SRD‎ > ‎Reference Site‎ > ‎Fantasy House Rules‎ > ‎Magic Items‎ > ‎

Specialty Arrows

Arrows come in a quiver of 20
.

 

Non Magical

Type                                                            Dmg Adj                        Cost

Thrashing (barbed)

+1 dmg

10gp

Alchemist Fire

1d6 dmg

190gp

Acid

1d6 dmg

100gp

Holy water

2d4 undead

evil outsider

250gp

Piercing

50% chance to dmg 2nd target. Must be in str8 line

175gp

Smoke Screen

10’ area with smoke

dissipates 4 rounds

200gp

Tanglefoot

special

475gp

Thunder

Special

275gp

 

Specialty Metals

Mithral

 

250gp

Silver

Against lycan & Undead –1 dmg

20gp

Cold Iron

Against fey

15gp

Adamentium

 

350gp

Gold

-1 dmg

20gp

 

Enchanting (making magical)

Light Enchantment

+1

2000gp

Medium Enchantment

+2

3000gp

High Enchantment

+3

8000gp

Arcane Enchantment

+4

18000gp

 

Magical

Alighned

 

 

Sleep

+1 bonus, dc 15

1835gp

Improved Sleep

+1 bonus , dc 18

2150gp

Keen

+1 bonus , double crit range

2350gp

Spell Storing

+1 bonus, 1-3 lvl

3350gp

Daylight

+1 bonus

3350gp

Light

+1 bonus

2350gp

Bane

+1 bonus

3350gp

Flame burst

+1d10 fire dmg, + 2 bonus

3350gp

Frost

1d6 cold dmg , +1 bonus

2350gp

Shock

1d6 electric dmg, +1 bonus

2350gp

Phase

+2 bonus, ignore concealment, touch ac

4350gp

Seeking

+1 bonus

2350gp

Brilliant Energy

+4 bonus

32350gp

Ghost Touch

+1 bonus

2350gp


Incendiary Arrow
infuse a single arrow, crossbow bolt,  with the power of a bomb, load the ammunition, and shoot the ranged weapon. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. (See bomb)

Ammunition (Bow): Arrow(s), Armor Piercing
Comments