Normal (20) |
Normal |
1gp |
Silvered (10) |
Silvered |
100gp 5sp |
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: 2gp 5sp |
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: 2gp 5sp |
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. |
3gp |
Rope arrow (5) |
A 25ft rope is attached to the end of this strengthened arrow. |
3gp |
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. |
3gp |
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. |
3gp |
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. |
20gp |
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. |
50gp |
Holy arrows (Magical) (5) |
These arrows shine with a holy brilliance. On hit, deals 1d8 radiant damage. An evil-aligned target must pass a DC15 wis saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken. |
50gp |
Unholy arrows (Magical) (5) |
These arrows reek of unholy corruption. On hit, deals 1d8 necrotic damage. A good-aligned target must pass a DC15 wis saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken. |
50gp |