Surprisingly, there are very few magical ammo options for 5e, with the "most common" being +1 - +3. A fair amount of 3rd party ammo--arrows, bolts, bullets--can be found, with a little looking, such as 5eSRD. The only problem is that most of the magic ammo is in the "rare category." There may be more, if one gets the content, but often, there seems to only be 1 - 5 more; usually these are just arrows, so I like the idea to "reskin" them to bolts, or bullets (mainly to renaissance guns, or maybe "modern," but not often).
I did like this one, on GM Binder. Using their "price guide," and a rough analogy of the number of spell slots per level for the wizard, I developed a rough table for the levels, and number of magic ammo available. This is both so a L3 martial doesn't get anti-magic field arrows, and they also can't have 30 of them, when they do get to higher levels.
Character Level
Max Batches 50 GP
Max Batches 100 GP
Max Batches 200 GP
Max Batches 250 GP
Max Batches 500 GP
Max Batches 1000 GP
Max Batches 3000 GP
Max Arrows 4000 GP (single)
1–4
4
2
1
0
0
0
0
0
5–8
6
3
2
1
0
0
0
0
9–12
8
4
3
2
1
0
0
0
13–16
10
5
4
3
2
1
0
0
17–20
12
6
5
4
3
2
1
1
Magical ammo, with added effects, is limited to once per turn. This is similar to how players can only use one spell per turn, with some exceptions. Depending on their level, when they have extra attacks, they can (to overcome magical resistances) use Magical +1-+3 for all extra attacks, like “cantrips as bonus actions.” +Ammo aren’t tracked, unlike the above example of an anti-magic arrow (subject to DM discretion).
The main exceptions are the granting of extra actions/turns, like Action Surge, or if playing a Samurai, with Strength After Death. All other extras—eg, haste, meta magic, using a Hand crossbow+ Crossbow Expert—is at GM’s discretion, to use extra magical ammo, or limits to one magic ammo/spell, with extras being +Ammo.
Lastly, War and Improved War Magic. WM – you may use 1 extra magic ammo, with any additional attacks (eg, CBE) is +Ammo.
Example, L7 fighter with War Magic and 1 EA, would be able to use 2 magic ammo. If using a hand CB, with CBE, the BA would only be +Ammo.
IWM – you may use 2 extra magic ammo, with any additional attacks (eg, CBE) is +Ammo. Like WM. L 20 fighter: 1-3 would be magic ammo, 4 and any BA would only be +Ammo.
Unless stated otherwise, the damage modifier is your PC’s magical stat (Wis, Int, Cha), with the DC is 8+Caster’s spellcasting ability modifier+Proficiency Bonus.
I like my martials. In just about any fictional setting--anime, films, books, etc--non-casters gets some fairly good magical weapons, and must use their brains. I rather like ranged martials, so I've worked up this. The ammo's not my idea, but the ideas to prevent abuse are my expansion attempts. I'd appreciate feedback, edits, whatnot.
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Surprisingly, there are very few magical ammo options for 5e, with the "most common" being +1 - +3. A fair amount of 3rd party ammo--arrows, bolts, bullets--can be found, with a little looking, such as 5eSRD. The only problem is that most of the magic ammo is in the "rare category." There may be more, if one gets the content, but often, there seems to only be 1 - 5 more; usually these are just arrows, so I like the idea to "reskin" them to bolts, or bullets (mainly to renaissance guns, or maybe "modern," but not often).
I did like this one, on GM Binder. Using their "price guide," and a rough analogy of the number of spell slots per level for the wizard, I developed a rough table for the levels, and number of magic ammo available. This is both so a L3 martial doesn't get anti-magic field arrows, and they also can't have 30 of them, when they do get to higher levels.
Character Level
Max Batches 50 GP
Max Batches 100 GP
Max Batches 200 GP
Max Batches 250 GP
Max Batches 500 GP
Max Batches 1000 GP
Max Batches 3000 GP
Max Arrows 4000 GP (single)
1–4
4
2
1
0
0
0
0
0
5–8
6
3
2
1
0
0
0
0
9–12
8
4
3
2
1
0
0
0
13–16
10
5
4
3
2
1
0
0
17–20
12
6
5
4
3
2
1
1
Magical ammo, with added effects, is limited to once per turn. This is similar to how players can only use one spell per turn, with some exceptions. Depending on their level, when they have extra attacks, they can (to overcome magical resistances) use Magical +1-+3 for all extra attacks, like “cantrips as bonus actions.” +Ammo aren’t tracked, unlike the above example of an anti-magic arrow (subject to DM discretion).
The main exceptions are the granting of extra actions/turns, like Action Surge, or if playing a Samurai, with Strength After Death. All other extras—eg, haste, meta magic, using a Hand crossbow+ Crossbow Expert—is at GM’s discretion, to use extra magical ammo, or limits to one magic ammo/spell, with extras being +Ammo.
Lastly, War and Improved War Magic. WM – you may use 1 extra magic ammo, with any additional attacks (eg, CBE) is +Ammo.
Example, L7 fighter with War Magic and 1 EA, would be able to use 2 magic ammo. If using a hand CB, with CBE, the BA would only be +Ammo.
IWM – you may use 2 extra magic ammo, with any additional attacks (eg, CBE) is +Ammo. Like WM. L 20 fighter: 1-3 would be magic ammo, 4 and any BA would only be +Ammo.
Unless stated otherwise, the damage modifier is your PC’s magical stat (Wis, Int, Cha), with the DC is 8+Caster’s spellcasting ability modifier+Proficiency Bonus.
I like my martials. In just about any fictional setting--anime, films, books, etc--non-casters gets some fairly good magical weapons, and must use their brains. I rather like ranged martials, so I've worked up this. The ammo's not my idea, but the ideas to prevent abuse are my expansion attempts. I'd appreciate feedback, edits, whatnot.