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Trick Arrows

Trick arrows are shot with bows like arrows but can possess a specialized function
(technological or magical) such as compact explosive charges or acid filled flasks. In this
document you will find 28
38 different technological and magical arrows to make your archer
more interesting than ever before!

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Arrow, Alchemist's fire (10)

Cost: 50 gp

Each single projectile holds a small amount of alchemist’s fire inside the hallow shaft. When the arrow strikes a
target, it deals extra 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its
bonus action to make a DC 10 Dexterity check to extinguish the flames.

Arrow, Hummerhead Blunt (10)

Cost: 1 gp

The arrows are specially designed to deal none lethal bludgeoning damage to its target. 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. Also if a creature falls to 0 hp from one of these arrows it does not die.

Acid Arrows (10)

Cost: 50gp

The glass tip of this arrow shatters on impact. When this hollow arrow head shatters it spills its acidic contents. On
top of the normal piercing damage it also deals 1d6 acid damage.

Arrow, Flight (10)

Cost: 15 gp

Flight arrows have thin shafts and light fletching. When fired from a bow, the normal and long range is increased
by 30 feet; however, attack rolls within 30 feet are made with disadvantage.

Injection Arrow (10)

Cost: 40gp.

The arrow head of this piece of Ammunition is hollow, and has storage equal to that of a Vial, and contains a tiny
mechanism similar to a syringe. Poison held within here never dries out, and is injected directly into a creature
struck by this, therefore they make their Constitution Save with disadvantage. If this arrow is used at a creature
which wears metal armor the attack will be with disadvantage.

Dark Iron Arrow(1)

Cost: 30 gp each

Dark iron is particularly dense and hard. A dark iron arrow has the armor piercing (-1AC) property, but deals half
damage against creatures that wear natural or non-metal armor.

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Fire Arrows (20)

Cost: 5 gp.

This arrow can be lit before using it either by spending an action from a Tinderbox, or spending a free action from
an open flame, such as a torch, a bonfire, or a burning tree. When lit, this arrow ignites non-worn, non-carried
flammable materials on impact, and does the normal attack damage from the base weapon plus an extra 1d4 fire
damage to the target. It will continue to do 1 fire damage until a bonus action is spend to remove it. One of the
disadvantages of using the fire arrows is that you lose any advantage when attempting a surprise attack with it
due to its clear visibility even during day time.

Glass Arrow(1):

Cost: 20gp each

Fragile and deadly, these arrows are always of masterwork quality. Any glass arrow that is fired is destroyed
whether or not it hits its target. Any glass arrow that hits and penetrates shatters in the body of the target, dealing
1 point of piercing damage in addition to weapon's normal damage, which cannot be healed until the pieces of
glass are removed (medicine check DC 15). The process of removing the broken pieces of glass takes 30 minutes
(if the medicine check is exceeded, reduce the time by one minute for each point it is exceeded by, to a minimum
of 10 minutes) and causes 2d4 points of damage. Due to the weight of glass arrows, the range is reduced by 50 ft
and cannot be used successfully in long ranges. It takes very little to ruin a glass arrow, a quiver full of glass
arrows can be ruined by a successful grapple check.

Barbed Arrow (10):

Cost: 2gp

Any creature hit by this Ammunition has the arrow stuck to its body. The penalty can be negated by removing the
arrow either with a successful DC12 Medicine check Action or by force as a Bonus Action. On a failed save or
forceful removal the creature takes 1d4+1 slashing damage.

Arrow, Anchored(10)
Cost: 70gp
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the attached line. A creature hit by this arrow must succeed on a strength check opposed to that of the shooter if it
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per 3 points below the requested DC (max 4 points of slashing damage)

across with his acrobatics skills.

Water Arrow(10)

Cost: 4gp

The Water Arrow is a multi-purpose arrow shot with a bow, that is usually used to put out light sources such as
torches or small camp fires. The arrow tip is a small vial which contains water. The water arrow can damage
undead foes when induced with Holy Water. The range for this arrow is 40ft/90ft.

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Needle Arrow(10)

Cost: 20gp

When you make an attack against a creature using this magical ammunition, you have a +1 bonus to the attack
roll if the target has natural armor or worn armor that is non-metal. If the target is wearing metal armor, you have a
-2 penalty to the attack roll and the damage is halved.

Noisemaker Arrow(10)

Cost:10gp
One of the primary tactics of a rogue character is distraction -- a means to either avoid fighting altogether, or to
misdirect his enemies in a way that makes them easier to defeat. The noisemaker arrow has a metal casing with
holes and the surface and ball bearings within, and the arrow whistles and rattles as its shot. The goal here is to
make the enemy look around to see where the noise is coming from. Depending on the enemy, they might follow
the arrow, or if they're smarter, they might just be more alert, but will be searching and fumbling enough that it
gives the rogue time to sneak through. These arrows deal half the original damage of the normal arrow. ( example
1d8 + dex *rolls 4+dex* halved 2+dex)

Silvered Arrows(10)
Cost: 100gp

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so
cautious adventurers invest extra coin to plate their arrows with silver.

Broadhead Arrow (10)

Cost: 1gp

Deals slashing damage. 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.

Corkscrew Arrow (10)

Cost: 3gp

Travels through water more effectively than a normal arrow. 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.

Blinding arrows (10)

Cost: 6gp

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 if it fails a CON (dc 13) until the start of your next turn. Deals 1d4
bludgeoning damage.

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Smoking arrows (10)

Cost: 6gp

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 1d4 bludgeoning damage.

Poison cloud arrows (Magical) (10)

Cost: 100gp

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 1d6 poison damage on a failed CON saving throw
(DC 12) entering the cloud and 1d6 poison damage on the start of their turn if they are in the cloud. Creatures that
use a wet cloth to cover their nose/mouth have advantage on this save. Deals 1d4 bludgeoning damage.

Explosive arrows (Magical) (10)

Cost: 100gp

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.

Ice arrows (Magical) (10)

Cost: 100gp

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).

Acid arrows (Magical) (10)

Cost: 100gp

On a 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).

Thunderclap arrows (Magical) (10)

Cost: 100gp

These arrows release a thunderous explosion on hit. All creatures within a 10ft radius must make a 15DC con
saving throw or take 2d6 thunder damage and getting pushed back 5ft or half damage on a successful one.
Loose objects are automatically pushed 5ft away.

Lightning arrows (Magical) (10)

Cost: 100gp

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 taking 1d10 lightning damage
on a failed save or half on a successful one.

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Mindpiercers (Magical) (10)

Cost: 100gp

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.

Holy arrows (Magical) (10)

Cost: 100gp

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 1d10 rounds or until the line of sight is broken.

Unholy arrows (Magical) (10)

Cost: 100gp

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 1d10 rounds or until the line of sight is broken.

Arrow Tracers(20)

Cost: Normal arrow price

Arrow Tracers also known as Fluffs and Pointers allow an archer to observe the flight of their arrow and its location
in the target particular at long ranges or low light conditions. Instinctive archers with a visual 'fix' on their arrow are
thus aided in making any correction required.

Training arrows(20)

Cost: 2sp

These arrows have a leather ball filled with cotton instead of an arrowhead. They are used for training by children
or by people who are new to the art of archery. They are meant to train the archer on hitting the target and remove
the danger of hitting someone by mistake.

Flu-flu arrows(20)

Cost:1gp
A flu-flu arrow is a type of arrow specifically designed to travel a short distance. Such arrows are particularly
useful when shooting at aerial targets or for certain types of recreational archery where the arrow must not travel
too far. One of the main uses of these arrows is that they do not get lost as easily if they miss the target. The
range of this arrow is halved and the one who tries to find them has advantage on the roll.

 Gnarlthorn Arrows(20)
Cost:5 gp
These arrows are made out of Gnarlthorn weeds that cause the target to bleed when penetrated until they are
properly treated. This arrow deals 1 bleeding damage per turn until the target is healed. These arrows cannot
penetrate medium and higher armors. The effect stacks.

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 Arrow, Wooden (20)
Cost: 1gp
Rather than steel or iron tip this ammunition ends in a sharpened spike of wood.
This ammunition is said to be commonly used by Vampire Hunters to impale vampires through the heart at a distance.
These arrows deal half the normal damage and cannot penetrate heavily armored targets.

 Arrow of razorwind (1)


Cost: 200gp
When you shoot this magical arrow, it splits into three. The three arrows can all attack one creature,
or attack three different creatures. Each extra arrow deals 1d8 piercing damage on a successful hit.

 Arrow of seeking(20)

Cost: 20gp
An arrow of seeking is a magic weapon that pursues its target until it hits. They are typically crafted by elves.
If you make an attack with an arrow of seeking and miss, you repeat the attack roll at the start of your next turn as
long as as the target is not behind total cover and as long as you keep concentrating on it.
You can do this every turn until the arrow hits or the target is behind total cover.

 Arrow of the Assassin(20)


Cost:25gp
When using this ammunition, you gain a +2 bonus to attack rolls, additionally the arrow does an extra 1d4 + 2 damage
if the target is surprised. Once it hits a target, the arrow is no longer magical.

 Chicken Arrows (20)


Cost: 8gp
These magical arrows are fletched with white chicken feathers. On a hit, target must make a WIS saving throw (DC 12)
or become frightened (first arrow only). If sat upon like an egg, quickly turns into an adult chicken.

 Arrow of Yondu
Cost: Priceless
A legendary bronze arrow that has a simple, angular design; though it has shapes on one end vaguely reminiscent
of fletching, it is not notched, and therefore cannot be fired from a bow.
You can use a bonus action to toss this magic arrow into the air and speak the command word.
When you do so, the arrow begins to hover. While the arrow hovers, you can use an action
to cause it to fly up to 80 feet without moving more than 40 feet away from you and make up to four ranged attacks.
The arrow can move through hostile creature's spaces, and can make these attacks only on creatures that share
a space with it.The arrow uses your ranged attack roll; on a hit, its attacks deal piercing damage
equal to 1d8 + your Dexterity modifier.The arrow ceases to hover if you grasp it or move more than 40 feet away from it.

 Flammable Gas arrows (10)


Cost: 20gp
Arrows with a small clay head with an opening inside, containing flammable gas. On hit, the gas
is released in a 10ft sphere, if there is a fire source in the same area as the gas,
the gas explodes dealing 3d6 fire damage or half (DC13) DEX saving throw.
The gas lasts for 2 rounds, unless removed by a strong wind. Deals 1d4 bludgeoning damage upon hit.

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