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DND Flechas Tienda
DND Flechas Tienda
DND Flechas Tienda
1gp Variant:2gp5sp
Broadheads (20) Deals slashing damage. Variant: these arrows do 1 die less
damage (e.g. 1d6 instead of 1d8) but on a critical hit these
arrows apply a bleeding effect. The target takes 1d4
slashing damage at the end of its next turn unless it uses its
bonus action to hold its wound closed (must have a free
hand). This effect ends if the target is healed or after 3
turns.
1gp Variant:2gp5sp
Corkscrews (20) More effectively travels through water. As long as the arrow
was fired from outside the water, ignores the ranged
weapon attack underwater combat rules described on
pg.198 of the PHB.
3gp
Rope arrow (5) A 25ft rope is attached to the end of this strengthened
arrow.
3gp
Fire Arrows (10) Open "cage" with flammable material included. Must be
ignited before fired to take effect. Deals 1d4 extra fire
damage and ignites non-worn, non-carried flammable
materials.
3gp
Blinding arrows (5) 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 until the start of
your next turn. Deals bludgeoning damage.
3gp
Smoking arrows (5) Arrows with a small clay head with an opening inside,
containing a reactive chemical. On hit, the chemical
releases smoke in a 10ft sphere, heavily obscuring vision in
that area. The smoke lasts for 10 rounds, unless removed
by a strong wind. Deals bludgeoning damage.
3gp
Poisoncloud arrows
(Magical) (5)
On hit, the arrow releases poisonous gas in a 10ft sphere,
lightly obscuring vision in that area. The cloud lasts for 10
rounds, unless removed by a strong wind. Creatures take
1d4 poison damage on entering the cloud, or 1d4 poison
damage on the start of their turn if they are in the cloud.
50gp
Fire arrows that magically ignite once fired. Deals 1d6 extra
fire damage and ignites non-worn, non-carried flammable
materials.
20gp
50gp
Ice arrows (Magical) (5) 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).
50gp
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arrow_varieties_and_prices_of/ 2/2
Acid arrows (Magical) (5) On 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).
50gp
Thunderclap arrows
(Magical) (5)
50gp
Mindpiercers (Magical) (5) 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.
50gp
Holy arrows (Magical) (5) These arrows shine with a holy brilliance. On hit, deals
1d8
radiant damage. An evil-aligned target must pass a DC15
wis saving throw or be frightened of the attacker for 10
rounds or until the line of sight is broken.
50gp
Unholy arrows (Magical) (5) These arrows reek of unholy corruption. On hit, deals
1d8
necrotic damage. A good-aligned target must pass a DC15
wis saving throw or be frightened of the attacker for 10
rounds or until the line of sight is broken.
50gp