5. Munition Shipment | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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5. Munition Shipment

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.


AmmoPriceDam TypeEffect
Flame Ammo10 gpFireWhen dealing max dam, the target is set alight
on impact, dealing 5 fire dam per turn for 3 turns.
Frost Ammo10 gpColdWhen dealing max dam, the target's speed is
reduced by 5ft for 3 turns.
Darksteel Ammo15 gpPiercingAttack Rolls have a +1 against armored targets.
Resin Ammo15 gpBludgeoningWhen dealing damage to a creature below 10% hp,
they will be knocked Unconscious for 3 turns.
Kinesis Ammo20 gpForceWhen dealing max dam to a medium target, they are
thrown 10ft, landing prone.
Sleeper Ammo20 gp-Deals nonleathal Sleep damage. See sleep spell for ref.
Silver Ammo30 gpRadiantTarget can't use Regeneration, Undead Fortitude, or
other healing feats for 3 turns.
Storm Ammo30 gpLightningWhen dealing max dam, the target becomes Stunned
until the start of their next turn.
Blight Ammo40 gpNecroticTarget must succeed on a con save, or their max hp
dropped to its current hp for 1 min.
Null Ammo40 gpPiercingWhen dealing max dam, the target cannot cast
1st level spells or lower for 3 turns.
Chaos Ammo60 gpForceWhen dealing max dam, roll one effect on the
Improved Wild Magic centered on the target.

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stormgate_dnd.

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