Table of Contents
Ammunition
Most ranged weapons require some sort of projectile to be loaded for firing, or for fuel or power to generate the intended effect. Basic ammunition costs follow.
Ammunition
Arrow, Alchemical | $40 for 10 | 1/2 lb. The forward end of the shaft is a blunt glass tube delicate enough to break on impact, dispersing its liquid contents onto the target. Any liquid that is affective on contact can be placed into an alchemical arrow, including acid, alchemical solvent, alchemist’s fire, defoliant, holy water, and all sorts of contact poisons. When fired from a bow, an alchemical arrow halves the weapon’s normal and long range increments and changes its damage to 1d4 bludgeoning. In addition to damage, a successful ranged attack applies the contained liquid, as though it had been splashed onto the target. |
Arrow, Barbed | $20 for 20 | 1 lb. This piece of ammunition has wicked barbs that make it hard to remove from the target. This applies the cruel weapon property to attacks made with it. |
Arrow, Fire | $10 for 10 | 1/2 lb. This arrowhead has a small, bulbous cage just behind the tip. The cage holds flammable, fibrous material soaked in an accelerant, like the material used for torches. An archer may spend a bonus action to nock this arrow and dip the point into an active fire source prior to shooting. A lit fire arrow adds 1 fire damage to the bow’s attack. The arrow might also light highly flammable materials that it touches, like thatched roofs, dry crops, and the like. |
Arrow, Flight | $4 for 20 | 1 lb. This arrow is crafted of materials carefully selected for their aerodynamic properties. With lighter heads and superior fletching, flight arrows are tremendously accurate missiles. When using this ammunition, both the bow’s range increments are increased by a distance equal to the weapon’s normal range increment. When firing a flight arrow, apply a –1 penalty to the damage roll. |
Arrow, Frog Crotch | $10 for 10 | 1/2 lb. The head of this arrow forms a razor-sharp crescent, points facing forward, theoretically allowing the archer to cut ropes from a distance. Targeting a rope is a difficult shot; apply disadvantage to the attack roll unless made within 10 feet. |
Arrow, Grappling | $4 | 1 1/2 lb. The head of this heavy arrow has four opposite claws that form a grappling hook. This arrow allows the user to substitute her attack roll in the place of the normal check for trying to place a grappling hook. Halve the distance of the bow’s range increments when firing if the grappling arrow is trailing a silk rope. Reduce it to one-quarter if trailing a hempen rope. If used as a weapon, the grappling arrow reduces the bow’s damage to 1d4 bludgeoning. |
Arrow, Screaming | $20 for 10 | 1/2 lb. The head of this arrow makes a screaming noise in flight. The sounds this arrow emits in flight can be easily heard within 100 feet of any point along the arrow’s path. |
Arrow, Sheaf | $2 for 20 | 1 lb. This is the most common type of arrow used in combat, a sturdy shaft of reliable length, topped by a heavy broadhead or bodkin point. |
Arrow, Smoke | $30 for 10 | 1/2 lb. A thin wrap of an alchemical material encases the shaft of this arrow behind the head. This arrow can be lit with an active fire source as a bonus action, causing the material to smoke vigorously. The arrow trails smoke as it flies, and creates a 5-foot cube of smoke wherever it hits. The smoke dissipates in 1d4 rounds, or until dispersed by a wind of at least 10 mph. Smoke arrows are each crafted to emit a specific color of smoke, useful for signaling. |
Blowgun Needle, Hooked | $30 for 50 | This blowgun needle has several small hooks behind the tip that make it hard to remove from the target. This applies the cruel weapon property to attacks made with it. |
Blowgun Needle, Steel | $2 for 50 | This is a lightweight needle, about six inches in length, used as blowgun ammunition. A puff of downy feather attached to one end allows the projectile to be fired from a blowgun with a firm blast of lung power. Steel needles are often used to deliver toxins, being dipped in a vial of poison or other substance just before firing. |
Crossbow Bolt, Broad Tip | $2 for 20 | 1 1/2 lb. This is the most common type of bolt used in combat, a short shaft with a razor-sharp broadhead at the tip. |
Crossbow Bolt, Disk | $10 for 30 | 1 1/2 lb. These aerodynamic disks are the only ammunition usable with a disk crossbow. They cannot be used with any other weapon. A pouch can hold 30 disk crossbow bolts; disks will not fit in a crossbow bolt case. |
Crossbow Bolt, Grappling | $4 | 1 1/2 lb. The head of this heavy bolt has four opposite claws that form a grappling hook. This bolt allows the user to substitute her attack roll in the place of the normal check for trying to place a grappling hook. Halve the distance of the crossbow’s range increments when firing if the grappling arrow is trailing a silk rope. Reduce it to one-quarter if trailing a hempen rope. If used as a weapon, the grappling crossbow bolt reduces the crossbow’s damage to 1d4 bludgeoning. |
Crossbow Bolt, Inking | $2 | 1/2 lb. This heavy crossbow bolt bears a large, spongy head soaked in bright ink. The bolt is typically carried inside a wax coating that covers the head to preserve the ink prior to use. The wax coating on the head of this bolt can be removed as a bonus action during loading, making it ready to fire. Anything the missile hits is splattered with the bright ink. Such bolts are often used by spotters in battle to mark certain targets. By prearranged agreement, this focuses the attention of allied ranged units like archers and war wizards. A crossbow firing an inking crossbow bolt reduces its base damage to 1 bludgeoning. |
Crossbow Bolt, Notch-Tip | $20 for 20 | 1 1/2 lb. The long, thin head of this piece of ammunition has a pair of notches on opposite sides, about two below the head. These weaken the shaft, allowing the tip to break off inside the target. This bolt applies the cruel weapon property to attacks made with it. |
Crossbow Bolt, Stabilized | $4 for 20 | 1 1/2 lb. This bolt is crafted with a target tip and some small fletching. When using this ammunition, both the crossbow’s range increments are increased by a distance equal to the weapon’s normal range increment. When firing a stabilized crossbow bolt, apply a –1 penalty to the damage roll. Because of their shape, stabilized crossbow bolts cannot be loaded into a repeating crossbow magazine. |
Sling Bullet, Dimpled | $10 for 20 | 1 1/2 lb. These bullets are carefully molded for symmetry and drilled with dimples around the circumference to improve flight characteristics. When using this ammunition, both the sling’s range increments are increased by a distance equal to half the weapon’s normal range increment. |
Sling Bullet, Leaden | $0.08 for 20 | 1 1/2 lb. This is the most common type of sling bullet, a simple lump or sphere of molded lead. |
Sling Bullet, Razor Glass | $20 for 20 | 1 1/2 lb. This piece of ammunition is designed to shatter into sharp slivers that imbed themselves in the target. This applies the cruel weapon property to attacks made with it. |
Sling Bullet, Stink Pot | $30 for 10 | A stink pot is a clay sphere, larger than a normal sling bullet, designed to shatter on impact. Any liquid that is affective on contact can be placed into a stink pot, including acid, alchemical solvent, alchemist’s fire, defoliant, holy water, and all sorts of contact poisons. When fired from a sling, a stink pot halves the weapon’s normal and long range increments and changes its damage to 1d2 bludgeoning. In addition to damage, a successful ranged attack applies the contained liquid to the target, as though it had been delivered via its normal means. |
Sling Bullet, Stone | $– | 1 1/2 lb. In a pinch, a slinger can make use of appropriately-sized stones in the place of bullets. Stones cost nothing to collect but are less effective; they apply a –1 penalty to the weapon’s damage roll. |
Magic Marbles, Arrows, and Bullets
Each ammunition type inflicts 1 point of piercing damage on impact instead of the normal damage of the weapon, but triggers a magical effect on impact. In addition to solid colors, there are two-banded colors, three-banded colors, and primary color with a symbol printed on it in an alternate color. For example, an arrow that causes the Charmed stat might have a range of colors based on the power of the charm, with a pink heart to symbolize the status effect. Each costs 10 gold per shell, regardless of format, plus the cost of the spell (as scrolls).
Healing: + Symbol
The universal symbol for healing, a plus symbol, is available in different colors to denote strength of effect, with different circular backdrops.
Level 1: Red on White. Heals 2d4+2 HP. Costs 50 gold.
Level 2: White on Red. Heals 4d4+4 HP. Costs 150 gold.
Level 3: Green on White. Heals 8d4+8 HP. Costs 450 gold.
Level 4: White on Green. Heals 10d4+20 HP. Costs 1350 gold.
Fireball: Fire Symbol
A flame symbol, with color indicating the flame's intensity.
Level 1: Orange Flame. Burns for 1d6+4 damage. Ignites flammable materials. Costs 20 gold.
Level 2: Yellow Flame. Burns for 2d6+8 damage. Ignites standard materials. Costs 60 gold.
Level 3: Blue Flame. Burns for 4d6+12 damage. Ignites wet materials. Costs 200 gold.
Level 4: White Flame. Burns for 6d6+24 damage. Ignites nonflammable materials. Costs 550 gold.
Shield: Shield Symbol
A shield symbol, this creates a magical barrier of force around the target.
Level 1: Grey Shield. Adds 5 temp HP, AC+1 while temp HP lasts. Costs 50 gold.
Level 2: White Shield. Adds 10 temp HP, AC+2 while temp HP lasts. Costs 200 gold.
Level 3: Blue Shield. Adds 15 temp HP, AC+3 while temp HP lasts. Costs 800 gold.