Advanced Ammunition Training
Much as some folk have created advanced weapons and
techniques, so too have they created ammunition to deal
specialized damage. To utilize advanced ammunition,
you must have proficiency in the weapon that uses the
ammo, and you must be 3rd level or higher.
Acid, Alchemist’s Fire, and Holy Water. Other than how you hit a creature using alchemical ammo, these substances have their normal effects.
War Oil. When you fire war-oil ammo at an area and hit AC 10, viscous oil covers the area within 5 feet of a point you target. If you target a creature, you must hit that creature’s AC to cover the creature in war oil. But if you hit the creature or AC 10, you can pick a point in or adjacent to that creature’s space to determine the war oil’s area as if you targeted a point.
War oil’s area is difficult terrain. A creature standing in the area when it appears, that starts its turn in the area, or that enters the area for the first time on a turn must succeed at a DC 13 Dexterity saving throw or fall prone.
War oil is also flammable. If lit, such as by dealing fire damage to a creature covered in the oil, the oil burns for 2 rounds. Burning war oil deals 2d4 fire damage to any creature ignited in this way. An ignited creature can douse the flames by using its action to make a DC 10 Dexterity saving throw to extinguish the flames. If the creature ends its turn still aflame, the creature takes 2d4 fire damage. If war oil ignites in an area, a creature takes fire 1d4 damage when it enters the area for the first time on its turn or starts its turn in that area. A creature can take fire damage from war oil only once per round.
War oil dries and ceases to be slippery or flammable after 1 minute.
Armor Piercing. This ammunition works like an armor-piercing melee weapon, but you fire the ammunition as a projectile from a ranged weapon.
Blessed. When you hit a fiend, fey, or undead with blessed ammunition, that creature’s speed is reduced by 10 feet until the end of its next turn. Also the creature can’t take reactions until the end of its next turn.
Brutal. Designed to open wide wounds, such as with a broad-bladed arrowhead, brutal ammunition works like a brutal melee weapon.
Incendiary. When you hit a creature with incendiary ammunition, the target takes an additional 1d4 fire damage.
Silvered. Treat attacks you make with silvered ammunition as magical for overcoming resistance and immunity to nonmagical attacks.
Advanced Ammunition Types
Most advanced ammunition is self-explanatory. A few special types are explained here.Damage Types
Advanced ammunition named after a damage type deals that damage type. Arrows and bolts can have wide, slashing heads or heavy, bludgeoning tips. A sling bullet can have piercing facets. All such ammo is heavier than normal, so the weapon’s maximum range using it is half normal.Ranging
Ammunition that has the ranging property is lighter and better made than common counterparts. When you fire ranging ammo, you can increase your weapon’s normal range by 50 percent.Whistling
Ammunition with the whistling property creates a high-pitched sound after firing. This sound is audible for 300 feet from the ammo as it flies. Whistling ammo isn’t heavier, but it catches the air in baffles to create its sound, so its maximum range is half normal. Whistling ammo deals bludgeoning damage.Alchemical Advanced Ammunition
Alchemical ammunition carries an alchemical payload. Rather than hurling a vial as an improvised weapon, you fire alchemical ammunition from a projectile weapon, using your normal attack bonus with that weapon. Alchemical ammunition deals the ammo’s normal damage type in addition to delivering the alchemical effect. This ammo is heavy though, so a weapon’s maximum range using alchemical ammo is half normal. The alchemical ammunition is destroyed once used, whether the attack hits or misses.Acid, Alchemist’s Fire, and Holy Water. Other than how you hit a creature using alchemical ammo, these substances have their normal effects.
War Oil. When you fire war-oil ammo at an area and hit AC 10, viscous oil covers the area within 5 feet of a point you target. If you target a creature, you must hit that creature’s AC to cover the creature in war oil. But if you hit the creature or AC 10, you can pick a point in or adjacent to that creature’s space to determine the war oil’s area as if you targeted a point.
War oil’s area is difficult terrain. A creature standing in the area when it appears, that starts its turn in the area, or that enters the area for the first time on a turn must succeed at a DC 13 Dexterity saving throw or fall prone.
War oil is also flammable. If lit, such as by dealing fire damage to a creature covered in the oil, the oil burns for 2 rounds. Burning war oil deals 2d4 fire damage to any creature ignited in this way. An ignited creature can douse the flames by using its action to make a DC 10 Dexterity saving throw to extinguish the flames. If the creature ends its turn still aflame, the creature takes 2d4 fire damage. If war oil ignites in an area, a creature takes fire 1d4 damage when it enters the area for the first time on its turn or starts its turn in that area. A creature can take fire damage from war oil only once per round.
War oil dries and ceases to be slippery or flammable after 1 minute.
Specialized Ammunition Properties
The following advanced ammunition properties impart more effectiveness to ammunition. Each piece of specialized ammunition can have only one of these properties. Because of the crafting skills required to make this ammunition, it is much more expensive.Armor Piercing. This ammunition works like an armor-piercing melee weapon, but you fire the ammunition as a projectile from a ranged weapon.
Blessed. When you hit a fiend, fey, or undead with blessed ammunition, that creature’s speed is reduced by 10 feet until the end of its next turn. Also the creature can’t take reactions until the end of its next turn.
Brutal. Designed to open wide wounds, such as with a broad-bladed arrowhead, brutal ammunition works like a brutal melee weapon.
Incendiary. When you hit a creature with incendiary ammunition, the target takes an additional 1d4 fire damage.
Silvered. Treat attacks you make with silvered ammunition as magical for overcoming resistance and immunity to nonmagical attacks.
Ammunition
Arrows and Bolts
Name | Cost | Weight |
---|---|---|
Bludgeoning (1) | 5 cp | 1/10 lb. |
Ranging (1) | 1 sp | 1/40 lb. |
Slashing (1) | 1 sp | 1/10 lb. |
Whistling (1) | 1 sp | 1/20 lb. |
Sling Bullets | ||
Piercing (1) | 1 cp | 1/10 lb. |
Ranging (1) | 5 cp | 1/20 lb. |
Whistling (1) | 5 cp | 1/20 lb. |
Bellows Cannister (20 shots) | 5 gp | 4 lb. |
Dragon Shot (20) | 5 gp | 2 lb. |
Magazine | 5 gp | 1 lb. |
Paper Cartridge Bullets (20) | 3 gp | 2 lb. |
Alchemical Ammunition
Name | Cost | Weight |
---|---|---|
Arrow (1) | 75 gp | 1/5 lb. |
Bolt (1) | 75 gp | 1/5 lb. |
Sling Bullet (1) | 55 gp | 1/5 lb. |
Specialized Ammunition
Name | Cost | Weight |
---|---|---|
Arrows (5) | 100 gp | 1/4 lb. |
Bolts (5) | 100 gp | 1/2 lb. |
Paper Cartridge Bullets (5) | 250 gp | 1/2 lb. |
Sling Bullets (5) | 100 gp | 1/2 lb. |
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