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Returning 35 results for 'ammunition various ammunition'.
Magic Items
Dungeon Master’s Guide
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Magic Items
The Book of Many Things
Ranged weapon attack rolls made with this ammunition ignore half cover;half and three-quarters cover. In addition, attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls made with this ammunition.
Magic Items
The Book of Many Things
Ranged attack rolls made with this ammunition have advantage against any creature doesn’t have all its hit points.
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Magic Items
Dungeon Master’s Guide
A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.
Magic Items
Dungeon Master’s Guide
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
magic-items
If a creature takes damage from this magic ammunition, it dies. The ammunition then becomes nonmagical.
magic-items
When you hit a solid surface with this piece of magic ammunition, the ammunition attaches to the surface, and a magic rope trails out from behind it. The rope remains in place for 1 hour or until you
dismiss it (no action required). It can support up to 500 pounds at once, breaking if that limit is exceeded. Once the rope vanishes, the ammunition becomes nonmagical.
If you hit a creature with this ammunition, the ammunition immediately breaks on impact and deals no damage to the target.
Magic Items
Dungeon Master’s Guide
This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the
ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a
Equipment
Hand mortar ammunition is used with a hand mortar to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a case, or other container is part of the attack (you need a free hand to load a one-handed weapon).
Magic Items
Dungeon Master’s Guide
You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer
magical.
This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.
Ammunition
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ammunition Item Cost Weight Arrows (20) 1 gp 1 lb. Blowgun needles (50) 1 gp 1 lb. Crossbow bolts (20) 1 gp 1 1/2 lb. Sling bullets (20) 4 cp 1 1/2 lb.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Walloping Ammunition Weapon (any ammunition), common This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Walloping Ammunition Weapon (Any Ammunition), Common A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ammunition of Slaying Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table
below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ammunition of Slaying Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table
below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Ammunition (p. 146) The following text has been added to the end of the third sentence: “… (you need a free hand to load a one-handed weapon).”
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ammunition, +1, +2, or +3 Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ammunition, +1, +2, or +3 Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ammunition, +1, +2, or +3 Weapon (Any Ammunition), Uncommon (+1), Rare (+2), or Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is
determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ammunition, +1, +2, or +3 Weapon (Any Ammunition), Uncommon (+1), Rare (+2), or Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is
determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.
Weapon Property
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each
attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Spells
Player’s Handbook
You touch up to four nonmagical Arrows or Crossbow Bolts;Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can’t be physically uprooted, and whenever a
creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a
Magic Items
Dungeon Master’s Guide
One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying
the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a Weapon, +3;+3 Weapon or the coated ammunition into Ammunition, +3;+3 Ammunition.
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.
Spells
Player’s Handbook
ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Monsters
Monster Manual
Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and
Spells
Player’s Handbook
As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes
much damage on a successful one.
The weapon or ammunition then returns to its normal form.
Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.
Spells
Player’s Handbook
You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that
Monsters
Monster Manual
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Corrosive Form", "rollDamageType":"Acid"} Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing
Spells
Player’s Handbook
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving
Magic Items
Dungeon Master’s Guide
This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.
Weapons
Versatile (1d10)
Push
Adamantine War Pick
1d8 Piercing
Versatile (1d10)
Sap
Adamantine Whip
1d4 Slashing
Finesse, Reach
Slow
Ammunition
Adamantine Arrow
Spells
Player’s Handbook
You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear
Equipment
Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a
quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Equipment
Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from
a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Weapon Property
Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at your discretion. An