List of Ammunition

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## Ammunition Properties

### Special Ammunition Properties

**Blowgun Needle.** These minute needles are small enough that when you apply a poison to them, a dose covers 10 pieces of ammunition instead of the usual 1.

### Extraordinary Arrows

Extraordinary arrows don't require special feathers but require the fletcher to make a difficult Wisdom (Fletcher's Kit) check. It requires one hour to make 1 arrow. Once an arrow is used, it is destroyed regardless if it hit or missed. An Extraordinary arrow can not have multiple effects and does not stack with the same enhancements from magical weapons.

If an arrow offers an Improve property, your check determines what quality you produce.

#### Curved Flight Arrow

* **Cost** 3 gp / arrow
* **DC** 15
* **Effect** Ignore half-cover

#### Distance Arrow

* **Cost** 5 gp / arrow
* **DC** 15
* **Effect** Increase range by +20/+60

#### Penetrating Arrows

* **Cost** 5 gp / arrow
* **DC** 14
* **Effect** +1 bonus to damage roll
* **Improve** +2 bonus, DC 17 / +3 bonus, DC 20

#### Punching Arrows

* **Cost** 3 gp / arrow
* **DC** 12
* **Effect** A target that is large or smaller must make a DC 12 Strength check or be pushed back 5 feet.
* **Improve** DC 15 Strength check, DC 15 / DC 18 Strength check, DC 18

#### Precision Arrows

* **Cost** 10 gp / arrow
* **DC** 14
* **Effect** +1 bonus to attack roll
* **Improve** +2 bonus, DC 17 / +3 bonus, DC 20

### Magical Arrows

Magical arrows require special feathers from many different creatures and require the fletcher to make a difficult Wisdom (Fletcher's Kit) check. It requires one hour to make 1 arrow. Once an arrow is used, it is destroyed regardless if it hit or missed. A Magical arrow can not have multiple effects and does not stack with the same enhancements from magical weapons.

#### Celestial Arrow

* **Material** Deva feathers
* **Cost** 590 gp / 3 feathers
* **DC** 18
* **Effect** Arrow deals an additional 4d8 radiant damage

#### Cockatrice Arrow

* **Material** Cockatrice feathers
* **Cost** 20 gp / 3 feathers
* \**DC* 10
* **Effect** Target must succeed on a DC 10 Constitution saving throw against being magically restrained until the end of its next turn.

#### Couatl Arrow

* **Material** Couatl feathers
* **Cost** 110 gp / 3 feathers
* **DC** 12
* **Effect** Your attack roll gains a 1d4 bonus to hit or you regain 1d8 hit points (your choice).

#### Erinyes Arrow

* **Material** Erinyes feathers
* **Cost** 840 gp / 3 feathers
* **DC** 20
* **Effect** Arrow deals an additional 3d8 poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until it is removed by a lesser restoration spell or similar magic.

#### Griffon Arrow

* **Material** Griffon feathers
* **Cost** 45 gp / 3 feathers
* **DC** 10
* **Effect** You fly up to 25 feet in a direction of your choice. If you end this movement in the air, you fall immediately.

#### Harpy Arrow

* **Material** Harpy feathers
* **Cost** 20 gp / 3 feathers
* **DC** 10
* **Effect** The arrow sings and a creature hit by the arrow must make a DC 11 Wisdom saving throw or be charmed until the end of their next turn.

#### Hippogriff Arrow

* **Material** Hippogriff feathers
* **Cost** 20 gp / 3 feathers
* **DC** 10
* **Effect** You fly up to 20 feet in a direction of your choice. If you end this movement in the air, you fall immediately.

#### King of Feathers Arrow

* **Material** King of Feathers feathers
* **Cost** 390 gp / 3 feathers
* **DC** 16
* **Effect** You magically teleport up to 15 feet in a direction of your choice.

#### Kenku Arrow

* **Material** Kenku feathers
* **Cost** 20 gp / 3 feathers
* **DC** 10
* **Effect** You have advantage on the attack roll against any creature that is surprised.

#### Owlbear Arrow

* **Material** Owlbear feathers
* **Cost** 70 gp / 3 feathers
* **DC** 11
* **Effect** Your passive Perception increase by 5 until the end of your next turn.

#### Pegasus Arrow

* **Material** Pegasus feathers
* **Cost** 45 gp / 3 feathers
* **DC** 10
* **Effect** You fly up to 30 feet in a direction of your choice. If you end this movement in the air, you fall immediately.

#### Peryton Arrow

* **Material** Peryton feathers
* **Cost** 45 gp / 3 feathers
* **DC** 10
* **Effect** You do not provoke attacks of opportunity from a target hit by this arrow until the end of your turn.

#### Roc Arrow

* **Material** Roc feathers
* **Cost** 720 gp / 3 feathers
* **DC** 19
* **Effect** Arrow deals an additional 9 points of damage and you gain a 40-foot fly speed until the end of your next turn.

#### Sphinx Arrow

* **Material** Sphinx feathers
* **Cost** 720 gp / 3 feathers
* **DC** 19
* **Effect** A creature magically ages 1d4 years forward or backward, your choice.

#### Sprite Arrow

* **Material** Sprite feathers
* **Cost** 20 gp / 3 feathers
* **DC** 10
* **Effect** You magically know the creature's emotional state and they must make a DC 10 Charisma saving throw or you learn their alignment and creature type.