Ammunition
Note! This is Sebai legacy content for Dungeons and Dragons 5e and is no longer applicable to our Pathfinder 2e game. I simply keep it around in case I ever run 5e again. Refer to Archives of Nethys for relevant magical ammunition stats.
Listed below are the magical various magical arrows, bolts, and bullets found across Sebai that can enhance and augment a ranged fighter's quiver or bullet pouch. These are available to you through magic shops that exist in most Sebanese cities. As a general rule of thumb, uncommon items can be found in all cities marked on Sebai’s world map and rare items can be found in Sebai’s capitol cities. Very rare and legendary items are typically unavailable to purchase and are generally only found while adventuring. Some items will be listed as illegal next to their rarity. These items can still be found in cities, but they are not available at reputable stores. Players must search for them in less savory areas, instead. All items have a minimum character level requirement to use them.
Several of these bullets require that the target makes a saving throw. The DC for these effects are 8 + your Dexterity modifier + your proficiency bonus.
Antler
Level 3; Price 10 gpType Arrow or bolt
Rarity Uncommon
When an antler arrow hits a target, bone antlers extend to pin it down. The target must succeed at a Dexterity saving throw or become stuck to the surface, taking the critical specialization effects of a bow.
Beacon
Level 3; Price 10 gpType Any ammunition
Rarity Uncommon
Beacon ammunition is studded with tiny flecks of glimmering gemstones. When a piece of beacon ammunition is shot into the air, it lets off a bright red light that lasts for one minute and can be seen for several miles around, depending on the weather conditions. If you hit a target with a piece of beacon ammo, it has the same effects as shining ammo.
Blindpepper
Level 3; Price 20 gpType Arrow or bolt
Rarity Rare
The head of this arrow is a vented container that smells strongly of caustic pepper. When an activated blindpepper bolt hits a target, it deals no damage; instead the creature must make a Constitution saving throw. On a success, the target has disadvantage on its next attack. On a failure, the target has disadvantage on all attacks for the next minute. The target can end this condition at any time by using its action to clean out their eyes. At the DM’s discretion, a creature with no eyes or olfactory organs might not be affected by this item.
Lodestone Pellet
Level 3; Price 15 gpType Firearm ammo
Rarity Uncommon
These round, black pellets are made from magically enhanced magnetic lodestone. They can be loaded into any firearm. When activated, lodestone pellets provide a +1 bonus to hit against creatures made of metal or wearing metal armor.
Shining
Level 3; Price 15 gpType Any ammunition
A piece of shining ammunition gives off a faint glow. When shot, this ammunition sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can use their action to remove it, but the ammunition itself continues to glow for the rest of the duration or until destroyed.
Sleeping
Level 3; Price 50 gpType Any ammunition
Rarity Rare (illegal)
Sleep ammo is often deep blue or black. Sleep ammo deals no damage, but a living creature hit by it is subject to the effects of a sleep spell with all 5d8 focused towards that specific creature.
Spellstrike (Type I)
Level 3; Price 50 gpType Any ammunition
Rarity Uncommon
Mystic patterns create a magic reservoir within this ammunition. When you first purchase a piece of spellstrike ammo, it acts a normal piece of ammunition. You can then cast any spell that requires a spell attack roll into the ammo. When you use a piece of activated spellstrike ammo, roll an attack with your ranged weapon as normal. A creature hit by activated spellstrike ammo is targeted by the spell. If the creature isn’t a valid target for the spell, the spell is lost. Spellstrike ammo holds its spell for 24 hours, after which the spell dissipates and another spell must be cast to reactivate the ammo. The maximum level of spell the ammunition can hold determines its item level and Price. This piece of ammo can be imbued with a cantrip or 1st level spell.
Vine
Level 3; Price 30 gpType Arrow
Rarity Uncommon
Leafy stalks protrude from the shaft of this rustic arrow. When a vine arrow hits something, the arrow’s shaft splits and grows, wrapping the target in vines that spread out in a 10-foot radius around the target. This area becomes difficult terrain for the next minute. If the target is a creature, they must make a Dexterity saving throw. On a failure, the target becomes grappled and must use it’s action on its turn to break the grapple according to the standard rules.
Climbing
Level 4; Price 25 gpType Any ammunition
Rarity Uncommon
This ammo is wrapped with fine twine. When the ammo strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the ammo struck. The rope can be pulled free with a successful DC 16 Athletics check. The DM may lower the DC if it is fastened into a less secure surface.
Golden-Cased
Level 4; Price 25 gpType Bullet
Rarity Rare
The magic-infused metal of this ammo's golden casing allows it to curve just a bit in flight once the ammo has been fired, allowing you to ignore the bonus to AC granted to a target by half-cover and lower three-quarters cover to half-cover.
Harpoon
Level 4; Price 50 gpType Bullet
Rarity Uncommon
This iron spike can be fitted into the barrel of a two-handed firearm that doesn't have the scatter trait. The spike is attached to a 50-foot-long coil of rope held in a simple spool that can be attached to a weapon's barrel. The weight and awkward balance of the bolt and its spool reduce the range of the weapon by 10 feet when fired. A creature hit by a harpoon bolt takes normal damage from the shot and must succeed at a Dexterity saving throw. On a failure, the harpoon bolt becomes lodged in its body. Once a harpoon bolt is lodged, a creature can use its action remove the harpoon bolt with a DC 15 Strength (Athletics) check, but on a failure, the creature takes 2d4 piercing damage. As long as the harpoon bolt remains lodged, the creature can't move more than 50 feet away from you. You can attempt to Trip a creature by tugging on the rope attached to the harpoon bolt, even if it isn't within your reach, but if you fail this attempt, the bolt rips free, causing 2d4 piercing damage to the target but releasing it from the bolt. If you reload, drop, or fire the firearm again, the creature is no longer limited in its movement. Once a harpoon bolt is removed from a creature, the bolt, its rope, and the spool all decay away, consumed by the same magic that empowers the unusual ammunition to function in the first place.
Viper
Level 4; Price 50 gpType Any ammunition
Rarity Uncommon
A piece of viper ammo gives off a faintly green glow. After a piece of viper ammo hits a target, the arrow transforms into a Giant Poisonous Snake. The target is affected by the attack as if it had been hit by the snake's bite attack. The snake acts at the end of your turn and is not under your control. It is under the DM's control, but it generally attacks the creature the arrow struck. The snake vanishes after 1 minute or when slain.
Freezing
Level 4; Price 100 gpType Any ammounition
Rarity Uncommon
This chilly ammunition is dark blue and cold to the touch. When freezing ammunition hits a target, the target must succeed at a Constitution saving throw or fall under the effects of the "Slow" spell until the end of their next turn.
Golden Chrysalis
Level 5; Price 100 gpType Firearm ammunition
Rarity Rare
Threads of iridescent golden silk wrap around the core of this magical bullet. When you activate and shoot a golden chrysalis, rather than making an attack roll, you cause the chrysalis to unwind in midair to reveal a magical butterfly that flies in a 30-foot line, scattering golden scale dust that hangs in the air for 1 minute. A creature that enters or begins its turn in the dust must succeed at Dexterity saving throw or have its invisibility negated for the next minute. This effect applies both if the creature was already invisible and if it benefits from any new invisibility effects before the end of the invisibility negation effect from the golden chrysalis.
Reducer
Level 5; Price 100 gpType Any ammunition
Rarity Rare
This ammunition is fashioned from a rubbery substance and stamped with the image of a diminutive ant twitching in surprise. The ammo deals no damage on a successful hit. Instead, the target must attempt a Constitution saving throw. On a failure, the target falls under the effect of the "Reduce" spell for the next minute. The target can repeat this save at the end of each of their turns to end the effect.
Rhino
Level 4; Price 100 gpType Any ammunition
Rarity Uncommon
This arrow is made of polished animal horn, with the head of a rhinoceros carved in place of a traditional arrowhead. When an activated rhino shot is fired, the ethereal form of a large rhinoceros takes shape around the projectile. On a successful hit, the attack deals an additional 2d6 force damage, and the target must succeed at a Strength saving throw or be knocked prone.
Sky Serpent
Level 5; Price 100 gpType Arrow or bolt
Rarity Rare
This azure bolt is carved in the shape of an undulating snake, its bared fangs framing the point of its head. When a sky serpent bolt successfully hits a target, the bolt takes the form of a snake made of pure lightning. All creatures in a 30-foot line starting from the target must make a Dexterity saving throw. On a failure, the lightning serpent deals 2d12 electricity damage and half damage on a successful save.
Spellstrike (Type II)
Level 5; Price 200 gpType Any ammunition
Rarity Uncommon
Mystic patterns create a magic reservoir within this ammunition. When you first purchase a piece of spellstrike ammo, it acts a normal piece of ammunition. You can then cast any spell that requires a spell attack roll into the ammo. When you use a piece of activated spellstrike ammo, roll an attack with your ranged weapon as normal. A creature hit by activated spellstrike ammo is targeted by the spell. If the creature isn’t a valid target for the spell, the spell is lost. Spellstrike ammo holds its spell for 24 hours, after which the spell dissipates and another spell must be cast to reactivate the ammo. The maximum level of spell the ammunition can hold determines its item level and Price. This piece of ammo can be imbued with a spell of 2nd level or lower.
Dispersing
Level 6; Price 200 gpType Any ammunition
Rarity Uncommon
The metals used to forge this lead shot were taken from a variety of continents and barely stay together. When an activated dispersing bullet hits a target, the bullet scatters into a sphere of metal shards as the metals try to return to their places of origin. All creatures in a 10-foot emanation around the target of the attack (and not including the target) must succeed at a Dexterity saving throw or take 2d6 magical piercing damage and be pushed 10 feet from the target.
Terryifying
Level 6; Price 200 gpType Any ammunition
Rarity Uncommon
This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When a piece of terrifying ammunition damages a creature, it fills the creature's mind with visions of their own failures, tragedies, and eventually, their own death. The creature must succeed on a Wisdom saving throw or become frightened of you for the next minute. The target can repeat this save at the end of each of their turns.
Big Rock
Level 7; Price 250 gpType Firearm ammunition
Rarity Rare
A big rock bullet is a piece of firearm ammo made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes 4d6 additional bludgeoning damage on a successful hit. The target still takes 2d6 bludgeoning damage on a failed attack roll.
Corrosive
Level 7; Price 250 gpType Any ammunition
Rarity Uncommon
This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When corrosive ammo hits a target, they must succeed at a Constitution saving throw or take 3d10 acid damage. The target still takes half-damage on a successful save. If the target is wearing metal armor and fails on the save, the armor become damaged, reducing its armor class by one. If it is hit by another piece of corrosive ammo and fails the save, its armor is completely destroyed.
Meteor
Level 7; Price 250 gpType Any ammunition
Rarity Rare
This craggy stone ammunition is warm to the touch. When you fire a piece of meteor ammo, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. The target and creatures within 5 feet of the target must make a Dexterity saving throw. On a failure, each target takes 4d6 fire damage and half-damage on a successful save.
Spellstrike (Type III)
Level 7; Price 350 gpType Any ammunition
Rarity Uncommon
Mystic patterns create a magic reservoir within this ammunition. When you first purchase a piece of spellstrike ammo, it acts a normal piece of ammunition. You can then cast any spell that requires a spell attack roll into the ammo. When you use a piece of activated spellstrike ammo, roll an attack with your ranged weapon as normal. A creature hit by activated spellstrike ammo is targeted by the spell. If the creature isn’t a valid target for the spell, the spell is lost. Spellstrike ammo holds its spell for 24 hours, after which the spell dissipates and another spell must be cast to reactivate the ammo. The maximum level of spell the ammunition can hold determines its item level and Price. This piece of ammo can be imbued with a spell of 3rd level or lower.
Starshot
Level 7; Price 250 gpType Any ammunition
Rarity Rare
The metal of these arrows is said to have come from a star that was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. Normal rules pertaining to line of sight and cover still apply.
Stepping Stone
Level 7; Price 230 gpType Any ammunition
Rarity Rare
A series of small stone discs pressed into a single round make up this ammunition. When you fire a piece of stepping stone ammo, whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. The stepping stones have a range equal to the normal range of the weapon used to fire the shot and cannot be used with weapons that have the scatter trait.
Corpsecaller
Level 9; Price 300 gpType Any ammunition
Rarity Rare (Illegal)
This bullet is crafted entirely from obsidian and engraved with hair-thin runes. When a piece of corpsecaller ammo hits a target, the struck creature is called to the grave and must make a Constitution saving throw. On a failure, the creature takes 4d10 in addition to the weapon's normal damage and is doomed for the next minute. On a success, the target still take half the necrotic damage dealt, but is not doomed.
Enfilading
Level 9; Price 300 gpType Arrow
Rarity Rare
This arrow splits at the far end of the shaft into five branching arrowheads, making it impractical for single targets but deadly in combat. When you fire an enfilading arrow, it sails upward and shatters into countless copies. The arrows then rain down in a 10-foot burst at any point within your weapon's normal range, forcing all creatures in range to make a Dexterity saving throw. On a failure, each creature takes 6d8 magical piercing damage or half-damage on a successful save.
Explosive
Level 9; Price 300 gpType Any ammunition
Rarity Uncommon
This piece of ammunition is coated in gritty black soot. When a piece of explosive ammunition hits a target, the missile explodes in a 15-foot burst, forcing all creatures in the area to make a Dexterity saving throw. On a failure, each creature take 6d6 fire damage or half-damage on a successful save.
Silencing
Level 9; Price 300 gpType Any ammunition
Rarity Uncommon
Silencing ammunition is particularly dense and seems to dampen sounds around it. When a piece of silencing ammo hits a target, they take the weapon's normal damage and then must make a Wisdom saving throw. On a failure, the creature is unable to speak for the next minute. Creatures under this effect are unable to cast spells with the verbal component or abilities that require they speak. The target can repeat the save at the end of each of their turns to end the effect.
Spellstrike (Type IV)
Level 9; Price 500 gpType Any ammunition
Rarity Uncommon
Mystic patterns create a magic reservoir within this ammunition. When you first purchase a piece of spellstrike ammo, it acts a normal piece of ammunition. You can then cast any spell that requires a spell attack roll into the ammo. When you use a piece of activated spellstrike ammo, roll an attack with your ranged weapon as normal. A creature hit by activated spellstrike ammo is targeted by the spell. If the creature isn’t a valid target for the spell, the spell is lost. Spellstrike ammo holds its spell for 24 hours, after which the spell dissipates and another spell must be cast to reactivate the ammo. The maximum level of spell the ammunition can hold determines its item level and Price. This piece of ammo can be imbued with a spell of 4th level or lower.
Storm
Level 9; Price 400 gpType Any ammunition
Rarity Rare
The head of this arrow is made from gleaming copper. When a piece of storm ammunition hits a target, it is buffeted by raging winds and struck by a bolt of lightning. The target must make a Dexterity saving throw. On a failure, they take 3d12 lightning damage in addition to the weapon's normal damage and are buffeted by winds which halves their speed and gives them disadvantage on ranged weapon attacks until the end of their next turn. On a successful save, the target takes half lightning damage and is unaffected by the winds.
Golden-Cased (Greater)
Level 10; Price 300 gpType Any ammunition
Rarity Rare
This greater golden-cased ammunition has the same effects as a normal piece of golden-cased ammo except that it ignores all cover when fired.
Stepping Stone (Greater)
Level 10; Price 400 gpType Any ammunition
Rarity Rare
This magical piece of ammunition functions the same as a normal piece of stepping stone ammo except that the stones have a range equal to your weapon's long range.
Big Rock (Greater)
Level 11; Price 500 gpType Firearm ammo
Rarity Rare
This piece of granite firearm ammo functions the same as a normal big rock bullet except that it deals 8d6 bludgeoning damage on a hit and 4d6 on a miss.
Juxtaposition
Level 11; Price 600 gpType Any ammunition
Rarity Rare
Juxtaposition ammunition quivers with anticipation, as if the projectile wishes to constantly be in motion. When a piece of juxtaposition ammunition hits a creature, it doesn't deal the weapon's normal damage. Instead, the target must succeed at a Wisdom saving throw or be teleported to a safe, unoccupied square of your choice within 90 feet of its original position. Willing creatures do not have to roll the save to be teleported.
Spellstrike (Type V)
Level 11; Price 900 gpType Any ammunition
Rarity Uncommon
Mystic patterns create a magic reservoir within this ammunition. When you first purchase a piece of spellstrike ammo, it acts a normal piece of ammunition. You can then cast any spell that requires a spell attack roll into the ammo. When you use a piece of activated spellstrike ammo, roll an attack with your ranged weapon as normal. A creature hit by activated spellstrike ammo is targeted by the spell. If the creature isn’t a valid target for the spell, the spell is lost. Spellstrike ammo holds its spell for 24 hours, after which the spell dissipates and another spell must be cast to reactivate the ammo. The maximum level of spell the ammunition can hold determines its item level and Price. This piece of ammo can be imbued with a spell of 5th level or lower.
Meteor (Greater)
Level 12; Price 850 gpType Any ammunition
Rarity Rare
This piece of greater meteor ammo functions the same as a normal piece of meteor ammo except that it deals 8d6 fire damage and has a 10-foot radius.
Penetrating
Level 11; Price 900 gpType Any ammunition
Rarity Uncommon
This ammunition has been magically altered to pierce through the toughest materials. When you use a piece of penetrating ammo, the attack takes the shape of a 90-foot line originating from you. For each target in that line, roll a separate attack roll that ignores the targets' armor (if they are wearing any). For each successful hit, the penetrating ammo deals the weapons normal damage and automatically begins dealing 1d6 bleed damage with a DC equal to 8 + your Dexterity modifier + your proficiency bonus. Once you roll a miss, the arrow stops at that target and does not travel any further down the line. The ammunition can also penetrate a single stone or wooden wall up to 1 foot thick during its travel.
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