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  
  
  You said you wanted the gate open…the tower and 
  curtain wall are Free of Charge… 
  —Murdoch “Rain of Fire” Randyll, Ranger 
   
  
  Deep in a mine tunnel, a dwarven ranger’s face glows with 
  firelight as he draws and looses, flooding the cavern with a 
  deadly ball of fire. On the run, an elven rogue barely looks 
  back as she aims her crossbow at the cobblestones, filling 
  the alley with a swarm of illusory monsters that roar and 
  advance on the pursuing guards… 
   
  Archmages can be a careful lot…indeed, some guard the 
  secrets of their power jealously. Fortunately, for a 
  marksman looking to put the very biggest of booms in their 
  quiver, some enchanters are less squeamish about binding 
  the raw power of the Weave into handheld form, ready to be 
  loosed at will. These are their wares. 
   
  
  This text contains complete descriptions for a number of 
  powerful pieces of magical ammunition. Additional rules for 
  incorporating these items into your game can be found in 
  Enchanted Ammunition: 101 Alchemical Arrows and 
  Booming Bolts by Thieves’ Cant Games, also available on 
  Dungeon Masters Guild. 
     For example, the ammunition types in this guide are 
  magic items, and can therefore be crafted by a PC with the 
  appropriate proficiencies using the rules in the downtime 
  activities sections of the official rulebooks. Enchanted 
  Ammunition contains crafting rules and tables for treating 
  ammunition as consumables and/or ultra-consumables. 
     Similarly, some of the ammunition in this guide can be 
  used to affect a given area, rather than an individual target.  
  Simple combat rules for targeting terrain and structures 
  can also be found in Enchanted Ammunition.   
   
  
  Few marksmen will carry only one piece of ammunition by 
  choice. When awarding magical loot, the instinct is usually 
  to give PCs a handful of ammunition, because it’s fun for 
  players to be able to pick and choose when to put a little 
  more zip in their ranged attacks. 
     However, the ammunition described in this guide is 
  extremely powerful and has the potential to be extremely 
  unbalancing if introduced without being thought through. It 
  might be wise to only give some of them to players as a plot 
  device—a talisman or mcguffin to move the story forward; 
  an artifact specially created for use against a terrible evil in 
  the climactic battle. 
     In short, use good judgement: read the descriptions of the 
  ammunition types listed here and consider the impact on 
  your game if a PC acquires more than one or a few at a 
  time. Alternatively, if you really want to see what mischief 
  your players can get up to, go ahead and give them access 
  to a storeroom of arrows imbued with the power equivalent 
  of 9th level spells and enjoy the lightshow! 
   
   
  
  Ammunition types are presented in alphabetical order. An 
  ammunition type’s description gives the ammunition’s 
  name, its rarity, and its magical or alchemical properties. 
  Unless otherwise noted, loosing ammunition is done as 
  part of an attack with a ranged weapon and rolls damage 
  normally. If you're able to make multiple attacks with the 
  Attack action, this attack replaces one of them. 
     Also, unless otherwise noted in the below descriptions, an 
  attack roll should always be required when targeting a 
  creature or object with the below ammunition types. 
  
  
  Legendary, impact 
  This ammunition has a dark, sooty color broken by the flare 
  of glowing embers.  
     When this ammunition is loosed, a swirling cloud of 
  smoke shot through with white-hot embers appears in a 20-
  foot-radius sphere centered on the point of impact. The 
  cloud spreads around corners and is heavily obscured. It 
  lasts for 1 minute or until a wind of moderate or greater 
  speed (at least 10 miles per hour) disperses it. 
  Ammunition Properties 
     Alchemical. Alchemical ammunition is produced by the 
  application of complex but mundane formulae and reagents 
  to traditional materials. At the DM’s discretion, it can be 
  crafted without spellcasting ability by a character with 
  alchemist’s supplies and the appropriate proficiencies. 
     Heavy. Heavy ammunition is bulkier and has more heft 
  than standard ammunition for the same weapon. Ranged 
  attacks made using heavy ammunition impose a 20% 
  reduction of the weapons normal and long ranges for the 
  attack. 
     Impact. Impact ammunition is crafted with the capability 
  to discharge its effect upon striking a feature of terrain, not 
  just a creature or object. Ammunition which creates area 
  effects or changes terrain may carry this property.   
     Unwieldy. Unwieldy ammunition is oddly weighted or 
  imbalanced compared to standard ammunition for the same 
  weapon. It takes a skilled hand to compensate for this 
  property and ranged attacks made using unwieldy 
  ammunition suffer a -2 Penalty to hit. 
   
  
   
  3 
     When the cloud appears, each creature in it must make a 
  DC 17 Dexterity saving throw. A creature takes 10d8 fire 
  damage on a failed save, or half as much damage on a 
  successful one. A creature must also make this saving 
  throw when it enters the sphere for the first time on a turn 
  or ends its turn there. 
   
  
  Legendary 
  This ammunition contains a void of negative energy.  It is 
  cut from obsidian and shines like a piece of the night sky 
  filled with stars. 
        You gain a +3 bonus to attack and damage rolls made 
  with this magic ammunition.  A creature hit by a ranged 
  attack using this ammunition takes an additional 2d8 
  necrotic damage. 
     Additionally, if that creature is reduced to 0 hit points 
  within 1 hour of being struck, it can be restored to life only 
  by a wish spell. When a creature is killed in this way, you 
  gain temporary hit points equal to the slain creature’s hit 
  point maximum. These hit points fade after 24 hours. 
     If you hit an undead with this ammunition, you take 2d8 
  necrotic damage and the target regains 2d8 hit points. If 
  this necrotic damage reduces you to 0 hit points, you can be 
  restored to life only by a wish spell. 
   
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  
  Legendary, impact, unwieldy 
  This ammunition surges and vibrates with raw, barely 
  contained magic. 
     When this ammunition is loosed, a whorling, rainbow-
  colored storm of wild magic expands from the point of 
  impact and lasts for 1d10 minutes. Each time a spell is cast 
  within a 30-foot radius sphere centered on the point of 
  impact, roll on the Wild Magic Surge table in the Player’s 
  Handbook. 
     Ranged attacks using arrows, bolts, and other ordinary 
  projectiles launched at targets within the affected area have 
  disadvantage. 
   
   
  Legendary, heavy, impact 
  This ammunition is charged with explosive elemental 
  power and can only be created by a powerful archmage at 
  the site of an elemental node. The type of ammunition 
  created depends on the node used. For example, an air 
  node creates ammunition of air devastation. 
     This ammunition detonates on impact. Regardless of the 
  type of ammunition, its effect is contained within a sphere 
  with a 1d4 x 100-foot radius originating at the point of 
  impact. The ammunition is destroyed after one use and 
  cannot be recovered. 
     Air. When this ammunition detonates, it creates a 
  powerful windstorm that lasts for 1 hour. Whenever a 
  creature ends its turn exposed to the wind, the creature 
  must succeed on a DC 18 Constitution saving throw or take 
  1d4 bludgeoning damage, as the wind and debris batter it. 
  The wind is strong enough to uproot weak trees and 
  destroy light structures after at least 10 minutes of 
  exposure. Otherwise, the rules for strong wind apply, as 
  detailed in chapter 5 of the Dungeon Master’s Guide. 
     Earth. When this ammunition detonates, it subjects the 
  area to the effects of the earthquake spell for 1 minute 
  (spell save DC 18). For the purpose of the spell’s effects, the 
  spell is cast on the turn that the ammunition detonates. 
     Fire. When this ammunition detonates, it creates a dry 
  heat wave that lasts for 24 hours. Within the area of effect, 
  the rules for extreme heat apply, as detailed in chapter 5 of 
  the Dungeon Master’s Guide. At the end of each hour, there 
  is a ten percent chance that the heat wave starts a wildfire 
  in a random location within the area of effect. The wildfire 
  covers a 10-foot-square area initially but expands to fill 
  another 10-foot square each round until the fire is 
  extinguished or burns itself out. A creature that comes 
  within 10 feet of a wildfire for the first time on a turn or 
  starts its turn there takes 3d6 fire damage. 
     Water. When this ammunition detonates, it creates a 
  torrential rainstorm that lasts for 24 hours. Within the area 
  of effect, the rules for heavy precipitation apply, as detailed 
  in chapter 5 of the Dungeon Master’s Guide. If there is a 
  substantial body of water in the area, it floods after 2d10 
  
   
  4 
  hours of heavy rain, rising 10 feet above its banks and 
  inundating the surrounding area. The flood advances at a 
  rate of 100 feet per round, moving away from the body of 
  water where it began until it reaches the edge of the area of 
  effect; at that point, the water flows downhill (and possibly 
  recedes back to its origin). Light structures collapse and 
  wash away. Any Large or smaller creature caught in the 
  flood’s path is swept away. The flooding destroys crops and 
  might trigger mudslides, depending on the terrain. 
   
  
  Legendary, impact 
  The striking surface of this ammunition is shaped from a 
  crystal that shatters on impact and glows with a sickly, 
  yellow light. 
     You gain a +1 bonus to attack rolls made using this 
  ammunition. The target can be a creature, an object, or a 
  creation of magical force, such as the wall created by wall 
  of force. 
     A target hit by this ammunition takes 10d6+40 force 
  damage. The target is disintegrated if this damage leaves it 
  with 0 hit points. 
     A disintegrated creature and everything it is wearing and 
  carrying, except magic items, are reduced to a pile of fine 
  gray dust. The creature can be restored to life only by 
  means of a true resurrection or a wish spell. 
     Ammunition of Mass Disintegration. When this volatile 
  variant is loosed, each creature in a 10-foot-radius sphere 
  centered on the point of impact must make a DC 15 
  Dexterity saving throw. A target takes 10d6+40 force 
  damage on a failed save, or half as much damage on a 
  successful one. A creature struck directly by this 
  ammunition automatically fails the save. 
     A creature is disintegrated if this damage leaves it with 0 
  hit points and can be restored to life only by means of a true 
  resurrection or a wish spell. 
   
  
  Legendary, impact 
  This ammunition is fashioned from metal smelted from a 
  stone that fell from the sky. 
     When this ammunition is loosed, it transforms into a 
  blazing orb of fire that streaks toward the target. Each 
  creature in a 10-foot-radius sphere centered on the point of 
  impact must make a DC 17 Dexterity saving throw. A 
  creature takes 10d6 fire damage and 10d6 bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one. A creature struck directly by this 
  ammunition automatically fails the save. The sphere 
  spreads around corners. 
   
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   
  Legendary 
  This ammunition has a strong copper scent. 
     You gain a +2 bonus to attack and damage rolls made 
  using this ammunition and score a critical hit on rolls of 19-
  20. A creature hit by a ranged attack using this ammunition 
  begins to bleed profusely and takes an extra 3d8 damage of 
  its normal type. The target additionally suffers half of the 
  damage from the attack at the end of its next turn. 
   
   
  Legendary 
  This ammunition is crafted from iron with copper inlays.   
     A creature hit by this ammunition must succeed on a DC 
  17 Wisdom saving throw or be trapped in the ammunition. 
  If the target has been trapped by Ironclaw Ammunition 
  before, it has advantage on the saving throw. Once trapped, 
  a creature remains in the ammunition until released. The 
  ammunition can hold only one creature at a time. A 
  creature trapped in the ammunition doesn't need to 
  breathe, eat, or drink and doesn't age. 
     You can use an action to release the creature the 
  ammunition contains. The creature is friendly to you and 
  your companions for 1 hour and obeys your commands for 
  that duration. If you give no commands or give it a 
  command that is likely to result in its death, it defends itself 
  but otherwise takes no actions. At the end of the duration, 
  the creature acts in accordance with its normal disposition 
  and alignment. 
   
   
  Legendary 
  Dark, necromantic energy is woven into the core of this 
  ammunition. 
     You gain a +2 bonus to attack rolls made using this 
  ammunition. A creature hit by a ranged attack using this 
  ammunition takes an extra 3d6 necrotic damage, and a 
  small or medium creature reanimates as a zombie under 
  your control if it dies within 1 minute of being struck. 
     The reanimated creature is under your control for 24 
  hours, after which it stops obeying any command you have 
  given it. 
   
  
  Legendary 
  This ammunition gives off a strong aura of transmutation 
  magic.  
     When you hit a creature with this ammunition, that 
  creature must succeed on a DC 18 Wisdom saving throw or 
  be transformed into a mouse (use statistics for Rat) as 
  though under the effect of a polymorph spell.  The 
  transformation lasts for 1 hour. 
   
  
   
  5 
  
  Legendary, impact 
  This ammunition seems to absorb the light and leaves 
  those who handle it feeling short of breath.  
     When this ammunition is loosed, a field of enervating 
  negative energy appears in a 20-foot-radius sphere centered 
  on the point of impact. The field spreads around corners 
  and lasts for 1 minute. 
     When the field appears, each creature in the area of effect 
  must make a DC 21 Constitution saving throw. A creature 
  takes 4d6 necrotic damage on a failed save, and attacks 
  against it have advantage until the start of its next turn. A 
  creature must also make this saving throw when it enters 
  the field for the first time or ends its turn there. 
   
   
  Legendary, impact 
  This ammunition gives off a powerful aura of illusion 
  magic. 
     When this ammunition is loosed, a swarm of phantasmal 
  creatures emerges from the ground in a 20-foot-radius 
  centered on the point of impact. The individual phantasmal 
  creatures are no larger than a 10-foot cube and can be 
  perceived by all creatures that can see the area. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     All creatures within the area of effect when the swarm 
  appears must make a DC 17 Intelligence saving throw. On 
  a failed save, the affected target is so convinced of the 
  phantasmal swarm’s reality that it can even take damage 
  from the illusion. One phantasmal creature attacks each 
  affected target each round on your turn, dealing 1d6 
  psychic damage to the target. The target perceives the 
  damage as a type appropriate to the illusion. 
     The illusion disappears after 1 minute and cannot attack 
  a creature that moves beyond the area of effect. This 
  ammunition has no effect on undead or constructs beyond 
  the normal affect. 
   
   
  Legendary 
  This ammunition is attuned to a specific plane of existence, 
  determined by its creator at the time of its crafting.   
     A creature hit by this ammunition must succeed on a DC 
  18 Charisma saving throw or be banished to the designated 
  plane. A creature so transported must find its own way back 
  to your current plane of existence. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 
   
  Legendary, impact 
  This ammunition gives off a powerful aura of enchantment 
  magic. 
     When loosed, this ammunition sends creatures into a 
  magical slumber for 1 minute. The ammunition can affect 
  200 hit points of creatures. Creatures within 20 feet of the 
  point of impact are affected in ascending order of their 
  current hit points (ignoring unconscious creatures). 
     Starting with the creature that has the lowest current hit 
  points, each creature affected by this ammunition falls 
  unconscious until the effect ends, the sleeper takes 
  damage, or someone uses an action to shake or slap the 
  sleeper awake. Subtract each creature's hit points from the 
  total before moving on to the creature with the next lowest 
  hit points. A creature's hit points must be equal to or less 
  than the remaining total for that creature to be affected. 
     Undead and creatures immune to being charmed aren't 
  affected by this ammunition beyond the usual damage if 
  struck. 
   
   
  Legendary 
  This ammunition is crafted from platinum etched with the 
  pattern of raven feathers. 
     A vampire or vampire spawn hit by this ammunition takes 
  an extra 3d8 radiant damage and must succeed on a DC 15 
  Wisdom saving throw. On a failed save, a target is 
  paralyzed for 1 minute. It can repeat the saving throw at the 
  end of each of its turns to end the effect on itself. 
   
  
  Legendary, impact 
  Reality warps slightly in the aura around this ammunition. 
     When this ammunition is loosed, a 20-foot-radius sphere 
  of transparent rippling psychic energy expands from the 
  point of impact and lasts for 1 minute. This aura is difficult 
  terrain, and creatures that start their turn in it take 2d10 
  psychic damage. 
     Any creatures within the aura when it ends must succeed 
  on a DC 17 Charisma saving throw or be a teleported to a 
  random unoccupied space within 20 feet of its position. 
   
   
  Legendary 
  You gain a +1 bonus to attack and damage rolls made using 
  this ammunition, which is uncomfortably warm when 
  handled and sparkles with motes of light. 
     When this ammunition is loosed, do not make an attack 
  roll. The ammunition transforms into a beam of brilliant 
  light in a 5-foot-wide, 120-foot-long line. Each creature in 
  the line must make a Constitution saving throw. On a failed 
  save, a creature takes 6d8 radiant damage and is blinded 
  until your next turn. On a successful save, it takes half as 
  much damage and isn't blinded by this spell. Undead and 
  oozes have disadvantage on this saving throw. 
     When you loose this ammunition, you are surrounded for 
  an instant by a flash of brilliant radiance. It sheds bright 
  light in a 30-foot radius and dim light for an additional 30 
  feet. This light is sunlight. 
   
   
  Legendary  
  This eldritch ammunition has a twisted and gnarled 
  appearance. 
    You gain a +1 bonus to attack and damage rolls made 
  using this ammunition. A creature hit by a ranged attack 
  using this ammunition must succeed on a DC 18 Wisdom 
  saving throw become a spell sink for 1 minute. 
     A creature subject to this affect generates a 10-foot-radius 
  invisible sphere centered on themselves. This area is an 
  antimagic field, divorced from the magical energy that 
  suffuses the multiverse. Within the sphere, spells can't be 
  cast, summoned creatures disappear, and even magic items 
  become mundane. The sphere spreads around corners and 
  moves with the affected creature. 
   
  
  Legendary, impact 
  This ammunition is entirely crystalline in composition.  
     When loosed, this ammunition grants you the ability to 
  view an area within a radius of 120 feet centered on the its 
  location for 1 hour in the same manner as a scrying spell. 
  During that time, you can use this feature as a bonus action 
  on your turn and you have truesight within the area of 
  effect. This effect remains centered on the current location 
  of the ammunition, even if it moves or is imbedded in a 
  target. 
     A creature which is aware of the ammunition can use an 
  action to attack or otherwise destroy the ammunition (5 hit 
  points), ending the effect. 
   
  
  Legendary, impact 
  This ammunition is carved from the heartwood of a 
  subterranean tree and is inscribed with druidic symbols.  
     When this ammunition is loosed, a whirlwind howls down 
  to the ground at the point of impact. The whirlwind is a 10-
  foot-radius, 30-foot-high cylinder and lasts for 2d4 rounds. 
  The whirlwind sucks up any Medium or smaller objects 
  that aren’t secured to anything and that aren’t worn or 
  carried by anyone. 
     A creature must make a Dexterity saving throw the first 
  time on a turn that it enters the whirlwind or that the 
  whirlwind enters its space, including when the whirlwind 
  first appears. A creature takes 10d6 bludgeoning damage 
  on a failed save, or half as much damage on a successful 
  one. In addition, a Large or smaller creature that fails the 
  
   
  7 
  save must succeed on a DC 17 Strength saving throw or 
  become restrained in the whirlwind until the effect ends. 
  When a creature starts its turn restrained by the whirlwind, 
  the creature is pulled 5 feet higher inside it, unless the 
  creature is at the top. A restrained creature falls when the 
  effect ends, unless the creature has some means to stay 
  aloft. 
     A restrained creature can use an action to make a 
  Strength or Dexterity check against DC 17. If successful, 
  the creature is no longer restrained by the whirlwind and is 
  hurled 3d6 × 10 feet away from it in a random direction. 
   
   
   
  
  The following table provides a quick cross-reference for the 
  many ammunition types described in this supplement. 
  Suggested purchase prices are based on the “Buying a 
  Magic Item” rules in Xanathar’s Guide to Everything, 
  treating ammunition as a consumable item and making 
  adjustments for balance.  Suggested quantities available 
  are presuming a suitable merchant can be located or 
  commissioned, and that such a merchant would only have a 
  small number of these special items on hand for sale. 
     The Available column can also be used be used to 
  determine how many of a particular ammunition type are 
  available when found as part of random treasure. 
   
   
  Ammunition Acquisition 
   
   
   
   
  Ammunition 
  Available 
  Purchase Price 
  Properties 
  Rarity 
  Ashfall Ammunition 
  1d2 
  100,000 gp 
  impact 
  legendary 
  Blackshard 
  1 
  90,000gp 
   
  legendary 
  Chaostorm Ammunition 
  1d3 
  96,000gp 
  impact, unwieldy 
  legendary 
  Devestation, Ammunition of 
  1 
  170,000 gp 
  heavy, impact 
  legendary 
  Disintegration, Ammunition of 
  1d2 
  105,000 gp 
  impact 
  legendary 
  Falling Star 
  1d3 
  85,000gp 
  impact 
  legendary 
  Hemmorhaging, Ammunition of  
  1d3 
  87,500 gp 
   
  legendary 
  Ironclaw Ammunition 
  1d2 
  97,500 gp 
   
  legendary 
  Mabaran Nightbolt 
  1d2 
  82,000 gp 
   
  legendary 
  Mousebolt 
  1d3 
  22,000 gp 
   
  legendary 
  Nightwalker's Breath 
  1 
  129,000 gp 
  impact  
  legendary 
  Phantasmal Hysteria, Ammunition of 
  1d2 
  126,000 gp 
  impact 
  legendary 
  Planecaster 
  1 
  140,000 gp 
   
  legendary 
  Randylls' Lullaby 
  1d3 
  120,000 gp 
  impact 
  legendary 
  Rictavio's Ravenclaw 
  1d3 
  88,500 gp 
   
  legendary 
  Rift Ripper 
  1d3 
  87,500 gp 
  impact 
  legendary 
  Solarshot 
  1d2 
  100,000 gp 
   
  legendary 
  Spell Sink Ammunition 
  1d3 
  122,000 gp 
   
  legendary 
  True Seeing, Ammunition of  
  1d4 
  88,000 gp 
  impact 
  legendary 
  Wyllow’s Whirlwind 
  1d2 
  128,000 gp 
  impact 
  legendary 
   
   
   
   
  
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  Community Content Agreement for Dungeon Masters Guild. 
  
  
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  The Enchanted Ammunition Collection 
   
   
   
   
   
  Mysteries of the Fey Subclass Series: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Enchanted Ammunition The Legendary Locker.pdf