TEXT: To check my other creations please follow this
  link ! http://tinyurl.com/jtshsxz
  
  Trick Arrows
  Trick arrows are shot with bows like
  arrows but can possess a specialized
  function (technological,Alchemical
  or magical) such as compact
  explosive charges or acid filled
  flasks. In this document you will
  find 15 different
  technological,Alchemical and
  magical arrows to make your archer
  more interesting than ever before! If
  you like this document,please
  consider buying the "Ultimate Trick
  arrows" which contains 40 more
  arrows (with art!) to add to your
  collection!!
  You can find it here! https://tinyurl.com/yag4axhe
  Appendix
  Technological arrows
  Arrow
  Hummerhead Blunt
  Flight
  Injection
  Dark Iron
  Corkscrew
  Alchemical Arrows
  Arrow
  Water
  Acid
  Alchemist's Fire
  Fire
  Blinding
  Magical Arrows
  Arrow
  Ice
  Acid
  Thunderclap
  Lightning
  Mindpiercers
  1
  To check my other creations please follow this
  link ! http://tinyurl.com/jtshsxz
  
  Technological Arrows
  In this section you will find arrows that have been
  made using technological means.
  Arrow, Hummerhead Blunt (10)
  Cost: 1 gp
  The arrows are specially designed to deal non-lethal
  bludgeoning damage to its target. These arrows do 1 die less
  damage (e.g. 1d6 instead of 1d8) but on a critical hit these
  arrows apply the stunned effect to the target until the start of
  your next turn. Also if a creature falls to 0 hp from one of
  these arrows it does not need to roll for death saving throws.
  Arrow, Flight (10)
  Cost: 15 gp
  Flight arrows have thin shafts and light fletching. When
  fired from a bow, the normal and long range is increased by
  40 feet; however, attack rolls within 30 feet are made with
  disadvantage.
  Injection Arrow (10)
  Cost: 40gp.
  The arrow head of this piece of Ammunition is hollow, and
  has storage equal to that of a Vial,it contains a tiny
  mechanism similar to a syringe. Liquids held within never dry
  out, and are injected directly into a creature struck, therefore
  they make their Constitution Saving throw with disadvantage.
  If this arrow is used at a creature which wears metal armor
  the attack will be with disadvantage.
  Dark Iron Arrow(1)
  Cost: 30 gp each
  Dark iron is particularly dense and hard. A dark iron arrow
  has the armor piercing (-1AC) property, but deals half damage
  against creatures that wear natural or non-metal armor.
  Corkscrew Arrow (10)
  Cost: 3gp
  Travels through water more effectively than a normal
  arrow. As long as the arrow was fired from outside the water,
  it ignores the "ranged weapon attack underwater combat
  rules" described on pg.198 of the PHB.
  2
  Technological arrows | To check my other
  creations please follow this link !
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  Alchemical Arrows
  In this section you will find arrows that utilise
  alchemical substances and liquids.
  Water Arrow(10)
  Cost: 4gp
  The Water Arrow is a multi-purpose arrow shot with a bow,
  that is usually used to put out light sources such as torches or
  small camp fires. The arrow tip is a small glass vial which
  contains water. The water arrow can damage undead foes
  when induced with Holy Water. The range for this arrow is
  40ft/90ft due to its weight.
  Acid Arrows (10)
  Cost: 50gp
  The glass tip of this arrow shatters on impact. When this
  hollow arrow head shatters it spills its acidic contents. On top
  of the normal piercing damage it also deals 1d4 acid damage.
  Arrow, Alchemist's fire (10)
  Cost: 50 gp
  Each single projectile holds a small amount of alchemist’s
  fire inside the hallow shaft. When the arrow strikes a target,
  it shatters and deals an extra 1d4 fire damage at the start of
  each of its turns. A creature can end this effect by using a
  bonus action to make a DC 10 Dexterity check to extinguish
  the flames.
  Fire Arrows (20)
  Cost: 5 gp.
  This arrow must be lit before using it, either by spending
  an action and using a Tinderbox, or by spending a free action
  by putting the arrow in a flame source, such as a torch, a
  bonfire, or a burning tree. When lit, this arrow ignites non-
  worn, non-carried flammable materials on impact, and deals
  the normal attack damage of the base weapon plus an extra
  1d4 fire damage to the target. It will continue to do 1d4 fire
  damage per turn until a bonus action is spend to remove it. In
  addition, you lose any advantage when attempting a surprise
  attack with it due to its clear visibility, even during day time.
  Blinding arrows (10)
  Cost: 6gp
  Arrows with a small clay head with an opening inside,
  containing a reactive chemical. On hit, the chemical releases
  a bright flash, blinding the target if it fails a CON (dc 13) until
  the start of your next turn. Deals 1d4 bludgeoning damage.
  7
  Alchemical Arrows | To check my other
  creations please follow this link !
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  Magical Arrows
  In this section you will find arrows that were
  enchanted by magical means.
  Ice arrows (10)
  Cost: 100gp
  These arrows are cold to the touch. On hit, the target takes
  1d8 cold damage and must pass a 15DC con saving throw or
  suffer -10ft to their movement speed and have disadvantage
  on dex saving throws for 3 rounds (does not stack).
  Acid arrows (10)
  Cost: 100gp
  On a hit, the target takes 1d8 acid damage and must pass a
  15DC con saving throw or suffer -2 to their AC and have
  disadvantage of con saving throws for 3 rounds (does not
  stack).
  Thunderclap arrows (10)
  Cost: 100gp These arrows release a thunderous explosion on
  hit. All creatures within a 10ft radius must make a 15DC con
  saving throw or take 2d6 thunder damage and getting pushed
  back 5ft or half damage on a successful one. Loose objects
  are automatically pushed 5ft away.
  Lightning arrows (10)
  Cost: 100gp These arrows cast a streak of lightning in their
  wake. Any creatures within 5ft of a line between you and your
  target (including your target, but not yourself) must make a
  DC15 dex saving throw taking 1d10 lightning damage on a
  failed save or half on a successful one.Not for resale.
  Mindpiercers (10)
  Cost: 100gp On hit, the target takes 1d8 psychic damage and
  must pass an int saving throw or has disadvantage on
  intelligence and wisdom saving throws for 3 rounds.
  10
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  please follow this link !
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