Because no one keeps track of their ammo anyway, you have an unlimited supply of normal ammo which deals piercing damage.
Alternatively, you can buy 10 packs of Specialty Ammo, which have unique effects and change the weapon's damage type.
The DC for any Saving throws caused by ammo is 10 + Damage dealt.
Ammo | Price | Dam Type | Effect |
---|---|---|---|
Flame Ammo | 10 gp | Fire | When dealing max dam, the target is set alight on impact, dealing 5 fire dam per turn for 3 turns. |
Frost Ammo | 10 gp | Cold | When dealing max dam, the target's speed is reduced by 5ft for 3 turns. |
Darksteel Ammo | 15 gp | Piercing | Attack Rolls have a +1 against armored targets. |
Resin Ammo | 15 gp | Bludgeoning | When dealing damage to a creature below 10% hp, they will be knocked Unconscious for 3 turns. |
Kinesis Ammo | 20 gp | Force | When dealing max dam to a medium target, they are thrown 10ft, landing prone. |
Sleeper Ammo | 20 gp | - | Deals nonleathal Sleep damage. See sleep spell for ref. |
Silver Ammo | 30 gp | Radiant | Target can't use Regeneration, Undead Fortitude, or other healing feats for 3 turns. |
Storm Ammo | 30 gp | Lightning | When dealing max dam, the target becomes Stunned until the start of their next turn. |
Blight Ammo | 40 gp | Necrotic | Target must succeed on a con save, or their max hp dropped to its current hp for 1 min. |
Null Ammo | 40 gp | Piercing | When dealing max dam, the target cannot cast 1st level spells or lower for 3 turns. |
Chaos Ammo | 60 gp | Force | When dealing max dam, roll one effect on the Improved Wild Magic centered on the target. |