You have spent years inventing, crafting, and testing special non-magic ammunition for use with early ranged weapons such as bows, darts, and slings. Your skillset borrows and adapts concepts and knowledge from disciplines including tinkering, woodworking, alchemy, and nature lore. From your knowledge and experimentation, you have established a number of methods and recipes for projectiles with special qualities and uses, including but not limited to distraction, utility, entertainment, and damage.
- Skill Proficiencies: Choose two from History, Investigation, Nature, Insight, Medicine, and Survival
- Tool Proficiencies: Alchemist's Supplies, Tinker's Tools
- Equipment: One set of Traveler's Clothes, one Artisan's Toolkit of your choice, a pouch containing 10 gold.
Your long hours spent searching for materials and ingredients has increased your ability to locate, recognize, and appreciate the rarest components. You can find rare ingredients in markets, merchant stalls, and caravans, even when the merchants themselves are not aware of the values and qualities of the components, and you always get the highest quality ingredients possible for the situation and for reasonable prices. You also have excellent odds of finding rare ingredients in the wild in locations or environments in which it is reasonable for the components to exist. (For example, sulfur would be a plausible find in terrain with volcanic or geothermal activity.)
Suggested Characteristics
Example Ammunition Recipes
You may learn and use the special ammo recipes below, or you may invent your own special ammo. All ammunition recipes require Dungeon Master approval and are subject to DM rulings on the availability and affordability of required materials.
For ammunition with a fuse, each fuse can burn for a maximum of 12 seconds (or two combat rounds). As part of your action when using the ammo, you attempt to shorten the fuse to your desired burn time and make a check with the following results: with a critical fail, the item immediately blows up and you take the intended damage or effect; with a roll of 2-9, you cut the fuse too short and it blows up before reaching the intended target; with a roll of 10-19, the fuse goes off as intended; with a roll of 20+, the damage or intended effect is doubled.
- Poison Arrow
- materials: venom, wax, common arrow
- method: dip arrowhead in venom and allow to dry, then dip arrowhead in hot wax to seal the venom for safe transport, allow to cool
- use: potency, antidote, etc. are determined by the venom used and the damage/attack rolls when fired
- Whistling Arrow
- materials: hardwood fragment, whittling knife, twine, common arrow
- method: carve wood fragment to make sound when rushed through air, affix to common arrow shaft with twine
- use: distraction or signal
- Stink Bomb
- materials: small jar or vial with stopper, egg, milk, vinegar, wax
- method: combine perishable materials in jar, seal with wax and store in warm place for at least one week, wrap in padded cloth for safe transport
- use: can be thrown by hand or with sling against stone or other hard surfaces to try to shatter the vial, with an attack roll of 6 or higher the stench is released, effect radius 20 feet, lasts 10 rounds in still air, 6 rounds with a breeze, or 2 rounds in wind
- Smoke Bomb
- materials: pebble for weight (optional), saltpeter (potassium nitrate) granules, sugar, powdered dye (optional for color), short string fuse, cloth scrap, wax, twine
- method: combine KNO3, sugar, and dye in center of cloth scrap (with pebble for weight, if desired), add fuse with one end in the center of the ingredients, then wrap cloth into a tight ball with the other end of fuse extending outside the ball, wrap with twine and dip in hot wax to seal and for safer transport, allow to cool
- use: requires flame to ignite, can be thrown by hand or with a sling, with an attack roll of 8 or greater the bomb produces white, gray, or black smoke (or colored smoke if dye was used during construction), effect radius 20 feet, smoke lasts 10 rounds in still air, 6 rounds with a breeze, or 2 rounds in wind
- Flammable Arrow
- materials: cloth strip, lamp oil, sulfur (if available), common arrow
- method: soak cloth strip(s) in lamp oil, roll in sulfer (if available), wrap cloth around head of arrow in lieu of arrowhead and secure with twine, allow to dry
- use: requires flame to ignite, with an attack roll of 10 or higher the arrow remains lit during flight and ignites any flammable materials it strikes
- Sparkler Bomb
- materials: pebble for weight (optional), powdered magnesium, lamp oil, cloth, short string fuse, twine, wax
- method: soak cloth strip(s) in lamp oil, wrap powdered Mg (and pebble, if desired) in the cloth in a tight ball with one end of fuse centered in the Mg and the other end extending outside the ball, tie with twine, allow cloth to dry, soak in wax to seal and for safer transport, allow to cool
- use: can be thrown by hand or with sling, requires flame to ignite, with an attack roll of 10 or higher the bomb will produce bright sparks for 10 rounds and may cause minor burns if picked up while sparking
- Black Powder Bomb
- materials: charcoal fragments, saltpeter (potassium nitrate), sulfur, lamp oil, pebble for weight (optional), cloth scraps, short string fuse, wax, twine
- method: soak cloth strip(s) in lamp oil, use wet cloth to wrap crushed mixture of the charcoal, KNO3, and S in a tight ball with one end of fuse centered in the ingredients and the other end extending outside the ball, tie with twine, allow cloth to dry, soak in wax to seal and for safer transport, allow to cool
- use: requires flame to ignite, can be thrown by hand or with sling, causes small, bright explosion which will damage walls and structures made of wood, plaster, or materials of similar or lesser strength, the explosion will ignite flammable objects in the radius of the blast, with an attack roll of 16 or higher, the fallout of the explosion will also ignite flammable objects up to another 10ft outside the explosion radius; explosion radius is 1d12ft, creatures in explosion must make a Dex saving throw of 8 to successfully dive away from the impact location, failed saves cause the creature to be knocked prone, with attack roll of 20 or with a failed save of 1, the creature suffers minor burns, singed hair and clothing, and impaired vision and hearing lasting for 12 rounds
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Posted Mar 6, 2026I don't have a subscription, but this is the best take on Tinkerer I've seen yet on here. Great work!!