of ammonium, a pice of ammunition | A piece of ammunition matching that used in crafting this item. It is lined with jagged blades and coated with endothermic salts. It deals slashing damage instead of its regular base damage type. In addition, a creature struck by this arrow must move at least 15ft before the end of your next turn or take 1d12 cold damage. This damage increases by 1d12 at 17th level. | |
| Percussive Tip | Cobbler's tools, Glassblower's tools, or Smith's tools | A small jar or other vessel, some wax, a piece of ammunition | A piece of ammunition matching that used in crafting this item, capped with a small, airtight container. It deals bludgeoning instead of its regular base damage type. In addition, when it strikes a target, all other creatures within 5ft of it take 4d4 thunder damage. This damage increases by 4d4 at 17th level. | |
| Shock Charge | Cartographer's tools or Jewler's tools | Two copper discs, some lightly acidic liquid, a piece of ammunition. | A piece of ammunition matching that used in crafting this item. Cased inside is an electric charge. When it hits a creature, that creature and any touching it take 2d10 lightning damage. When it hits a metal object, the closest creature touching that object takes 2d10 lightning damage. This damage increases by 2d10 at 17th level. | |
| Silent Script | Calligrapher's supplies, Weaver's tools, or Woodcarver's tools | A piece of parchment or fabric, a holy symbol (Not consumed), a piece of ammunition | A piece of ammunition matching that used in crafting this item. It has been hallowed in the name of the holy symbol's icon. Any creature struck by it will be compelled to stay silent until the end of your next turn, taking 2d12 radiant or necrotic damage whenever it speaks, roars, hisses, or otherwise makes a sound of that nature. The damage type depends on the allignment of the symbol's icon. This damage increases by 2d12 at 17th level. | |
| Toxic Coat | Alchemist supplies, Cook's utensils or Leatherworker's tools | A bushel of toxic berries, some wax, a piece of ammunition | A piece of ammunition matching that used in crafting this item, coated in a mild venom. The first time a creature struck by it makes a melee attack or takes the dash or disengage action before the end of your next turn, it will take 2d6 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. This damage increases by 2d6 at 17th level. |
At 6th level you gain the following benefits to your ranged combat.
Also at 6th level, the secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master chooses to include firearms into this campaign, and your scavenger has been exposed to the operation of such weapons, your scavenger is proficient with them.
Additionally, your scavenger's tinkering with these weapons will give them access to extra crafting options for their Ammunition Tampering
At 11th level, your practice with ranged weapons has led to you now being ably to mantain your aim between shots. Your aim benefits no longer end when you make an attack against the target.
At 17th level, you have started creating bundles of items that you can fire off in quick succession. When you make a ranged attack using modified ammunition, you may have any following ranged attacks made with the same weapon that turn also gain its effects, provided they don't use different modified ammunition. If you have used multiple types of modified ammunition this turn, you must choose one to gain the effects of when you make a ranged attack.
Additionally, when you make a ranged attack with which you are using the Munitions Package feature, you can attach two items instead of one to the attack.
At 20th level, you have learned to immediately spot any breaks or flaws in the defences of your enemies. The roll required to score a critical hit using a ranged weapon is reduced by 2. When you score a critical hit with a ranged weapon attack, you can roll one of the weapon's damage dice two additional times and add it to the extra damage of the critical hit.
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