Magic Arrows for Bow Users
A gifted magical practitioner can produce 25 GP worth of magic arrows in a full work day. The prices for these arrows are for paying a skilled artisan to produce them; crafting them as a player allows for producing them at 75% cost, assuming access to necessary materials and spell effects. Status effects granted by magic arrows do not stack with each other, as such, only a single status effect may be active at one time on a single creature. Any of the arrows listed may be +1, +2, +3 or arrows of slaying, as described in the DMG. These increase their value. Any of the magical arrows may also be silvered (+100 GP) or use a head variant (blunt, broad, corkscrew, etc). Arrow costs, availability, and crafting time are up to the discretion of the GM.
Arrow (Quantity, default 5x) | Effect | Price |
---|---|---|
Normal (20) | Normal | 5 GP |
Hammerheads (Blunts) (20) | Deals bludgeoning damage. Variant: these arrows do 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. | 100 GP, Variant: 200 GP |
Broadheads (20) | Deals slashing damage. Variant: these arrows do 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. This effect ends if the target is healed, or after 3 turns. | 100 GP, Variant: 200 GP |
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. | 100 GP |
Silvered (10) | Silvered | 100 GP |
Rope arrow | A 25ft rope is attached to the end of this strengthened arrow. | 50 GP |
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. | 50 GP |
Poisoncloud (Magical) | 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. | 50 GP |
Ice (Magical) | These arrows are cold to the touch. On hit, the target takes 1d8 cold damage and must pass a 15 DC CON saving throw or suffer -10ft to their movement speed and have disadvantage on dex saving throws for 3 rounds (does not stack). | 50 GP |
Acid (Magical) | On a hit, the target takes 1d8 acid damage and must pass a 15 DC CON saving throw or suffer -2 to their AC and have disadvantage of con saving throws for 3 rounds (does not stack). | 50 GP |
Lightning (Magical) | 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 DC 15 DEX saving throw or take 1d8 lightning damage. | 50 GP |
Thunderclap (Magical) | These arrows release a thunderous explosion on hit. All creatures within a 10ft radius must make a 15 DC CON saving throw or take 2d8 thunder damage, are pushed back 5ft and fall prone. Loose objects are automatically pushed 5ft away. | 50 GP |
Mindpiercers (Magical) | On hit, the target takes 1d8 psychic damage and must pass an INT saving throw or have disadvantage on intelligence and wisdom saving throws for 3 rounds. | 50 GP |
Holy (Magical) | These arrows shine with a holy brilliance. On hit, deals 1d8 radiant damage. An evil-aligned target must pass a DC 15 WIS saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken. | 50 GP |
Unholy (Magical) | These arrows reek of unholy corruption. On hit, deals 1d8 necrotic damage. A good-aligned target must pass a DC 15 WIS saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken. | 50 GP |
Arrow (Quantity, default 5x) | Effect | Price |
---|---|---|
Invisible (Magical) | Arrow is invisible to all but the shooter | 50 GP |
Phasing (Magical) | Arrow shifts into the Ethereal Plane after firing, then shifts back 1 foot away from the target before it hits, ignoring cover. | 100 GP |
Magefire (Magical) | Fire arrows that magically ignite once fired. Deals 1d6 extra fire damage and ignites non-worn, non-carried flammable materials. | 100 GP |
Blinding | 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 (Save DC 15 CON). Deals bludgeoning damage. | 100 GP |
Smoke | 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. | 100 GP |
Explosive (Magical) | These arrows explode on hit. All creatures within a 10ft radius must make a 15 DC DEX saving throw or take 2d10 fire damage. Ignites non-worn, non-carried flammable materials. | 250 GP |
Message (Magical) | Able to cast the spell message upon the target if the arrow hits. If it misses, no message is delivered. | 250 GP |
Three-Blade | Splits into multiple heads in flight, +3 Damage upon a hit | 250 GP |
Entangle (Magical) | Entangle is cast where the arrow lands | 250 GP |
Teleport (Magical) | Instantly teleport to where the arrow lands | 500 GP |
Darkness (Magical) | Cast the Darkness Spell upon the point where it lands | 500 GP |
Sleep (Magical) | Cast the Sleep Spell upon the point where it lands | 500 GP |
Silence (Magical) | Cast the Silence Spell upon the point where it lands | 500 GP |
Invisibility (Magical) | On a hit, target vanishes as under the effects of the Invisibility Spell for 1d12 minutes | 500 GP |
Fireball (Magical) | Cast the Fireball Spell upon the point where it lands | 1000 GP |
Stinking (Magical) | Cast the Stinking Cloud Spell upon the point where it lands | 1000 GP |
Stalker (Magical) | Upon impact, this arrow lodges a small magical tracker in its target. The archer now knows the location of the target for 24 hours. | 1000 GP |
Water Bomb (Magical) | One use of the Spell Wall of Water where it lands | 1000 GP |
Water Wave (Magical) | Casts the Tidal Wave Spell upon the point where it lands | 1000 GP |
Conjure Volley (Magical) | Casts the Conjure Volley Spell upon the point where it lands | 3000 GP |
Antimagic (Magical) | Dispels all ongoing magical effects within a 10ft radius of it’s impact for one round | 4000 GP, and rare Antimagic Substances |