DND Flechas Tienda

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Arrow (Quantity) Effect Price

Arrow (Quantity) Effect Price


Normal (20) Normal 1gp
Silvered (10) Silvered 100gp5sp
Hammerheads (Blunts) (20) Deals bludgeoning damage. Variant: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.

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

Magefire arrows (Magical)


(5)

Fire arrows that magically ignite once fired. Deals 1d6 extra
fire damage and ignites non-worn, non-carried flammable
materials.

20gp

Explosive arrows (Magical)


(5)

These arrows explode on hit. All creatures within a 10ft


radius must make a 15DC dex saving throw or take 2d10
fire damage. Ignites non-worn, non-carried flammable
materials.

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

7/3/2020 Arrow Varieties and Prices of : DnDBehindTheScreen

https://www.reddit.com/r/DnDBehindTheScreen/comments/46mypn/
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)

These arrows release a thunderous explosion on hit. All


creatures within a 10ft radius must make a 15DC con saving
throw or take 2d8 thunder damage, are pushed back 5ft and
fall prone. Loose objects are automatically pushed 5ft away.
50gp

Lightning arrows (Magical)


(5)
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 or take 1d8 lightning damage.

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

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