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  
  And who says mages should have all the fun? 
  —Murdoch “Rain of Fire” Randyll, Ranger 
   
  
  High on a promontory, an elven ranger’s face glows with 
  firelight as she draws and looses, unleashing a fiery storm 
  on the enemy camp below. On the run, a halfling rogue 
  barely looks back as he points his crossbow at the 
  cobblestones, turning the alley into a slippery mess for the 
  pursuing guards. 
   
  Sometimes, an open target and an eagle eye just aren’t 
  enough for an adventurer in the field. Fortunately, for the 
  marksman looking to put a bit more blast in their quiver, 
  several options exist which can be obtained for the right 
  price… 
   
  
  The following rules are primarily written for Dungeon 
  Masters looking to introduce new ammunition types into 
  their games.  Players looking for new crafting ideas to 
  pitch, however, will find plenty of fun options in the 
  descriptions section and the rules to craft them (with the 
  DM’s approval, naturally). 
   
  
  Let’s face it -- arrows are fun! Magic arrows are even more 
  so. When DM’s reward players with magical ammunition, 
  it’s tempting to hand over a whole quiverfull. It’s a little 
  tough to get excited about a single +1 arrow or sling stone, 
  and when PC’s find a set of ammunition, it’s part of the fun 
  to let them pick and choose when to put a little more zip in 
  their ranged attacks. 
     For some of the special ammunition in this guide, the 
  more the merrier – finding a stockpile will only add to the 
  fun. For others…like the inferno arrow, a quiverfull would 
  essentially amount to handing your party’s archer 20 
  castings of the fireball spell unlimited by spell slots. 
     So 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 firecrackers and enjoy the lightshow! 
   
  
  The ammunition types described in this guide are (mostly) 
  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.  However, this 
  guide recommends a couple of considerations when 
  approaching crafting in this way, which are outlined in the 
  next two sections. 
     Some of the ammunition types in this guide are 
  designated as alchemical, rather than magical, and may be 
  crafted without spellcasting ability by a character with 
  alchemist’s supplies and the appropriate proficiencies.  
  Expanded rules for crafting these kinds of items can be 
  found in Thunderstones and Smokesticks: The Complete 
  Guide to Alchemical Crafting, also by Thieves’ Cant Games, 
  and available on Dungeon Masters Guild. 
   
  
  Official rules treat the crafting of consumables, like potions 
  and scrolls, a little differently than other magic items. They 
  require a lower investment of time and funds than other 
  gear of the same rarity. While ammunition is not directly 
  indicated as a consumable item in those rules, it makes a 
  certain amount of sense to treat them as such. Once loosed 
  at a target, most lose their enchantment whether they strike 
  home or not. 
     The following table lists the requirements for crafting 
  magical ammunition by item rarity using this model. 
  Ammunition as Consumables 
   
  Rarity 
  Workweeks 
  Cost 
  Common 
  4 days 
  25 gp 
  Uncommon 
  1 weeks 
  100 gp 
  Rare 
  5 weeks 
  1000 gp 
  Very Rare 
  13 weeks 
  10,000 gp 
  Legendary 
  25 weeks 
  50,000 gp 
  
  
  The official downtime activities rules also make provision 
  for certain items, like healing potions, that are, for lack of a 
  better word, “ultra-consumable.” These items require even 
  less investment of time than their consumable 
  counterparts. 
     When setting requirements for crafting certain 
  ammunition with minor effects, it may be more reasonable 
  to treat them as “ultra-consumable.” For example, a 
  standard +1 arrow or a sparkler is probably a relatively 
  simple task for the experienced arcane arrowsmith. 
     The following table lists the requirements for crafting 
  magical ammunition by item rarity using this model. 
  Ammunition as Ultra-
  Consumables 
   
  Rarity 
  Workweeks 
  Cost 
  Common 
  1 day 
  25 gp 
  Uncommon 
  1 weeks 
  100 gp 
  Rare 
  3 weeks 
  1000 gp 
  Very Rare 
  4 weeks 
  10,000 gp 
  Legendary 
  8 weeks 
  50,000 gp 
  
   
  3 
  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 alters 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. 
   
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  
  The Player’s Handbook applies a simple rule to determine 
  if something a character does counts as an attack: if you're 
  making an attack roll, you're making an attack. Likewise, 
  most attacks, including special attacks like grappling and 
  shoving, at least require the roll of a contested ability check. 
  Others, like the Arcane Archer’s Piercing Arrow and 
  Seeking Arrow abilities, don’t require attack rolls or ability 
  checks, but require saving throws from the affected targets. 
     Several of the ammunition types described in this guide 
  have the impact property, which means they are capable of 
  discharging their effect if they strike terrain. These items 
  can also target creatures or objects, but like a spellcaster 
  choosing a point in space to determine a spell's area of 
  effect, the shooter may simply wish to target a point on the 
  battlefield near viable targets, such as a wall behind an 
  enemy’s covered position. 
     When this occurs, the DM determines if an attack roll is 
  necessary, and if advantage or disadvantage applies due to 
  the circumstances under which the attack is being made. 
  Since penetrating armor is not necessary for an attack that 
  only needs to impact against a target, an AC of 10 is a good 
  base for attacks targeting inanimate terrain, such as trees 
  or specific points on the ground or walls. A reasonably-
  skilled ranged combatant targeting this AC will have little 
  trouble hitting their mark and the standard mechanics for 
  long range and disadvantage will naturally account for 
  more extreme shooting conditions. 
     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. 
   
  
  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 takes or replaces one of them. 
   
  
  Common, alchemical, impact, unwieldy 
  This ammunition features a glass reservoir of standard acid 
  of the sort commonly sold to adventurers. When loosed, the 
  bulb shatters on a hit or miss, releasing its contents. On a 
  hit against a creature or object, do not roll normal damage. 
  Instead, the target takes 2d6 acid damage. 
   
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  4 
  
  Rarity varies 
  This ammunition is crafted with scrolling silver inlay and 
  glows faintly with golden-white light when handled. 
      When loosed at a target of your choice that you can see, 
  the ammunition transforms into a bolt of light that streaks 
  in their direction. No attack roll is needed for a willing 
  creature; roll normally for an unwilling target. Do not roll 
  damage. The target feels a sense of radiating warmth from 
  the point of impact and regains hit points. The number of 
  hit points depends on the ammunition’s rarity, as shown in 
  the Ammunition of Aid table. 
  Ammunition of… 
  Rarity 
  HP Gained 
  Aid 
  Common 
  2d4+2 
  Greater Aid 
  Uncommon 
  4d4+4 
  Superior Aid 
  Rare 
  8d4+8 
  Supreme Aid 
  Very Rare 
  10d4+20 
   
  
  Common, alchemical, impact, unwieldy 
  This ammunition features a sealed clay sphere containing a 
  reservoir of alchemist’s fire.  When loosed, the bulb 
  shatters on a hit or miss and its contents ignite. On a hit 
  against a creature or object, do not roll normal damage. 
  Instead, the target takes 1d4 fire damage at the start of 
  each of its turns. A creature can end this damage by using 
  its action to make a DC 10 Dexterity check to extinguish 
  the flames.  
   
   
  Very rare, cursed 
  The surfaces of this ammunition are etched with the runes 
  of a barbarian tribal language. 
     You gain a +2 bonus to attack and damage rolls made 
  with this magic ammunition. When you loose it, the normal 
  and long ranges of the weapon use both increase by 30 feet, 
  and it deals one extra die of damage on a hit. 
     Cursed. Whenever you make a ranged attack using this 
  ammunition and miss, the ammunition arcs or flies to hit 
  you in the back. Make a new attack roll with advantage 
  against your own AC. If the result is a hit, you take damage 
  as if you had attacked yourself with the ammunition. 
   
   
  Rare, impact 
  You gain a +1 bonus to attack and damage rolls made using 
  this sparkling ammunition. Each creature within a 10-foot-
  radius sphere centered on the point of impact must succeed 
  on a DC 15 Wisdom saving throw or be subject to the effect 
  of a confusion spell. 
     At the end of each of its turns, an affected creature can 
  repeat the Wisdom saving throw to end the effect on itself. 
   
   
  Rare 
  This ammunition is wound with fine gold wire and gives off 
  a faint aura of abjuration magic.   
     A creature hit by this ammunition must succeed on a DC 
  15 Charisma saving throw or be banished to a harmless 
  location in the Feywild. While banished in this way, the 
  target’s speed is 0, and it is incapacitated. At the end of its 
  next turn, the target reappears in the space it vacated or in 
  the nearest unoccupied space if that space is occupied. 
   
   
  Very rare 
  This ammunition sprouts tiny purple flowers and gives off a 
  faint aura of enchantment magic.   
     A creature hit by this ammunition takes an extra 1d8 
  psychic damage, and you may choose one of your allies 
  within 30 feet of the target. The target must succeed on a 
  DC 16 Wisdom saving throw, or it is charmed by the 
  chosen ally until the start of your next turn. This effect ends 
  early if the chosen ally attacks the charmed target, deals 
  damage to it, or forces it to make a saving throw. 
   
  
  Common, alchemical, impact, unwieldy 
  This ammunition contains a charge of black powder which 
  detonates on impact. Do not roll normal damage for attacks 
  made against a creature or object. On a hit against a 
  creature, object, or terrain feature, a struck target and all 
  creatures within a certain distance of the point of impact 
  take fire damage. 
     A successful DC 12 Dexterity saving throw halves the 
  damage for a creature within the area of effect. A creature 
  struck directly by the ammunition automatically fails the 
  save. 
     The amount of damage and effective distance from the 
  point of impact depend on the class of Black Powder 
  Ammunition used: standard or boomstick. 
  Class 
  Damage 
  Range 
  Extra Property 
  Standard 
  2d6 
  10’ radius 
        —  
  Boomstick 
  4d6 
  20’ radius 
  heavy 
   
  
  Rare, impact 
  This ammunition has a sooty texture and smells faintly of 
  sulfur.  
     When this ammunition 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 4d6 
  fire 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. 
  
   
  5 
     The fire spreads around corners. It ignites flammable 
  objects in the area that aren't being worn or carried. 
   
  
  Uncommon, impact 
  This ammunition has a knotted, woody texture and smells 
  faintly of lamp oil.  
     When this ammunition is loosed, a magic bonfire erupts 
  from the point of impact and fills a 5-foot cube for 1d4 
  rounds. Any creature in the bonfire’s space must succeed 
  on a DC 13 Dexterity saving throw or take 1d8 fire damage. 
  A creature must also make the saving throw when it moves 
  into the bonfire’s space for the first time on a turn or ends 
  its turn there. A creature struck directly by the ammunition 
  automatically fails the save. 
   
   
  Rare 
  This ammunition crackles with stored arcane energy and 
  makes your skin tingle when handled.   
     When hit by a ranged attack using this ammunition, the 
  target suffers the attack’s normal effects and becomes 
  sheathed in booming energy until the start of your next 
  turn. If the target willingly moves before then, it 
  immediately takes 2d8 thunder damage, and the effect 
  ends. 
   
   
  Very rare 
  This ammunition always feels damp.   
     A creature hit by this ammunition is engulfed in a 5-foot 
  radius sphere of water and must succeed on a DC 16 
  Strength saving throw or be restrained. On a successful 
  save, the creature is ejected from that space to the nearest 
  unoccupied space of the creature’s choice outside the 
  sphere. A Huge or larger creature succeeds on the saving 
  throw automatically, and a Large or smaller creature can 
  choose to fail it. 
     The sphere lasts 1d4 rounds and at the end of each of its 
  turns, a restrained target can repeat the saving throw, 
  ending the effect on itself on a success. 
     When the effect ends, the sphere falls to the ground and 
  extinguishes all normal flames within 30 feet of it. A 
  creature restrained by the sphere is knocked prone in the 
  space where it falls. The water then vanishes. 
   
   
  Uncommon 
  This ammunition swells with kinetic energy. 
     A creature hit by this ammunition must succeed on a DC 
  14 Strength saving throw or be pushed 10’ in the opposite 
  direction from the angle of attack. 
   
  
  Uncommon 
  This ammunition bears the rough-hewn insignia of an order 
  of war domain clerics.  
     Burning radiance erupts from a creature hit by a ranged 
  attack using this ammunition. Each creature within 5 feet of 
  the target, including the target itself, takes 1d6 radiant 
  damage. 
   
  
  Rare 
  This ammunition gives off a faint aura of evocation magic 
  and hums with stored force energy.  
     When this ammunition hits a creature, each creature 
  within 10 feet of the target, including the target itself, takes 
  2d6 force damage. 
   
  
  Very rare 
  This ammunition shimmers and hums with raw, barely 
  contained magic.  
     A creature hit by this ammunition is engulfed in a wild 
  magic surge. Roll on the Sorcerer’ Wild Magic Surge table 
  in the Player’s Handbook and apply the effect to the target. 
  If the resulting effect cannot be applied to the target, repeat 
  the roll until an appropriate effect is produced. 
   
  
  Very rare 
  This ammunition is usually found in groups and bears 
  identical arcane markings.  
     Attacks made with chasers against a target that has 
  previously been hit a chaser from the same group have 
  advantage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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   
  Rare 
  You gain a +1 bonus to attack and damage rolls made using 
  this ammunition, which feels withered to the touch and 
  causes you to shiver when handled. 
     On a hit, the target is assailed with the chill of the grave 
  and takes an additional 1d8 necrotic damage. The chill 
  clings to the target and it can’t regain hit points until the 
  start of your next turn. 
     If you hit an undead target, it also has disadvantage on 
  attack rolls against you until the end of your next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  
  Very Rare or Legendary, impact 
  This ammunition has a greenish tinge and an ammoniac 
  scent.  
     When this ammunition is loosed, a poisonous, yellow-
  green fog expands from the point of impact and lasts for 
  1d4 rounds. Each creature that is within a certain radius 
  sphere centered on the point of impact, enters the area for 
  the first time on a turn, or starts its turn there must make a 
  Constitution saving throw. A target takes poison 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 on the turn in which the attack occurred. 
     The amount of damage, effective distance from the point 
  of impact, and the Save DC depend on the rarity of the 
  Cloudkiller used. 
  Rarity 
  Damage 
  Range 
  Save DC 
  Very Rare 
  3d8 
  10’ radius 
     15 
  Legendary 
  5d8 
  20’ radius 
     17 
   
   
   
   
   
  
  Rare 
  This ammunition has a metal sheen and is almost (but not 
  quite) too warm to handle.  
     A creature wearing metal armor, or composed of metal 
  (such as a metal construct) takes 2d8 fire damage when hit 
  by this ammunition. The affected metal surfaces glow red 
  hot for 1d4 rounds, and the creature has disadvantage on 
  attack rolls and ability checks until the effect ends. 
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  
  Rare 
  This ammunition is engraved with the Sylvan word for 
  “Lucky.”  
      When you make an attack roll using this ammunition and 
  miss, you can use a bonus action to reroll the attack roll 
  against a different target within 60 feet of the original 
  target. 
   
  
  Rare 
  This ammunition is usually crafted from silver and 
  inscribed with verses in Celestial.  
     When you hit a fiend or an undead with this ammunition, 
  that creature takes an extra 2d6 radiant damage. If the 
  target has 25 hit points or fewer after taking this damage, it 
  must succeed on a DC 15 Wisdom saving throw or be 
  destroyed. On a successful save, the creature becomes 
  frightened of you until the end of your next turn. 
   
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  7 
  
  Very Rare 
  This ammunition gives off a faint aura of enchantment 
  magic.  
     When you hit a creature with this ammunition, that 
  creature must succeed on a DC 15 Wisdom saving throw or 
  be charmed by you for 1d4 rounds. 
     While the creature is charmed, you have a telepathic link 
  with it as long as the two of you are on the same plane of 
  existence. You can use this telepathic link to issue 
  commands to the creature while you are conscious (no 
  action required), which it does its best to obey. You can 
  specify a simple and general course of action, such as 
  "Attack that creature," "Run over there," or "Fetch that 
  object." If the creature completes the order and doesn't 
  receive further direction from you, it defends and preserves 
  itself to the best of its ability. 
     You can use your action to take total and precise control 
  of the target. Until the end of your next turn, the creature 
  takes only the actions you choose, and doesn't do anything 
  that you don't allow it to do. During this time, you can also 
  cause the creature to use a reaction, but this requires you to 
  use your own reaction as well. 
     Each time the target takes damage, it makes a new 
  Wisdom saving throw against the effect. If the saving throw 
  succeeds, the effect ends. 
   
   
  Rare 
  This ammunition has been fashioned from the tooth of a 
  dragon. 
     You gain a +1 bonus to attack and damage rolls made 
  using this ammunition. A target hit by this ammunition 
  takes an extra 1d6 damage of a type that is determined by 
  the kind of a dragon which provided the tooth. 
     Against creatures of the dragon type, the ammunition’s 
  bonus to attack and damage rolls increases to +2, and the 
  extra damage increases to 2d6. 
  Dragon 
  Damage Type 
  Black 
  Acid 
  Blue 
  Lightning 
  Brass 
  Fire 
  Bronze 
  Lightning 
  Copper 
  Acid 
  Gold 
  Fire 
  Green 
  Poison 
  Red 
  Fire 
  Silver 
  Cold 
  White 
  Cold 
   
   
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   
  Rare 
  You gain a +1 bonus to attack and damage rolls made using 
  this ammunition, which gives you a twinge of nausea when 
  handled. 
     A creature hit by a ranged attack using this ammunition 
  takes an additional 2d6 necrotic damage. The creature 
  must succeed on a DC 14 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0. 
   
  
  Uncommon 
  Imbued with primal magic, this ammunition is etched with 
  tribal knotwork that glows a deep green when drawn and 
  loosed.  
     When rolling damage for attacks using this ammunition, 
  use a die of one size higher than normal. 
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  
  Uncommon, impact 
  Known as a “duster” in Cant, this ammunition has a dry, 
  crumbling texture.  
     On impact, this ammunition obliterates a cube of water 
  15 feet on a side, centered on the point of impact. 
     An elemental composed mostly of water that is hit by an 
  attack using this ammunition must make a DC 13 
  Constitution saving throw, taking 10d6 necrotic damage on 
  a failed save, or half as much damage on a successful one. 
   
  
  Uncommon, impact 
  This ammunition feels light and hollow.  
     When loosed, this ammunition emits a shrill, piercing 
  sound. Any creature struck by or within 5 feet of this 
  ammunition’s path of travel must make a DC 13 
  Constitution saving throw or be deafened for 1 minute. 
   
   
  Uncommon or Rare 
  This ammunition carries one of many possible elemental 
  enchantments. 
     You gain a +1 bonus to attack and damage rolls made 
  using this ammunition. On a hit with this ammunition, the 
  target takes an additional amount of elemental damage that 
  is determined by the rarity of the ammunition. 
     When found, roll 1d10 or choose from the below table to 
  determine the damage type. 
   
   
  
   
  8 
  Rarity 
  Damage 
  Uncommon 
  1d6 
  Rare 
  2d6 
   
  1d10 
  Damage Type 
  1 
  Acid 
  2 
  Cold 
  3 
  Fire 
  4 
  Force 
  5 
  Lightning 
  6 
  Necrotic 
  7 
  Poison 
  8 
  Psychic 
  9 
  Radiant 
  10 
  Thunder 
   
   
   
  Rare 
  This ammunition has a greenish hue and gives off an aura 
  of necromantic energy.   
     A creature hit by a ranged attack using this ammunition 
  takes an extra 2d6 necrotic damage. The target must also 
  succeed on a DC 16 Constitution saving throw, or the 
  damage dealt by its weapon attacks is halved until the start 
  of your next turn. 
   
   
  Very Rare 
  This ammunition has a shiny, greenish hue and gives off an 
  aura of necromantic energy. 
     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 17 
  Constitution saving throw or takes 3 levels of exhaustion 
  until the end of your next turn. If the creature already has 3 
  or more levels of exhaustion, it dies as a result of this effect. 
   
   
  Uncommon 
  This ammunition has a night-black, rainbow sheen. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 13 Wisdom saving throw or 
  becomes frightened of you until the start of your next turn. 
   
   
  Legendary 
  This ammunition was crafted by a powerful Archfey using 
  materials from the Feywild. 
     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 17 Wisdom 
  saving throw. 
     On a failed save, it is charmed or frightened by you (your 
  choice) for 1d4 rounds. This effect ends early if the creature 
  takes any damage. 
     Until this illusion ends, the creature thinks it is lost in a 
  misty realm, the appearance of which you choose. The 
  creature can see and hear only itself, you, and the illusion. 
   
  
  Common, alchemical, impact 
  Although a target struck by a ranged attack using this 
  alchemical ammunition still suffers the normal effects, its 
  primary use is for festive occasions and signaling purposes.  
     When this ammunition is loosed, a harmless display of 
  colored lights erupts from the point of impact (or when it 
  reaches a height of 150-300 feet), delighting children and 
  adults. 
   
   
  Common 
     Although a target struck by a ranged attack using this 
  ammunition still suffers the normal effects, its primary use 
  is for signaling, marking and illumination.  
     When this ammunition is loosed, it sheds bright light in a 
  20-foot radius and dim light for an additional 20 feet as it 
  flies toward its target. On a hit against a creature or object 
  no larger than 10 feet in any direction, this effect is 
  transferred to the target in the same manner as a light spell, 
  otherwise it remains on the spent ammunition itself. The 
  effect fades after 1 hour. 
   
   
  Common or uncommon, impact  
  Known as a “blinder” in Cant, this ammunition often 
  incorporates magnesium into its crafting. 
     When this ammunition is loosed, a burst of blinding white 
  light erupts from the point of impact. All creatures within 
  the effective range must succeed on Constitution saving 
  throw, or be blinded until the start of your next turn. 
     The effective distance from the point of impact and the 
  Save DC depend on the rarity of the flash ammunition used. 
  Rarity 
  Range 
  Save DC 
  Common 
  Target only 
     13 
  Uncommon 
  10’ radius 
     14 
   
   
  Uncommon, impact  
  Also known as “smogshot” or “pea-souper” in Cant, this 
  ammunition is a favorite among rogues and scouts, who use 
  it to lay ground cover for their various purposes. Tendrils of 
  
   
  9 
  mist emanate from its surfaces and trail behind it when 
  loosed. 
     This ammunition creates a 25-foot-radius sphere of fog 
  centered on the point of impact. The sphere spreads around 
  corners, and its area is heavily obscured. It lasts for 1d6+2 
  rounds or until a wind of moderate or greater speed (at 
  least 10 miles per hour) disperses it. 
   
   
  Rare 
  You gain a +1 bonus to attack and damage rolls made using 
  this ammunition, which numbs your fingers when handled. 
     A creature hit by this ammunition takes an additional 2d6 
  cold damage and must succeed on a DC 14 Strength saving 
  throw or becomes encased in magical ice for 1d4 rounds. A 
  creature frozen in this way is paralyzed. 
     At the end of each of its turns, and each time it takes 
  damage, a frozen creature can repeat the Strength saving 
  throw to break free and end the effect on itself. Dealing 10 
  bludgeoning damage to the ice (AC 10) also frees the 
  creature without harming it, ending the effect. 
   
   
  Rare 
  This ammunition stings bare fingers with cold when 
  handled.   
     A creature hit by a ranged attack using this ammunition 
  takes an extra 2d6 cold damage and is covered in numbing 
  frost. The target must also succeed on a DC 14 
  Constitution saving throw or has disadvantage on the next 
  weapon attack roll it makes before the end of its next turn. 
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   
  Uncommon 
  The striking surface of this ammunition is often fashioned 
  in the shape of a clenched fist or etched with a similar 
  image or rune. 
     On a hit against an object, do not roll normal damage. 
  This ammunition reduces wooden doors to splinters, 
  blasting stone or metal doors off of their hinges on impact. 
     On a hit against any other object which contains a 
  mundane or magical means that prevents access, this 
  ammunition imposes the effect of a knock spell on that 
  target. 
   
   
  Common 
  A small jingling is heard when this ammunition is shaken 
  or jostled, like the bells of a jester’s cap. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 13 Wisdom saving throw or 
  perceives everything as hilariously funny and falls into fits 
  of laughter for 1d4 rounds, suffering the effect of a hideous 
  laughter spell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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   
  Rare 
  This ammunition gives off an aura of conjuration magic and 
  smells faintly of moss. 
     A creature hit by a ranged attack using this ammunition is 
  wrapped in grasping, poisonous brambles. The creature 
  takes an extra 2d6 poison damage, its speed is reduced by 
  10 feet, and it takes 2d6 slashing damage the first time on 
  each turn it moves 1 foot or more without teleporting. 
     The target or any creature that can reach it can use its 
  action to remove the brambles with a successful DC 15 
  Strength (Athletics) check. Otherwise, the brambles last for 
  1 minute. 
   
   
  Rare 
  This ammunition flickers as though alight with faint green 
  flames.   
     When hit by a ranged attack using this ammunition, the 
  target suffers the attack’s normal effects and green fire 
  leaps from the target to a different creature of your choice 
  that you can see within 5 feet of it. The second creature 
  takes fire damage equal to your Dexterity modifier. 
   
   
  Very Rare 
  This ammunition is bound with strips of yellow magical 
  energy and feels somewhat heavier than normal. 
     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 17 Strength 
  saving throw or its flying speed (if any) is reduced to 0 feet 
  for 1d4 rounds. An airborne creature affected by this spell 
  safely descends at 60 feet per round until it reaches the 
  ground or the effect ends. 
   
   
  Uncommon 
  This ammunition is engraved with the words “Loose Me” in 
  Sylvan. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 13 Constitution saving throw or it 
  gains the “enlarge" effect of the enlarge/reduce spell for 
  1d4 rounds. 
   
   
  Rare 
  This ammunition is fashioned from precious metals and 
  transforms into a flashing, streaking bolt of light when 
  loosed.   
     A creature hit by a ranged attack using this ammunition 
  takes an extra 2d6 radiant damage, and the next attack roll 
  made against this target before the end of your next turn 
  has advantage, due to the mystical dim light glittering on 
  the target until then. 
   
   
  Very Rare 
  This well-crafted ammunition has an aura of transmutation 
  magic. 
     You gain a +2 to attack rolls and can make a ranged 
  attack as a bonus action when using this ammunition. 
   
  
  Very Rare, impact 
  This ammunition has a pleasant scent of aloe and mint. 
     When this ammunition is loosed, do not roll normal 
  damage. Instead, an aromatic mist expands from the point 
  of impact and lasts for 1d4 rounds. Each creature that is 
  within a 15-foot-radius sphere centered on the point of 
  impact, enters the area for the first time on a turn, or starts 
  its turn there regains 1d6+2 hit points. A creature struck 
  directly by this ammunition regains 1d6+4 hit points on the 
  turn in which the attack occurred and has very healthy, 
  youthful-looking skin. 
   
   
  Very Rare 
  This ammunition flares with a holy aura and golden-white 
  light when aimed.   
     You gain a +2 bonus to attack and damage rolls made 
  using this ammunition. When you hit a fiend or an undead 
  with a ranged attack using this ammunition, that creature 
  takes an extra 2d10 radiant damage. 
   
  
  Very Rare 
  This ammunition is decorated with designs like windy 
  spirals and gives off an aura of divination magic. 
     When this ammunition is loosed, do not make an attack 
  roll. Instead, choose one creature you have seen in the past 
  minute. The ammunition flies toward that creature, moving 
  around corners if necessary and ignoring three-quarters 
  cover and half cover. If the target is within the weapon’s 
  range and there is a path large enough for the ammunition 
  to travel to the target, the target must make a DC 16 
  Dexterity saving throw. If the target isn’t within range or if 
  there is no available path to it, the ammunition falls to the 
  ground, its magic spent and wasted. On a failed save, the 
  target takes damage as if it were hit by the ammunition, 
  plus an extra 2d6 force damage, and you learn the target’s 
  current location. On a successful save, the target takes half 
  as much damage, and you don’t learn its location. 
   
   
   
  
   
  11 
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  
  Rare 
  This ammunition makes no sound at all when loosed. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 15 Wisdom saving throw or 
  becomes mute for 1d4 rounds. Casting a spell that includes 
  a verbal component is impossible while under this effect. 
   
  
  Rare, impact 
  This ammunition gives off a faint aura of evocation magic 
  and hums with stored force energy.  
     When this ammunition hits a creature or terrain, it 
  explodes into shards of ice. Each creature within 5 feet of  
  the point of impact must succeed on a DC 13 Dexterity 
  saving throw or take 2d6 cold damage. 
   
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  
  Legendary, impact 
  This ammunition has a sooty texture and smells strongly of 
  sulfur.  
     When this ammunition is loosed, each creature in a 20-
  foot-radius sphere centered on the point of impact must 
  make a DC 15 Dexterity saving throw. A target takes 8d6 
  fire 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 fire spreads around corners. It ignites flammable 
  objects in the area that aren't being worn or carried. 
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   
  Uncommon 
  This ammunition makes annoying, tiny buzzing noises 
  when held close to the ear.   
  
   
  12 
     A cloud of mites, fleas, and other parasites appears 
  momentarily on a creature hit by a ranged attack using this 
  ammunition. The target must also succeed on a DC 14 
  Constitution saving throw or take an extra 1d6 poison 
  damage and moves 5 feet in a random direction if it can 
  move and its speed is at least 5 feet. Roll a d4 for the 
  direction: 1, north; 2, south; 3, east; or 4, west. This 
  movement doesn’t provoke opportunity attacks, and if the 
  direction rolled is blocked, the target doesn’t move. 
   
   
  Rare 
  This ammunition is a favorite of constables and bounty 
  hunters in hot pursuit of fleeing targets.   
     A creature or loose object hit by a ranged attack using this 
  ammunition rises 20 feet vertically and remains suspended 
  there for 1d4 rounds. A creature weighing over 500 pounds 
  is unaffected. 
     An unwilling target that succeeds on a DC 14 
  Constitution saving throw is unaffected. 
     An affected target can move only by pushing or pulling 
  against a fixed object or surface within reach (such as a 
  wall or a ceiling), which allows it to move as if it were 
  climbing. The target floats gently to the ground when the 
  effect ends. 
   
   
  Uncommon 
  You gain a +1 bonus to attack and damage rolls made using 
  this ammunition, which causes the hairs on your forearms 
  to stand up when handled and smells faintly of ozone. 
     When loosed, this ammunition transforms into a bolt of 
  lightning, forming a line 5 feet wide that extends out from 
  you to a target within 120 feet. Each creature in the line 
  excluding you and the target must make a DC 13 Dexterity 
  saving throw, taking 2d6 lightning damage on a failed save, 
  and half as much damage on a successful one. The 
  lightning bolt turns back into ammunition when it reaches 
  the target. Make a ranged weapon attack against the target. 
  On a hit, the target takes damage from the ammunition plus 
  2d6 lightning damage. 
   
   
  Uncommon, alchemical, impact  
  The striking surface of this ammunition is brightly dyed 
  with a single, solid color. 
     A creature or object no larger than 5 feet in any direction 
  that is struck by this ammunition is instantly turned the 
  same color as the striking surface for 1 hour. 
     A feature of terrain struck by this ammunition is marked 
  5-foot-radius circle the same color as the striking surface. 
  After one hour, the color marking the terrain dissolves in 
  normal water or rainfall. 
   
   
  Very Rare 
  This ammunition is etched with serpentine designs. 
     You gain a +1 bonus to attack and damage rolls made 
  using this ammunition. A creature hit by a ranged attack 
  with this ammunition must make a DC 15 Constitution 
  saving throw in addition to suffering the attack’s normal 
  effects. On a failed save, the creature is restrained and must 
  make another Constitution saving throw at the end of each 
  of its turns. If it successfully saves against this effect three 
  times, the effect ends. If it fails its saves three times, it is 
  turned to stone and subjected to the petrified condition for 
  1 hour. 
   
   
  Common, impact 
  This ammunition is capable of storing a message 
  whispered to it before it is loosed. 
     The message is heard by all creatures within 20 feet the 
  first time a creature comes within 10 feet of the point of 
  impact. 
   
  
  Rare or Very Rare 
  This ammunition has a strong aura of enchantment magic. 
     A creature hit by a ranged attack with this ammunition 
  must make a Wisdom saving throw in addition to suffering 
  the attack’s normal effects. A creature that fails the saving 
  throw suffers the effect of a dominate beast, a dominate 
  person (humanoid), or a dominate monster spell (see the 
  table below). The effect lasts for 1 hour, with no 
  concentration required on your part. The charmed creature 
  has disadvantage on new saving throws to break the effect 
  during this time. 
     The rarity of the ammunition and the Save DC depend on 
  the type of the ammunition used. 
  Ammunition of 
  Rarity 
  Save DC 
  Beast Control 
  Rare 
     15 
  Humanoid 
  Rare 
     17 
  Monster 
  Very Rare 
     17 
   
   
  Legendary 
  This ammunition blasts the mind of a creature, attempting 
  to shatter its intellect and personality 
     You gain a +2 bonus to attack and damage rolls made 
  using this ammunition. A creature hit by a ranged attack 
  with this ammunition suffers 3d6 psychic damage and must 
  make a DC 18 Intelligence saving throw in addition to 
  suffering the attack’s normal effects. 
     On a failed save, the creature's Intelligence and Charisma 
  scores become 1. The creature can't cast spells, activate 
  
   
  13 
  magic items, understand language, or communicate in any 
  intelligible way. The creature can, however, identify its 
  friends, follow them, and even protect them. 
     The effect lasts 1d4 rounds.  At the end of every round, 
  the creature can repeat its saving throw against this effect. 
  If it succeeds on its saving throw, the effect ends. 
   
   
  Rare 
  This ammunition has a silver striking service and sparkles 
  with a silvery, pale light.   
     You gain a +1 bonus to attack and damage rolls made 
  using this ammunition. A creature struck by a ranged attack 
  made with this ammunition is engulfed in ghostly flames 
  that cause searing pain, and it must make a DC 15 
  Constitution saving throw. It takes 2d10 radiant damage on 
  a failed save, or half as much damage on a successful one. 
     A shapechanger makes its saving throw with 
  disadvantage. If it fails, it also instantly reverts to its 
  original form and can't assume a different form for 1d6 
  rounds. 
   
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   
  Uncommon, impact  
  Also known as a “blackout” in Cant, this ammunition is a 
  favorite among rogues and scouts, who use it to lay ground 
  cover for their various purposes. 
     This ammunition creates a 15-foot-radius sphere of 
  magical darkness centered on the point of impact for 1d4 
  rounds. The sphere spreads around corners. A creature 
  with darkvision can't see through this darkness, and 
  nonmagical light can't illuminate it. 
     If the point of impact is a creature or object, the darkness 
  emanates from the target and moves with it. Completely 
  covering the point of impact with an opaque object, such as 
  a bowl or a helm, blocks the darkness. 
     If any of the darkness’ area overlaps with an area of light 
  created by a spell of 2nd level or lower, the spell that 
  created the light is dispelled. 
   
   
  Rare 
  This ammunition gives off an aura of illusion magic. 
     A creature hit by a ranged attack using this ammunition 
  must make a DC 14 Intelligence saving throw. On a failed 
  save, the creature perceives a phantasmal creature no 
  larger than a 10-foot cube and which is perceivable only to 
  the target for 1d4 rounds. This ammunition has no effect on 
  undead or constructs beyond the normal affect.  
     An affected target is so convinced of the phantasm’s 
  reality that it can even take damage from the illusion. The 
  phantasm attacks the 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. 
   
  
  Rare 
  This ammunition has a strong aura of transmutation magic 
  and seems slightly transparent. 
     When this ammunition is loosed, do not roll normal 
  damage. Instead, the ammunition flies forward in a line, 
  which is 1 foot wide and 30 feet long, before disappearing. 
  The arrow passes harmlessly through objects, ignoring 
  cover. Each creature in that line must make a DC 15 
  Dexterity saving throw. On a failed save, a creature takes 
  damage as if it were hit by the arrow, plus an extra 1d6 
  piercing damage. On a successful save, a target takes half 
  as much damage. 
   
   
  Uncommon 
  This ammunition has a green, leafy texture and trails a 
  shower of sparkling dust. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 13 Wisdom saving throw or suffers 
  the effect of a confusion spell for 1d4 rounds. At the end of 
  
   
  14 
  each of its turns, an affected creature can make a Wisdom 
  saving throw. If it succeeds, this effect ends for that 
  creature. 
   
  
  Legendary, impact 
  Also known as a “boneshaker,” this ammunition rattles the 
  ground with a shockwave on impact.  
     When this ammunition is loosed, each creature on the 
  ground in a 30-foot-radius of the point of impact must make 
  a DC 15 Constitution saving throw or become stunned for 1 
  minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. A 
  creature struck directly by this ammunition automatically 
  fails the initial save. 
   
   
  Rare 
  This ammunition is a favorite of rogues and bounty hunters.   
        A creature or loose object hit by a ranged attack using 
  this ammunition becomes grappled for 1 minute and is 
  pulled 10 feet toward the shooter’s position. A target 
  weighing over 500 pounds or unwilling target that succeeds 
  on a DC 14 Strength saving throw is unaffected. 
        At beginning of each of its turns, the creature can repeat 
  the saving throw against this effect. If it succeeds on its 
  saving throw, the effect ends. Otherwise, the creature 
  remains grappled and is pulled an additional 10 feet toward 
  the shooter’s current position. 
   
   
  Rare, impact  
  Also known as “knightsbane” in Cant, the metallic surfaces 
  of this ammunition are coated in a crumbly, reddish-brown 
  material that stains fingers. 
     You gain a +1 bonus to attack and damage rolls made 
  against constructs that are composed mostly of metal, such 
  as an iron golem, when using this ammunition. Such a 
  target takes an extra 2d6 force damage when struck by this 
  ammunition. 
     If a nonmagical metal object hit by a ranged attack using 
  this ammunition isn't being worn or carried, the 
  ammunition destroys a 1-cube foot of it. The same effect 
  occurs at the point of impact with a feature of terrain that is 
  composed of nonmagical metal. 
     If a creature hit by a ranged attack using this ammunition 
  is wearing nonmagical metal armor or has a nonmagical 
  metal shield equipped, one of those items (shooter’s choice) 
  takes a permanent and cumulative −1 penalty to the AC it 
  offers. Armor reduced to an AC of 10 or a shield that drops 
  to a +0 bonus is destroyed. 
   
   
   
   
  Rare 
  This ammunition has an extremely dark color and trails 
  wisps of shadow. 
     A creature hit by a ranged attack using this ammunition 
  takes an additional 1d6 necrotic damage and its Strength 
  score is reduced by 1d4. The target dies if this reduces its 
  Strength to 0. Otherwise, the reduction lasts until the target 
  finishes a short or long rest. 
   
   
  Rare 
  Dark illusion magic is woven into the core of this 
  ammunition. 
     A creature hit by a ranged attack using this ammunition 
  takes an extra 2d6 psychic damage, and it must succeed on 
  a DC 15 Wisdom saving throw or be unable to see anything 
  farther than 5 feet away until the start of your next turn. 
   
   
  Uncommon 
  This ammunition crackles with small, visible arcs of 
  lightning.   
     You have advantage on ranged attacks using this 
  ammunition if the target is wearing armor made of metal. 
  When hit by a ranged attack using this ammunition, the 
  target takes an additional 1d8 lightning damage, and it 
  can't take reactions until the start of its next turn. 
   
   
  Uncommon 
  This ammunition is engraved with the words “Loose Me” in 
  Dwarven. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 13 Constitution saving throw or it 
  gains the “reduce" effect of the enlarge/reduce spell for 1d4 
  rounds. 
   
   
  Rare, impact  
  Also known as “magebane ammunition” in Cant, this 
  ammunition makes no sound at all when loosed. 
     This ammunition creates a 20-foot-radius sphere centered 
  on the point of impact in which no sound can be created 
  within or pass through for 1d4 rounds. Any creature or 
  object entirely inside the sphere is immune to thunder 
  damage, and creatures are deafened while entirely inside it. 
  Casting a spell there that includes a verbal component is 
  impossible. 
   
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  15 
   
  Rare 
  Also known as a “snoozer” in Cant, this ammunition chirps 
  like a cricket when loosed.   
     A target with 40 hit points or fewer that is hit by a ranged 
  attack using this ammunition falls unconscious falls 
  unconscious for 1d4 rounds. The effect ends if the sleeper 
  takes damage or someone uses an action to shake or slap 
  the sleeper awake. Undead and creatures immune to being 
  charmed aren't affected. 
   
   
  Uncommon, alchemical, impact  
  This ammunition has an oily texture and is a favorite 
  among rogues, who use it to evade capture when on the 
  run. 
     This ammunition covers the ground with a 10-foot square 
  of oil centered on the point of impact. The square spreads 
  around corners, duplicating the effect of the grease spell in 
  that area for 8 hours. 
   
   
  Uncommon 
  This ammunition has an aura of transmutation magic and 
  can somehow be easily tracked visually while in flight. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 14 Wisdom saving throw or become 
  slowed for 1d4 rounds. 
     An affected target's speed is halved, it takes a −2 penalty 
  to AC and Dexterity saving throws, and it can't use 
  reactions. On its turn, it can use either an action or a bonus 
  action, not both. Regardless of the creature's abilities or 
  magic items, it can't make more than one melee or ranged 
  attack during its turn. 
     If the creature attempts to cast a spell with a casting time 
  of 1 action, roll a d20. On an 11 or higher, the spell doesn't 
  take effect until the creature's next turn, and the creature 
  must use its action on that turn to complete the spell. If it 
  can't, the spell is wasted. 
     A slowed creature makes another Wisdom saving throw 
  at the end of each of its turns. On a successful save, the 
  effect ends for it. 
   
   
  Rare 
  This ammunition is fashioned from precious metals 
  engraved with holy symbols. 
     You gain a +1 bonus to attack and damage rolls made 
  using this ammunition. A creature hit by a ranged attack 
  using this ammunition takes an additional 2d8 radiant 
  damage. The damage increases by 1d8 if the target is an 
  undead or a fiend. 
   
   
  Uncommon, alchemical, impact  
  Alchemists make a tidy profit selling this ammunition to 
  rogues and scouts, who use it to lay ground cover for their 
  various purposes. 
     This ammunition creates a 15-foot-radius sphere of 
  smoke centered on the point of impact. The sphere spreads 
  around corners, and its area is heavily obscured. It lasts for 
  1d4+1 rounds or until a wind of moderate or greater speed 
  (at least 10 miles per hour) disperses it. 
   
   
  Uncommon, alchemical, unwieldy 
  The striking surface of this ammunition, which is a favorite 
  of rogues and bounty hunters, is a mass of sticky, glue-like 
  material. Some varieties come with a lightweight but very 
  durable rope or chain affixed.   
        When this ammunition is loosed, do not roll normal 
  damage. Instead, this ammunition becomes affixed with an 
  unbreakable adhesive bond to any creature, loose object or 
  terrain feature hit by a ranged attack using this ammunition 
  for 1 hour. Once it has done so, the bond it creates can be 
  broken only by the application of universal solvent or oil of 
  etherealness, or with a wish spell. 
   
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  16 
  
  Rarity varies, impact 
  This ammunition is crafted from rare, exotic materials and 
  stores a single spell cast into it, holding it until the 
  ammunition is loosed. It radiates an aura of magic of the 
  kind associated with the type of spell it contains. 
     Upon impact with a creature, object or feature of terrain, 
  this ammunition discharges the effect of the spell it 
  contains. The spell effect is always discharged as if the spell 
  was cast at the lowest possible level. 
     If the spell contained has a range of touch, self, or 
  requires the caster to select one or more targets, the effect 
  is discharged on a single target that is hit by a ranged attack 
  using the ammunition. If the spell contained has an area of 
  effect and does not require the caster to select one or more 
  targets, the area of effect is centered on the point of impact, 
  which may also be a creature or object. 
     The spell level range the ammunition is capable of 
  storing, rarity, and save DC for the spell effect depend on 
  the class of spellbinder ammunition used. Any creature can 
  cast a spell into the ammunition by touching the 
  ammunition as the spell is cast. The spell has no effect, 
  other than to be stored in the ammunition. If the 
  ammunition can't hold the spell, the spell is expended 
  without effect. 
  Class 
  Spell Level 
  Rarity 
  Save DC 
  Cantrip 
  Cantrip 
  Uncommon 
  13 
  Minor 
  1-3 
  Rare 
  14 
  Major 
  4-6 
  Very Rare 
  16 
  Arcanus Maximus 
  7-9 
  Legendary 
  18 
  
   
  Uncommon 
  This ammunition is etched with serpentine designs. 
     You gain a +1 bonus to attack and damage rolls made 
  using this ammunition. A creature hit by a ranged attack 
  using this ammunition has disadvantage on concentration 
  checks until the end of your next turn. 
   
  
  Common, alchemical, impact 
  This ammunition features a blue crystalline reservoir of 
  elemental water. When loosed, the crystal shatters on a hit 
  or miss, releasing its contents. On impact with a fire source, 
  this ammunition instantly douses up to a 5-foot cube of 
  nonmagical fire. 
        You gain a +1 bonus to attack and damage rolls made 
  using this ammunition against elementals that are 
  composed mostly of fire. Such a target takes an extra 2d6 
  force damage when struck by this ammunition. 
   
  
   
  Uncommon, alchemical, impact  
  Alchemists make a tidy profit selling this ammunition to 
  rogues, practical jokers, and anyone who wishes to clear 
  out a crowded space. It is usually stored wrapped in 
  perfumed cloth to contain its sulfurous odor. 
     This ammunition creates a 10-foot-radius sphere of 
  invisible, nauseating gas centered on the point of impact. 
  The sphere spreads around corners, and its area is heavily 
  obscured. 
     Each creature that is completely within the cloud at the 
  start of its turn must make a DC 13 Constitution saving 
  throw. On a failed save, the creature spends its action that 
  turn retching and reeling. Creatures that don’t need to 
  breathe or are immune to poison automatically succeed on 
  this saving throw. 
     The sphere lasts for 1d4+1 rounds or until a wind of 
  moderate or greater speed (at least 10 miles per hour) 
  disperses it. 
   
   
  Uncommon, alchemical 
  Wisps of yellow, sulfurous vapor emanate from the striking 
  surface of this ammunition. 
     A creature or object no larger than 5 feet in any direction 
  that is struck by this ammunition is instantly infused with a 
  noxious, nauseating odor. At the start of its next turn an 
  affected creature must make a DC 13 Constitution saving 
  throw. On a failed save, the creature spends its action that 
  turn retching and reeling. Creatures that don’t need to 
  breathe or are immune to poison automatically succeed on 
  this saving throw. 
     The stench lasts for 1 hour, and Survival checks relying 
  on scent to track or locate affected target during that time 
  are made with advantage. Charisma checks made by an 
  affected creature during that time are made with 
  disadvantage. 
   
   
  Uncommon 
  This ammunition is carved from griffon bone and etched 
  with the symbol of elemental air. 
     A creature hit by a ranged attack using this ammunition 
  takes an additional 3d4 thunder damage and must succeed 
  on a DC 13 Constitution saving throw or be stunned until 
  the end of its next turn. 
   
  
  Uncommon, alchemical, impact, unwieldy 
  This ammunition features a container of writhing, sticky 
  black tar.  
     When this ammunition is loosed, a mass of sticky goo 
  erupts from the point of impact, filling the area in a 5-foot 
  radius. The affected area becomes difficult terrain for 1 
  
   
  17 
  minute. Any creature starting its turn on the ground in that 
  area has its speed halved for that turn. 
     A creature hit by ranged attack using this ammunition 
  must make a DC 13 Strength saving throw or be restrained. 
  A creature restrained in this manner can use its action to 
  make a DC 10 Strength check to free itself. 
   
   
  Rare 
  This ammunition features deathshead engravings with 
  glowing eyes. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 15 Wisdom saving throw or become 
  frightened of you for 1 minute. While it is frightened in this 
  way, a creature must spend its turns trying to move as far 
  away from you as it can, and it can't willingly move to a 
  space within 30 feet of you. It also can't take reactions. For 
  its action, it can use only the Dash action or try to escape 
  from an effect that prevents it from moving. If it has 
  nowhere it can move, the creature can use the Dodge 
  action. At the end of each of its turns, a creature can repeat 
  the saving throw, ending the effect on itself on a success. 
   
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  
  Uncommon 
  This ammunition is bound with thin twining vines.   
     In addition to the normal effect of the attack, a target hit 
  by a ranged attack using this ammunition and each 
  creature within 5 feet of it must make a DC 14 Dexterity 
  saving throw. A creature takes 1d10 piercing damage on a 
  failed save, or half as much damage on a successful one. 
   
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  18 
   
  Uncommon 
  This ammunition is carved from griffon bone. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 13 Constitution saving throw or be 
  stunned for 1d4 rounds.  At the end of each of its turns, a 
  creature can repeat the saving throw, ending the effect on 
  itself on a success. 
   
   
  Uncommon, alchemical, impact  
  The striking surface of this ammunition is a stone or 
  crystalline shard. 
     When this ammunition is loosed, a blast of concussive 
  energy erupts from the point of impact as the shard 
  shatters. All creatures within 10 feet of the point of impact 
  must succeed on a DC 13 Constitution saving throw, or 
  suffer one of the following effects, depending on the type 
  used: 
     Stone: a creature who fails the saving throw is deafened 
  and stunned until the end of their next turn. 
     Crystalline: a creature who fails the saving throw is 
  knocked prone and pushed 10 feet from the point of impact. 
   
   
  Rare 
  This ammunition features a visible seam down its axis of 
  symmetry. 
     When loosed, this ammunition splits in flight, allowing 
  you to make an additional attack role against a different 
  target of your choice within 60 feet of the original target. 
   
   
  Very Rare 
  This ammunition is carved from polished bone. 
     You gain a +1 bonus to attack rolls made using this 
  ammunition. A creature hit by a ranged attack using this 
  ammunition takes 3d6 necrotic damage and you regain hit 
  points equal to half the amount of necrotic damage dealt. 
   
   
  Uncommon 
  This ammunition is etched with mystical glyphs. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 14 Wisdom saving throw or become 
  blocked by mystical wards for 1 minute. While subject to 
  this effect, a creature can't willingly move to a space within 
  30 feet of you. At the end of each of its turns, a creature can 
  repeat the saving throw, ending the effect on itself on a 
  success. 
   
  
   
  Legendary, impact  
  Also known as a “magehammer” in Cant, this ammunition 
  is a favorite among bounty hunters, who use it to bring 
  down powerful mages. 
     This ammunition creates a 10-foot-radius invisible sphere 
  of antimagic centered on the point of impact for 1d4 
  rounds. 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. 
   
  
  Common, alchemical 
  This ammunition feels light and hollow and is used 
  primarily for signaling purposes by scouts and rangers.  
     When loosed, this ammunition emits a shrill, piercing 
  sound the entire time it is in flight that can be heard for 120 
  feet from any point along its path of travel. 
   
  
  Very Rare, impact 
  This ammunition is engraved with the symbol for elemental 
  air.  
     When this ammunition is loosed, a 10 foot wide, 15 foot 
  high, and 1 foot thick wall of strong wind is created at the 
  point of impact, facing a direction of the shooter’s choice.   
     When the wall appears, each creature within its area 
  must make a DC 16 Strength saving throw. A creature 
  takes 3d6 bludgeoning damage on a failed save, or half as 
  much damage on a successful one. 
     The strong wind keeps fog, smoke, and other gases at 
  bay. Small or smaller flying creatures or objects can't pass 
  through the wall. Loose, lightweight materials brought into 
  the wall fly upward. Arrows, bolts, and other ordinary 
  projectiles launched at targets behind the wall are deflected 
  upward and automatically miss. (Boulders hurled by giants 
  or siege engines, and similar projectiles, are unaffected.) 
  Creatures in gaseous form can't pass through it. 
   
   
  Rare 
  Transmutation magic is woven into the core of this 
  ammunition. 
     A creature hit by a ranged attack using this ammunition 
  must succeed on a DC 15 Constitution saving throw or be 
  forced into a gaseous form for 1d4 rounds, appearing as 
  wisps of cloud. While in this cloud form, a creature has 
  resistance to damage from nonmagical weapons. The only 
  action a creature can take in this form is the Dash action. 
     At the end of each of its turns, a creature can repeat the 
  saving throw, ending the effect on itself on a success. 
   
  
   
  19 
   
  Rare 
  Also known as a “bleeder” in Cant, this ammunition 
  prevents healing. Hit points lost to this ammunition's 
  damage can be regained only through a short or long rest, 
  rather than by regeneration, magic, or any other means. 
     A creature hit by a ranged attack using this ammunition is 
  wounded. At the start of each of the wounded creature's 
  turns, it takes 1d4 necrotic damage for each time it has 
  been struck by ammunition of wounding. It can then make a 
  DC 15 Constitution saving throw, ending the effect of all 
  such wounds on itself on a success. The wounded creature, 
  or a creature within 5 feet of it, can also use an action to 
  make a DC 15 Wisdom (Medicine) check, ending the effect 
  on a success. 
   
  
  Common 
  This ammunition is also known as a “breezer” in Cant. 
     When loosed, this ammunition creates a gust of wind in a 
  10-foot-radius sphere for 1 round. The gust disperses gas or 
  vapor, and it extinguishes candles, torches, and similar 
  unprotected flames in the area. It causes protected flames, 
  such as those of lanterns, to dance wildly and has a 50 
  percent chance to extinguish them. 
   
  
  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 
  Acid Bulb 
  3d6 
  28 gp 
  alchemical 
  common 
  Aid (Common), Ammunition of 
  2d6 
  50 gp 
   
  common 
  Aid (Greater), Ammunition of 
  1d6 
  200 gp 
   
  uncommon 
  Aid (Superior), Ammunition of 
  1d4 
  2000 gp 
   
  rare 
  Aid (Supreme), Ammunition of 
  1d2 
  20,000 gp 
   
  very rare 
  Alchemist's Firestarter 
  3d6 
  28 gp 
  alchemical, unwieldy 
  common 
  Backbiter Ammunition 
  1d6 
  7,500 gp 
  cursed 
  very rare 
  Baffleshot 
  1d3 
  8,000 gp 
   
  rare 
  Banishing, Ammunition of 
  1d2 
  9,000 gp 
   
  rare 
  Beguiling 
  1d2 
  22,000 gp 
   
  very rare 
  Black Powder (Standard)  
  2d4+2 
  35 gp 
  alchemical, unwieldy  
  common 
  Black Powder (Boomstick)  
  1d6 
  50 gp 
  alchemical, unwieldy 
  common 
  Blast Ammunition 
  1d4+1 
  6,000 gp 
   
  rare 
  Bonfire Ammunition 
  1d8 
  325 gp 
  impact 
  uncommon 
  Booming Ammunition 
  1d8 
  6,200 gp 
   
  rare 
  Bubbleshot 
  1d3 
  17,500 gp 
   
  very rare 
  Bumpershot 
  3d4 
  25 gp 
   
  uncommon 
  Burning Radiance, Ammunition 0f   
  2d4 
  34 gp 
   
  uncommon 
  Bursting Ammunition 
  1d5 
  5,600 gp 
   
  rare 
  Chaostide Ammunition 
  1d6 
  12,000 gp 
   
  very rare 
  Chaser 
  2d4+2 
  10,000 gp 
   
  very rare 
  Chilling, Ammunition of 
  2d6 
  7,200 gp 
   
  rare 
  Cloudkiller (10’) 
  1d2 
  20,000 gp 
  impact 
  very rare 
  Cloudkiller (20’) 
  1 
  87,500 gp 
  impact 
  legendary 
  Cooker Ammunition 
  2d6 
  4,500 gp 
   
  rare 
  Curving 
  1d6+2 
  5,000 gp 
   
  rare 
  Disruption, Ammunition of  
  1d8 
  7,000 gp 
   
  rare 
  Domination, Ammunition of  
  1d5 
  17,800 gp 
   
  very rare 
  
   
  20 
  Dragontooth Ammunition 
  3d4 
  6,750 gp 
   
  rare 
  Draining Ammunition 
  1d6+2 
  7,200 gp 
   
  rare 
  Druidthorn Ammunition 
  3d4+2 
  150 gp 
   
  uncommon 
  Drying, Ammunition of 
  1d6 
  200 gp 
   
  uncommon 
  Earsplitter 
  1d8 
  200 gp 
   
  uncommon 
  Elemental Ammunition (1d6) 
  2d4+1 
  400 gp 
   
  uncommon 
  Elemental Ammunition (2d6) 
  1d4+2 
  4000 gp 
   
  rare 
  Enfeeblement, Ammunition of 
  1d5 
  7,000 gp 
   
  rare 
  Exhaustion 
  1d4 
  20,000 gp 
   
  very rare 
  Fear, Ammunition of  
  1d6+2 
  400 gp 
   
  uncommon 
  Feythorn Ammunition 
  1d3 
  18,000 gp 
   
  legendary 
  Firecracker 
  4d4+4 
  15 gp 
  alchemical 
  common 
  Firefly 
  3d4+2 
  20 gp 
   
  common 
  Flash (single target) 
  1d6+2 
  40 gp 
  alchemical 
  common  
  Flash (10’) 
  1d6 
  170 gp 
  alchemical 
  uncommon 
  Fog Ammunition 
  2d6 
  185 gp 
  impact 
  uncommon 
  Freezing, Ammunition of  
  1d8 
  7,000 gp 
   
  rare 
  Frost Ammunition 
  2d4 
  6,300 gp 
   
  rare 
  Gatecrasher 
  2d4 
  225 gp 
   
  uncommon 
  Giggler 
  1d4+2 
  300 gp 
   
  common 
  Grasping Ammunition 
  1d6+2 
  8,000 gp 
   
  rare 
  Green Flame 
  1d8+2 
  5,500 gp 
   
  rare 
  Grounding, Ammunition of  
  1d3 
  20,000 gp 
   
  very rare 
  Growth 
  1d4 
  115 gp 
   
  uncommon 
  Guiding 
  2d4+2 
  6,000 gp 
   
  rare 
  Hasted Ammunition 
  1d6 
  17,500 gp 
   
  very rare 
  Healing Mist 
  2d4 
  16,000 gp 
  impact 
  very rare 
  Holy Ammunition 
  2d4 
  18,000 gp 
   
  very rare 
  Hunter-killer 
  1d6 
  22,000 gp 
   
  very rare 
  Hushing Ammunition 
  1d4+1 
  9,000 gp 
   
  rare 
  Icicle 
  1d6+2 
  5,500 gp 
  impact 
  rare 
  Inferno Ammunition 
  1 
  100,000 gp 
   
  legendary 
  Infestation, Ammunition of  
  1d8+2 
  90 gp 
   
  uncommon 
  Lifting, Ammunition of  
  2d4 
  7,000 gp 
   
  rare 
  Lightning Ammunition 
  1d4 
  800 gp 
   
  uncommon 
  Marking 
  5d4 
  80 gp 
   
  common 
  Medusa's Fang 
  1d2 
  30,000 gp 
   
  very rare 
  Messenger 
  5d4 
  25 gp 
   
  common 
  Mind Control (Beast), Ammunition of 
  1d10 
  6000 gp 
   
  rare 
  Mind Control (Humanoid), Ammunition of 
  1d8 
  8,000 gp 
   
  rare 
  Mind Control (Monster), Ammunition of 
  1d4 
  17,000 gp 
   
  very rare 
  Mindshatter Ammunition 
  1 
  120,000 gp 
   
  legendary 
  Moon Ammunition 
  1d6 
  7,700 gp 
   
  rare 
  Nightbringer Ammunition 
  2d4 
  200 gp 
  impact 
  uncommon 
  Phantasmal Delusion, Ammunition of 
  1d4 
  7,300 gp 
   
  rare 
  Piercing, Ammunition of 
  1d4+1 
  5,500 gp 
   
  rare 
  Pixieduster 
  1d6+2 
  180 gp 
   
  uncommon 
  Quakeshot (Boneshaker) 
  1d3 
  88,000 gp 
  impact 
  legendary 
  Retrieving, Ammunition of  
  2d4 
  4,500 gp 
   
  rare 
  Rusting, Ammunition of 
  1d6 
  5,500 gp 
  impact 
  rare 
  Sapper 
  1d4 
  8,000 gp 
   
  rare 
  Shadow 
  1d6 
  7,000 gp 
   
  rare 
  Shock Ammunition 
  2d4 
  200 gp 
   
  uncommon 
  Shrinking Ammunition 
  1d8 
  200 gp 
   
  uncommon 
  Silencer 
  1d3 
  8,000 gp 
  impact 
  rare 
  Slicker 
  3d4 
  85 gp 
  alchemical, impact 
  uncommon 
  Sleep Ammunition 
  1d4+1 
  6,600 gp 
   
  rare 
  
   
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  Slowing, Ammunition of  
  1d4+2 
  175 gp 
   
  uncommon 
  Smiting 
  2d4+2 
  5,500 gp 
   
  rare 
  Smokeshot 
  2d4+2 
  150 gp 
  alchemical, impact 
  uncommon 
  Sovereign Stickler 
  2d4+2 
  150 gp 
  alchemical, unwieldy 
  uncommon 
  Spellbound Ammunition (Cantrip) 
  1d8 
  175 gp 
  impact 
  uncommon 
  Spellbound Ammunition (Minor) 
  1d4+1 
  5,500 gp 
  impact 
  rare 
  Spellbound Ammunition (Major) 
  1d3 
  20,000 gp 
  impact 
  very rare 
  Spellbound Ammunition (Arcanus Maximus) 
  1d2 
  90,000 gp 
  Impact 
  legendary 
  Spellbreaker 
  1d5 
  180 gp 
   
  uncommon 
  Splashshot 
  2d8 
  20 gp 
  alchemical, impact 
  common 
  Stickysparkler 
  2d6 
  100 gp 
  alchemical, impact, unwieldy 
  uncommon 
  Stinker 
  2d6 
  60 gp 
  alchemical, impact 
  uncommon 
  Stinktagger 
  1d12 
  80 gp 
  alchemical 
  uncommon 
  Storm Ammunition 
  2d4 
  300 gp 
   
  uncommon 
  Tanglefoot Ammunition 
  2d4 
  120 gp 
  alchemical, impact, unwieldy 
  uncommon 
  Terror, Ammunition of  
  1d6 
  6,000 gp 
   
  rare 
  Thornshot 
  2d8 
  200 gp 
   
  uncommon 
  Thumper 
  4d4 
  40 gp 
   
  common 
  Thunderstone (stone) 
  3d4 
  175 gp 
  alchemical, impact 
  uncommon 
  Thunderstone (crystalline) 
  2d4+1 
  200 gp 
  alchemical, impact 
  uncommon 
  Twinshot 
  1d8 
  5,500 gp 
   
  rare 
  Vampiric Ammunition 
  1d5 
  19,500 gp 
   
  very rare 
  Warding, Ammunition of 
  3d4 
  150 gp 
   
  uncommon 
  Weavebreaker 
  1 
  115,000 gp 
  impact 
  legendary 
  Whistler 
  5d4 
  15 gp 
  alchemical 
  common 
  Windfeather 
  1d6 
  18,000 gp 
   
  very rare 
  Wisper 
  1d8 
  5,800 gp 
   
  rare 
  Wounding, Ammunition of  
  1d4+2 
  7,400 gp 
   
  rare 
  Zephyr Ammunition 
  2d4+2 
  25 gp 
  impact 
  common 
  
   
  22 
   
   
  Also by Thieves' Cant Games: 
   
   
   
   
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  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, 
  Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of 
  the Coast product names, and their respective logos are trademarks of 
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  This work contains material that is copyright Wizards of the Coast and/or 
  other authors. Such material is used with permission under the Community 
  Content Agreement for Dungeon Masters Guild.* 
   
  All other original material in this work is copyright 2019 by Evan Jackson and 
  Thieves' Cant Games and published under the Community Content Agreement 
  for Dungeon Masters Guild. 
   
  All fonts in this document created by /u/Solbera 
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Enchanted Ammunition v3.2 (Thieves' Cant Games) {691474}.pdf