Arrow Types
Standard Arrows
Silver arrows
Acid Arrows: 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, the arrows also deals an additional 2d4 acid damage.
Bludgeoning arrows: 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.
Slashing arrows: 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.
Explosive arrows: 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.
Corkscrew arrows: More effectively travels through water. As long as the arrow was fired from outside the water, ignores the ranged weapon attack underwater combat rules
Rope arrows: A 25ft rope is attached to the end of this strengthened arrow.
Blinging arrows: 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.
Smoke arrows: 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.
Ice arrows: 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).
Lighting arrows: 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.
Psychic arrow: 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: 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.
Unholy arrows: 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.
















