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Arrows

+1 (1) ~40-50gp

Arrow (Quantity) Effect Price

Normal (20) Normal 1gp

Silvered (10) Silvered 100gp5sp

Deals bludgeoning
damage. Variant: these arrows
do 1 die less damage (e.g. 1d6
Hammerheads (Blunts) (20) instead of 1d8) but on a critical 1gp Variant:2gp5sp
hit these arrows apply the
stunned effect to the target
until the start of your next turn.

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
Broadheads (20) 1gp Variant:2gp5sp
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.

More effectively travels through


water. As long as the arrow was
fired from outside the water,
Corkscrews (20) ignores the ranged weapon 3gp
attack underwater combat
rules described on pg.198 of the
PHB.

A 25ft rope is attached to the


Rope arrow (5) 3gp
end of this strengthened arrow.
Arrow (Quantity) Effect Price

Open "cage" with flammable


material included. Must be
ignited before fired to take
Fire Arrows (10) effect. Deals 1d4 extra fire 3gp
damage and ignites non-worn,
non-carried flammable
materials.

Arrows with a small clay head


with an opening inside,
containing a reactive chemical.
Blinding arrows (5) On hit, the chemical releases a 3gp
bright flash, blinding the target
until the start of your next turn.
Deals bludgeoning damage.

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
Smoking arrows (5) 3gp
obscuring vision in that area.
The smoke lasts for 10 rounds,
unless removed by a strong
wind. Deals bludgeoning
damage.

On hit, the arrow releases


poisonous gas in a 10ft sphere,
lightly obscuring vision in that
area. The cloud lasts for 10
Poisoncloud arrows rounds, unless removed by a
50gp
(Magical) (5) 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.
Arrow (Quantity) Effect Price

Fire arrows that magically ignite


once fired. Deals 1d6 extra fire
Magefire arrows (Magical)
damage and ignites non-worn, 20gp
(5)
non-carried flammable
materials.

These arrows explode on hit. All


creatures within a 10ft radius
must make a 15DC dex saving
Explosive arrows (Magical)
throw or take 2d10 fire 50gp
(5)
damage. Ignites non-worn,
non-carried flammable
materials.

These arrows are cold to the


touch. On hit, the target takes
1d8 cold damage and must pass
a 15DC con saving throw or
Ice arrows (Magical) (5) 50gp
suffer -10ft to their movement
speed and have disadvantage
on dex saving throws for 3
rounds (does not stack).

On hit, the target takes 1d8


acid damage and must pass a
15DC con saving throw or suffer
Acid arrows (Magical) (5) -2 to their AC and have 50gp
disadvantage of con saving
throws for 3 rounds (does not
stack).

These arrows release a


thunderous explosion on hit. All
creatures within a 10ft radius
Thunderclap arrows
must make a 15DC con saving 50gp
(Magical) (5)
throw or take 2d8 thunder
damage, are pushed back 5ft
and fall prone. Loose objects
Arrow (Quantity) Effect Price

are automatically pushed 5ft


away.

These arrows cast a streak of


lightning in their wake. Any
creatures within 5ft of a line
Lightning arrows (Magical) between you and your target
50gp
(5) (including your target, but not
yourself) must make a DC15
dex saving throw or take 1d8
lightning damage.

On hit, the target takes 1d8


psychic damage and must pass
an int saving throw or has
Mindpiercers (Magical) (5) 50gp
disadvantage on intelligence
and wisdom saving throws for 3
rounds.

These arrows shine with a holy


brilliance. On hit, deals 1d8
radiant damage. An evil-aligned
Holy arrows (Magical) (5) target must pass a DC15 wis 50gp
saving throw or be frightened of
the attacker for 10 rounds or
until the line of sight is broken.

These arrows reek of unholy


corruption. On hit, deals 1d8
necrotic damage. A good-
aligned target must pass a
Unholy arrows (Magical) (5) 50gp
DC15 wis saving throw or be
frightened of the attacker for 10
rounds or until the line of sight
is broken.

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