Custom Arrows & Bolts in East Marches | World Anvil

Custom Arrows & Bolts

One wood-related tool proficiency and respective tool kit (carpentry or woodcarving) are required to craft arrows or bolts of any kind, and doing so requires varying CP or gold costs. Special or magical arrows or bolts created using this system often have additional resource requirements, such as rare materials or reliable access to spell-casters who can cast the specific spells needed on the ammunition.

If the description requires a Save DC in which a numerical value isn't already established, then you can fill it in with your character's class-based spell DC (Ranger = Wisdom, Bard = Charisma, Wizard = Intelligence, etc.) If your character is not a spell-casting class, then it's simply 8 + your character's proficiency bonus + Dexterity modifier.

If you would like to submit a new kind of custom arrow for DM review, you can submit your idea to the #Rulings-and-DM-Discussion channel for consideration.

All of the following recipes can be made into bolts instead of arrows at no additional cost, but it must be one or the other.  
You cannot create these arrows without having all of the materials required, even if you are paying gold instead of rolling for CP.


 

Agitating Arrow/Bolt

50 CP / 100 GP for 3 pieces of ammunition
Materials Required: A spell-caster with the Infestation spell to assist
On a successful hit, the target experiences varying nervous agitation, which affects to hit rolls and any bonuses to AC for Dex. Roll a d4, and subtract that number on to hit rolls and Dex-based AC. The effect lasts for 1d4+4 rounds.
You can also acquire these from: Cale

Arched Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: Wood molded by a fey, druid, or air genasi
Curved slightly, with air channels engraved onto the tip. When fired, flies in a circle of diameter 60ft in the direction the arrow is curved toward when aiming, allowing you to shoot around corners.
You can also acquire these from: Cale and Serj

Barbed Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: No additional materials required
This cruelly barbed arrow does normal damage going in, and 1D6+2 damage coming out. If carefully removed (takes 1D6+1 rounds, DEX check at DC 15), no damage; half damage if you fail the roll. If left in, 1 damage per round spent doing anything but remaining carefully still.
You can also acquire these from: Cale and Serj

Blight Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: Wood from a Petrified Tree in Idriell
A sinister looking arrow made from a dark wood that seems to pulse with life. On a hit, the wooden shaft of the arrow wiggles and writhes its way into the body of the target dealing an additional 1d4 damage on the hit and at the start of each of the target’s turns thereafter until the wood is removed with magical restoration or a successful DC 16 Medicine check. If the shaft still remains inside the target’s body when the target dies, 1d3 twig blights burst forth from the target’s body 2d4 rounds after the creature’s death. The twig blights are hostile to all creatures other than each other, and attack nearby creatures until they die or there are no creatures left to attack, at which point they go off in search of more victims.
You can also acquire these from: Cale

Blinding Arrow/Bolt

50 CP / 100 GP for 3 pieces of ammunition
Materials Required: a spell-caster with the Blindness/Deafness spell to assist
As it impacts, everyone within 5 ft must make a Constitution Save vs your Spell Save DC (Or, 8 + proficiency + dex) or become blind for 1d4 rounds.
You can also acquire these from: Cale and Serj

Crescent Moon Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: No additional materials required
Causes slashing damage with it's broad cutting head. Once it hits the target, it hooks itself in the flesh as the wound closes behind it. Causes bleeding. Not effective against armor. Not effective at long range. Can be used to cut objects further away, like ropes for traps. Target must make a DC 20 Medicine check when removing the arrowhead, or take an additional 1d8 slashing damage.
You can also acquire these from: Cale

Dayburst Arrow/Bolt

50 CP / 100 GP for 3 pieces of ammunition
Materials Required: A spell-caster who can cast the Daylight spell to assist
On a hit, the arrow breaks, and casts the Daylight spell centered on the target, shedding bright daylight for 60 feet, and dim light for an additional 60 feet.
You can also acquire these from: Serj

Deadweight Arrow/Bolt

25 CP / 50 GP for 3 pieces of ammunition
Materials Required: No additional materials required
Once its stabbed into a surface, the target's weight increases by 50 pounds.
You can also acquire these from: Cale

Drow Ascenscion Arrow/Bolt

50 CP / 100 GP for 3 pieces of ammunition
Materials Required: A spell-caster with the Darkness spell to assist
Touching these arrows bathes the shooter or anything it hits in a personl-radius (5 ft.) deep shadow for 1 hour.
You can also acquire these from: Cale and Serj

Elemental Arrow/Bolt

25 CP / 50 GP for 20 pieces of ammunition
Materials Required: A spell-caster to assist
The glass head of this arrow shatters upon impact spraying the target. On a hit the target takes an additional 1d4 fire, cold, poison, lightning, or acid damage, whichever damage type was selected at the time of the arrow's creation.
You can also acquire these from: Cale and Serj

Flare-ow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: A spell-caster with the Light cantrip to assist
This arrow activates the Light cantrip for 1 hour when fired, and remains lit until dispelled (Bright light in 20 ft radius, dim light for additional 20 ft). If the arrow strikes a target, light emanates from that target. Dispelling the target or the arrow then dispels the light effect.
You can also acquire these from: Cale and Serj

Flightstopper Arrow/Bolt

50 CP / 100 GP for 1 piece of ammunition
Materials Required: A scale taken from a dragon
A creature that is flying or attempting to fly must make a Constitution Save before using its movement. On failure, it cannot gain altitude and instead drops 60 feet. A flying creature does not take fall damage if it is forced from the sky by the flightstopper arrow. The throw is repeated every time the flying creature tries to use its movement. The effect lasts one minute or until the arrow is removed, whichever comes sooner.
You can also acquire these from: Cale and Serj

Grapple Hook Arrow/Bolt

25 CP / 50 GP for 3 pieces of ammunition
Materials Required: 1 Grappling Hook, consumed in crafting. Rope required when firing.
Deals no damage, but does act as a grappling hook. Can be used as a standard grapple hook as well as an attempt to attach it to a target.
You can also acquire these from: Cale and Serj

Grease Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: A spell-caster with the Grease spell to assist
An alchemist's vial of grease replaces the arrowhead and spreads grease on whatever surface it strikes.
You can also acquire these from: Cale and Serj

Illusion Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: A spell-caster with the Minor Illusion spell to assist
Creates an illusion of the archer at the impact site.
You can also acquire these from: Cale

Injection Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: 25 gold of materials, or the assistance of a creature with glassblowing tools
An arrow with a needle on the tip used to inject enemies with poisons and other alchemical brews.
You can also acquire these from: Cale and Serj

Mindspike Arrow/Bolt

50 CP / 100 GP for 3 pieces of ammunition
Materials Required: A spell-caster with the Mind Spike spell to assist
Deals only psychic damage. Target has disadvantage on wisdom saves until next turn. It is pink in color.
You can also acquire these from: Cale

Net Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: 1 net, consumed in crafting
The head of this arrow is actually a small clay pot containing a spring-loaded silk net, on a hit, the target makes a Dexterity Saving Throw against being restrained. As an action on it's turn, the target can make a Strength Check to break free (DC 16).
You can also acquire these from: Cale and Serj

Non-Lethal Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: No additional materials required
The head of this arrow is blunted. Instead of piercing, this arrow deals bludgeoning damage, and deals non-lethal damage.
You can also acquire these from: Cale and Serj

Radiant Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: a spell-caster with the Light cantrip to assist
These arrows deal radiant damage instead of piercing. They appear to be made out of pure light while emitting none at the same time. They leave a streak in the air, marking their path for up to an hour.
You can also acquire these from: Cale and Serj

Rope Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: 25 ft of rope
When fired, this arrow releases 25 feet of hempen rope behind it.
You can also acquire these from: Cale and Serj

Screamer Arrow/Bolt

50 CP / 100 GP for 1 piece of ammunition
Materials Required: An arrow-tip struck by lightning
A transparent, fragile arrowhead filled with volatile sonic energy causes this arrow to mildly vibrate at all times. On a hit, the arrowhead shatters and releases a ear shattering scream. Instead of dealing traditional damage, all creatures within a 30 foot radius of the arrows point of impact must make a Constitution saving throw. A creature takes take 2d8 thunder damage on a failed save, and half as much damage on a successful one. A creature made of inorganic material such as stone or metal has disadvantage on this saving throw. Any nonmagical objects that aren’t being worn or carried also take the damage if they are in the radius.
You can also acquire these from: Cale

Shadow Arrow/Bolt

50 CP / 100 GP for 1 piece of ammunition
Materials Required: Requires metal sourced in the Shadowfell
Arrows exposed to alchemy that allows it to go through an object or person and pierce something else (the object can’t be worn or held).
You can also acquire these from: Cale and Serj

Silence Arrow/Bolt

50 CP / 100 GP for 1 piece of ammunition
Materials Required: A spell-caster with the Silence spell to assist.
An arrow with a fog-filled glass pearl instead of an arrowhead. It casts the silence spell in a 20 ft spherical radius lasting for 5 minutes where it strikes.
You can also acquire these from: Cale and Serj

Silvered Arrow/Bolt

50 CP / 100 GP for 20 pieces of ammunition
Materials Required: 10 silver pieces, consumed
Arrows/Bolts with silvered tips.
You can also acquire these from: Cale and Serj

Small Game Broadhead/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: No additional materials required
Broadhead with extending fins that will decapitate small game (CR 1/8 or lower), due to the precision needed, the target gets +5 to AC.
You can also acquire these from: Cale and Serj

Stalker Arrow/Bolt

50 CP / 100 GP for 3 pieces of ammunition
Materials Required: A spell-caster who can cast Hunter’s Mark to assist
Upon impact, this arrow lodges a small magical tracker in its target. The archer now knows the location of the target for 24 hours.
You can also acquire these from: Cale

Superior Smoke Arrow/Bolt

25 CP / 50 GP for 3 pieces of ammunition
Materials Required: A spell-caster with the Fog Cloud spell to assist
After 2 turns, creates a nonmagical Fog Cloud as per the Fog Cloud spell.
You can also acquire these from: Cale

Taser Arrow/Bolt

25 CP / 50 GP for 3 pieces of ammunition
Materials Required: A spell-caster who can cast Hold Person to assist
Upon impact, the target must make a Constitution Saving Throw equal to your Spell Save DC. On a fail, the target is now paralyzed, as if affected by the hold person spell. The saving throw may be repeated at the end of each of the targets turns.
You can also acquire these from: Cale

Tracer Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: A spell-caster with the Faerie Fire spell to assist
This arrow appears to made out of pure light, while emitting none at the same time. They leave a streak in the air, marking the path and where it lands. The arrow itself remains visible for up to 1 minute, before it breaks.
You can also acquire these from: Cale

Vampire Teeth Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: 1 vampire tooth
These arrows deal necrotic damage instead of piercing. The teeth may be recovered after battle to gain the damage dealt with them as healing or temporary HP.
You can also acquire these from: Cale

Water Arrow/Bolt

25 CP / 50 GP for 1 piece of ammunition
Materials Required: a vial and water, or a creature proficient with glassblowers tools to assist
When this arrow makes contact, it releases a burst of water that extinguishes any source of fire no greater than a five foot cube. Elementals attuned to fire are weak against it's damage.
You can also acquire these from: Cale and Serj

Wooshing Arrow/Bolt

25 CP / 50 GP for 3 pieces of ammunition
Materials Required: A spell-caster with the Prestidigitation or Minor Illusion spell to assist
Makes a sound like someone making the sound of an arrow flying through the air, as it flies through the air.
You can also acquire these from: Cale and Serj

Wraith Arrow/Bolt

50 CP / 100 GP for 3 pieces of ammunition
Materials Required: the ectoplasm of a ghost, wraith, or other incorporeal foe
Ethereal arrow tips deal half damage to corporeal foes, but deal double damage to ghosts and other spirits.
You can also acquire these from: Cale and Serj