Ammunition, +1, +2 , or +3

- Category: Weapon (Any Ammunition)
- Rarity: 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.
Tactical Applications
Combat Strategy: Magic ammunition is ideal for crucial shots where accuracy and damage are paramount. Save these for high-priority targets, boss encounters, or when you need to overcome high armor class.
Class Synergies:
- Rangers and Fighters: Maximize damage output during Action Surge or Hunter's Mark
- Rogues: Ensure sneak attacks land on heavily armored targets
- Warlocks and Sorcerers: Enhance Eldritch Blast invocations or spell attacks that use ammunition
Build Considerations: Most effective with characters who can make multiple attacks or have abilities that trigger on successful hits. Consider rationing higher-level ammunition for critical encounters.
Acquisition Methods
Crafting Requirements: Requires masterwork ammunition, enchanting materials, and arcane expertise. +1: 100-200 gp per piece, +2: 500-800 gp per piece, +3: 2,000-3,000 gp per piece.
Common Sources:
- Military armories and elite guard units
- Specialized fletchers and weapon enchanters
- Rewards from archery competitions or military service
- Treasure hoards of skilled marksmen or hunters
Alternative Acquisition: Some regions offer temporary enchantment services, allowing mundane ammunition to be enhanced for specific missions or contracts.
Value & Trade
Estimated Value: +1: 50-100 gp per piece, +2: 250-400 gp per piece, +3: 1,000-1,500 gp per piece.
Trade Considerations: Highly valued by military forces and adventuring parties. Often used as payment for dangerous scouting missions or assassination contracts.
Character Integration
Roleplay Elements: Carrying large quantities of magic ammunition suggests wealth, military connections, or preparation for serious threats. The single-use nature adds tension to combat decisions.
Character Concepts:
- Elite military sniper with access to specialized equipment
- Wealthy hunter who spares no expense for the perfect shot
- Former royal guard with access to armory supplies
- Mercenary who invests heavily in tools of the trade
Adventure Hooks
The Fletcher's Secret: A renowned fletcher has discovered a new technique for creating magic ammunition but is being threatened by competitors seeking to steal the formula.
The Last Arrow: The party discovers that a single piece of +3 ammunition is the only thing that can harm a particular legendary creature, leading to a quest to obtain it.
The Siege Supply: Military forces desperately need magic ammunition for an upcoming siege, hiring the party to secure raw materials or protect supply caravans.
The Assassin's Arsenal: A notorious assassin's cache of magic ammunition has been discovered, but various factions want to claim it for their own purposes.
Variants & Customization
Elemental Ammunition (Enhanced): In addition to the attack and damage bonus, deals extra elemental damage (fire, cold, lightning, etc.).
Seeking Ammunition (Rare): Automatically hits its target if the attack roll would normally miss by 2 or less, representing supernatural guidance.
Returning Ammunition (Uncommon): Returns to the shooter's hand after hitting or missing, allowing reuse but losing magic properties after 24 hours.
Specialized Variants:
- Dragonbane Ammunition: Extra damage against draconic creatures
- Silvered Magic Ammunition: Overcomes certain creature resistances
- Silent Ammunition: Makes no sound when fired, ideal for stealth
Lore & History
Origins: Created by ancient elvish archery masters, the techniques for crafting magic ammunition spread to human cultures through military exchanges and magical academies.
Historical Significance: Famous battles have been won with single, well-placed magic arrows. Legendary archers often had their own unique ammunition crafted by master enchanters.
Cultural Impact: In many societies, magic ammunition represents the pinnacle of ranged warfare technology, often restricted to elite military units or nobility.
Magical Theory: The enchantment focuses kinetic force and targeting precision, explaining why the magic dissipates upon impact as the energy is fully expended.
Balancing Notes
Introduction Timing: +1 ammunition at levels 3-5, +2 at levels 8-11, +3 at levels 14+. Introduce in small quantities to maintain rarity and impact.
Campaign Impact: Provides reliable damage boosts without permanent power increases. The consumable nature maintains resource management tension.
Party Balance: Ensure all party members have access to consumable magic items of equivalent value to maintain fairness.
Encounter Design
Recommended Challenges:
- High AC enemies where accuracy bonuses matter most
- Flying creatures where missing has significant consequences
- Single powerful foes where burst damage is crucial
- Time-limited encounters where every shot counts
Tactical Adjustments: Enemies may target ammunition supplies, use cover more effectively, or employ magical defenses against enhanced projectiles.
Related Items
Enhanced Weapons: Magic bows, crossbows, and slings that provide consistent bonuses without consuming resources.
Similar Consumables:
- Silvered ammunition for lycanthropes and devils
- Cold iron ammunition for fey creatures
- Blessed ammunition for undead encounters
Complementary Equipment: Efficient quivers, magic bows with special properties, and items that enhance archery abilities.
Roleplay Opportunities
Resource Management: Players must decide when to use precious magic ammunition, creating meaningful tactical decisions during combat.
Social Encounters: Displaying magic ammunition might impress military contacts, intimidate enemies, or attract unwanted attention from thieves.
Environmental Considerations: Magic ammunition might interact differently with certain magical fields, planar boundaries, or antimagic zones.