Simple Magic Arrows

by stuntmantan

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Simple Magic Arrows

...and work for enhanced bolts and bullets too!

Augmented ammunition is a popular trope in any anime, comic, or game series where a character uses a projectile weapon, allowing them to fire anything from increased elemental damage to unique and specific utility shots meant to aid their team. Presented here are several options for special ammunition that go beyond simply adding extra or elemental damage to the shot. Each effect is only able to be activated once, generally at the point of impact from the shot.

Acid Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
A piece of this ammunition has a soft give to its texture and leaves a slight tingle when touched to exposed skin. After being shot, the piece of ammunition explodes in a spray of acid. Every creature within 5 feet of the point of impact must succeed on a DC 12 Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much on a successful one. A creature hit by the shot makes the saving throw at disadvantage.

Binding Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
A bundle of wire and cordage is wrapped around the tip of each piece of ammunition. After a successful attack, the target takes no damage and is instead wrapped in several strands of sturdy cord. The target is restrained. As an action, the restrained target can make a DC 12 Strength check, breaking the bindings on a success. The cordage can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).

Blinding Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
Every piece of this ammunition flickers far too brightly when reflecting light. On impact, the ammunition explodes in a blinding shower of sparks. Every creature within 5 feet of the impact must succeed on a DC 12 Constitution saving throw or be blinded until the end of your next turn. A creature hit by the shot makes the saving throw at disadvantage.

Cloud Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
A thin smoke seems to drift off every piece of this ammunition. Upon impacting a solid surface, a thick shroud of smoke fills the space in a 20-foot-radius sphere, as if cast by the fog cloud spell.

Dispelling Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
Each piece of this ammunition is tipped with raw, unworked iron. After being shot, you can cast dispel magic at 3rd level on the point of impact. You may use your spellcasting modifier for this spell if you have one, otherwise the spell uses a +2 modifier if needed.

Disrupting Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
A low humming can be heard coming from every piece of this ammunition. After a successful attack, if the target is concentrating on a spell, it has disadvantage on the concentration check made against the damage of this piece of ammunition.

Ethereal Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
This ammunition is translucent when held up under bright light and weighs very little. Attacks made using this ammunition ignore all cover, although attacks made against unseen targets are still made at disadvantage. This ammunition deals psychic damage instead of the usual type.

Exploding Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
This ammunition is colored in bright reddish hues, shifting in color like a warm hearth. After being shot, the piece of ammunition bursts into burning ball of flame. Every creature within 20 feet of the point of impact must succeed on a DC 12 Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much on a successful one. A creature hit by the shot automatically fails the saving throw.

Lightning Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
Small sparks and crackles of electricity tingle your fingers as you handle this ammunition. After being shot, the piece of ammunition streaks forward like a bolt of lightning. Every creature in a straight line between the shooter and the point of impact must succeed on a DC 12 Dexterity saving throw, taking 2d6 lightning damage on a failed save, or half as much on a successful one. A creature hit by the shot makes the saving throw at disadvantage.

Reduction Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
Each piece of this ammunition is extremely slender compared to the typical version. After a successful attack, the target must succeed on a DC 12 Constitution saving throw. On a failure, the target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal, as if affected by the enlarge/reduce spell. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Slumber Ammunition

Ammunition (arrow, bolt, or bullet), uncommon
Every piece of this ammunition is covered in a light powder that sparkles in the moonlight. On impact, the piece of ammunition releases a cloud of dust that induces sleep. Roll 3d8; the total is how many hit points of creatures this substance can affect. Creatures within 5 feet of the impact are affected in ascending order of their current hit points (ignoring unconscious creatures), as if affected by a sleep spell.

 

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