Cobalt’s draconic face split into a fanged grin as the wagoneers scattered from the exploding ammunition raining down around their caravan. One more arrow ought to make them flee, she thought. Another explosive shot, or perhaps a poison tipped arrow? Her grin cracked into a menacing chuckle. The answer is, of course, to use both.
Ammunition Property.
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Weapons With The Ammunition Property:
-Blunderbuss, Blowgun, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Musket, Ōdzutsu, Pistol, Shortbow, Sling, Slingshot.
Prerequisites: martial level 2, proficiency with at least one Ammunition weapon
When you finish a short or long rest, you can modify a number of pieces of ammunition equal to twice your proficiency bonus, increasing their aerodynamism. The normal range of attack rolls you make using weapons that use this ammunition is doubled, and the long range increases by half its value. Any specialised ammunition you create using this technique deteriorates 24 hours after it’s created.
Prerequisites: martial level 2, proficiency with at least one Ammunition weapon
When you finish a short or long rest, you can modify a number of pieces of ammunition equal to your proficiency bonus. When you modify a piece of ammunition, choose from the options below.
-Poisonous. On a hit, the target takes an extra 1d6 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
-Whomping. On a hit, the target must succeed on a Strength saving throw or be knocked prone.
When you make an attack with an Ammunition weapon, you can use one of your modified pieces of ammunition, but you can only target creatures or objects within that weapon’s normal range for that attack roll. Any specialised ammunition you create using this technique deteriorates 24 hours after it’s created.
Prerequisites: martial level 6, a tier 1 Ammunition advanced technique
You can perform a superior strike with any weapon that has the Ammunition property.
Prerequisites: martial level 10, a tier 2 Ammunition advanced technique
Once on your turn, when you make an attack with an Ammunition weapon, you can load two pieces of ammunition into the weapon. If the attack hits, it deals one extra die of the weapon’s damage. This technique can’t be used with Loading’s Twin Load.
Prerequisites: martial level 10, a tier 2 Ammunition advanced technique
When you finish a short or long rest, you can modify a number of pieces of ammunition equal to your proficiency bonus, choosing from the options below.
-Explosive. Hit or miss, the target and each creature within 5 feet of it must make a Dexterity saving throw. A target that is hit by your attack automatically fails this saving throw. A creature takes 1d8 thunder damage on a failure, or half as much damage on a success.
-Smoke Bomb. Hit or miss, the ammunition erupts in a cloud of smoke. The area within 10 feet of the target is heavily obscured until the start of your next turn.
When you make an attack with an Ammunition weapon, you can use one of your modified pieces of ammunition, but you can only target creatures or objects within that weapon’s normal range for that attack roll. Any specialised ammunition you create using this technique deteriorates 24 hours after it’s created.
Prerequisites: martial level 14, a tier 3 Ammunition advanced technique
Once per turn, after you take the Attack action and make an attack with an Ammunition weapon, you can make a DC 15 Dexterity check. On a success, you can make one additional attack with that weapon as part of the same action.
Prerequisites: martial level 14, a tier 3 Ammunition advanced technique
When you finish a short or long rest, you can modify a number of pieces of ammunition equal to your proficiency bonus, choosing from the options below.
-Razored. You have advantage on attack rolls made using this piece of ammunition, and your critical hit threshold is reduced by 1 when making attack rolls with it.
-Phosphorous. On a hit, the target takes an extra 3d6 fire damage, emits bright light for 10 feet and dim light for an additional 10 feet, and can’t benefit from being invisible or taking the Hide action. The phosphorus burns for 1 minute, or until the target uses an action to extinguish the flame or is submerged in water.
When you make an attack with an Ammunition weapon, you can use one of your modified pieces of ammunition, but you can only target creatures or objects within that weapon’s normal range for that attack roll. Any specialised ammunition you create using this technique deteriorates 24 hours after it’s created.
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