Ammunition Varieties & Prices

Centuries of war created a demand for a variety of new and more powerful ammunition and weapons. The efforts lead to new advancements to build arrows that could carry special property to use against the enemy. Most types are still easily available except the magically enchanted arrow are much rarer to find.

   
Arrow (Quantity)
Effect
Price
Normal (20) Normal
1gp
Silvered (10) Silvered
100gp
Hammerheads
(Blunts) (20)
Deals bludgeoning damage. Variant: these arrows do 1 die less damage (e.g. 1d6 instead of 1d8) but on a critical hit these arrows apply the stunned effect to the target until the start of your next turn.
1gp
Variant: 2gp5sp
Broadheads (20) Deals slashing damage. Variant: these arrows do 1 die less damage (e.g. 1d6 instead of 1d8) but on a critical hit these arrows apply a bleeding effect. The target takes 1d4 slashing damage at the end of its next turn unless it uses its bonus action to hold its wound closed (must have a free hand). This effect ends if the target is healed or after 3 turns.
1gp
Variant: 2gp5sp
Corkscrews (20) More effectively travels through water. As long as the arrow was fired from outside the water, ignores the ranged weapon attack underwater combat rules described on pg.198 of the PHB.
5gp
Rope arrow (5) A 25ft rope is attached to the end of this strengthened arrow.
5gp
Fire Arrows (10) Open "cage" with flammable material included. Must be ignited before fired to take effect. Deals 1d4 extra fire damage and ignites non-worn, non-carried flammable materials.
5gp
Blinding arrows (5) Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases a bright flash, blinding the target until the start of your next turn. Deals bludgeoning damage.
8gp
Smoking arrows (5) Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases smoke in a 10ft sphere, heavily obscuring vision in that area. The smoke lasts for 10 rounds, unless removed by a strong wind. Deals bludgeoning damage.
3gp
Poisoncloud arrows (Magical) (5) On hit, the arrow releases poisonous gas in a 10ft sphere, lightly obscuring vision in that area. The cloud lasts for 10 rounds, unless removed by a strong wind. Creatures take 1d4 poison damage on entering the cloud, or 1d4 poison damage on the start of their turn if they are in the cloud.
50gp
Magefire arrows (Magical) (5) Fire arrows that magically ignite once fired. Deals 1d6 extra fire damage and ignites non-worn, non-carried flammable materials.
25gp
Explosive arrows (Magical) (5) These arrows explode on hit. All creatures within a 10ft radius must make a 15DC dex saving throw or take 2d10 fire damage. Ignites non-worn, non-carried flammable materials.
50gp
Ice arrows (Magical) (5) These arrows are cold to the touch. On hit, the target takes 1d8 cold damage and must pass a 15DC con saving throw or suffer -10ft to their movement speed and have disadvantage on dex saving throws for 3 rounds (does not stack).
50gp
Acid arrows (Magical) (5) On hit, the target takes 1d8 acid damage and must pass a 15DC con saving throw or suffer -2 to their AC and have disadvantage of con saving throws for 3 rounds (does not stack).
50gp
Thunderclap arrows (Magical) (5) These arrows release a thunderous explosion on hit. All creatures within a 10ft radius must make a 15DC con saving throw or take 2d8 thunder damage, are pushed back 5ft and fall prone. Loose objects are automatically pushed 5ft away.
50gp
Lightning arrows (Magical) (5) These arrows cast a streak of lightning in their wake. Any creatures within 5ft of a line between you and your target (including your target, but not yourself) must make a DC15 dex saving throw or take 1d8 lightning damage.
50gp
Mindpiercers (Magical) (5) On hit, the target takes 1d8 psychic damage and must pass an int saving throw or has disadvantage on intelligence and wisdom saving throws for 3 rounds.
50


Cover image: Bravely Second by Akihiko Yoshida

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