Arrows and Bolts

  • Corrosive. +1d4 acid damage. Dissolves 5-foot cube of soluble material. 2 sp, 4 gp (20).
  • Bludgeoning. Damage becomes bludgeoning. 5 cp, 1 gp (20).
  • Burning. +1d4 fire damage. Ignites 5-foot cube of flammable material. 2 sp, 4 gp (20).
  • Explosive. +1d4 force damage (15 ft. cube). Target pushed 10 feet away from explosion on failed DC 10 Dexterity save. 4 sp, 8 gp (20).
  • Freezing. +1d4 cold damage. Freeze 5-foot cube of liquid for 1 hour. 2 sp, 4 gp (20).
  • Poisoned. +1d4 poison damage. Target poisoned for 1 hour on failed DC 10 Constitution save. 2 sp, 4 gp (20).
  • Sanctified. +1d4 radiant damage. +1d4 radiant damage if blessed. 4 sp, 8 gp (20).
  • Shocking. +1d4 lightning damage. Target stunned until end of your next turn on failed DC 10 Constitution save. 4 sp, 8 gp (20).
  • Thunderflash. +1d4 thunder damage (15 ft. cube). Target blinded until end of your next turn on failed DC 10 Constitution save. 4 sp, 8 gp (20).

Bullets

  • Incendiary. +1d4 fire damage. Ignites 5-foot cube of flammable material. 2 sp, 4 gp (20).
  • Explosive. +1d4 force damage (15 ft. cube). Target pushed 10 feet away from explosion on failed DC 10 Dexterity save. 4 sp, 8 gp (20).
  • Thunderflash. +1d4 thunder damage (15 ft. cube). Target blinded until end of your next turn on failed DC 10 Constitution save. 4 sp, 8 gp (20).

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