Harnessing the Elements: Elemental Arrows in 5e

By admin

Five magical arrows that every adventurer should know about are: 1. The Arrow of Slaying: This arrow is specifically enchanted to deal great damage to a certain type of creature or enemy, making it highly effective against them. Whether it is an arrow of dragon slaying or arrow of undead slaying, this powerful arrow can turn the tide of battle. 2. The Arrow of Lightning: This arrow carries the power of electricity, releasing a bolt of lightning upon impact. It not only damages the target but can also potentially shock nearby enemies, making it a versatile choice for both single-target and area-of-effect damage.


Whilst DnD 5e has a load of different weapon types and magical items to boot, there's little variety in ways of arrows. Herein I attempt to create arrow types and price them for your convenience as a DM retailer :)

50 GP Acid Magical On a hit, the target takes 1d8 acid damage and must pass a 15 DC CON saving throw or suffer -2 to their AC and have disadvantage of con saving throws for 3 rounds does not stack. When I m a player, one of my favorite PC builds is an archer that shoots magic arrows with interesting splash effects versus just a 2 to attack and damage rolls.

5e magical arroes

It not only damages the target but can also potentially shock nearby enemies, making it a versatile choice for both single-target and area-of-effect damage. 3. The Arrow of Frost: This arrow is infused with the frigid power of ice.

Magic Ammunition – Arrows (D&D 5e Homebrew)

When I’m a player, one of my favorite PC builds is an archer that shoots magic arrows with interesting splash effects (versus just a +2 to attack and damage rolls). When my PC is shooting arrows I want to be more than just Robin Hood, I want to play someone like Hawkeye, Green Arrow or League of Legend’s Ashe (see photo above). The D&D 5th Edition Dungeon Master’s Guide is tops, but I really wish they provided a little more content for magical ammunition for archers who can’t just enchant arrows. I really like the magic ammunition found in D&D 4th edition’s Adventurer’s Vault 2 and there are lots of sources for magic ammo in Pathfinder & older version of D&D too. One of my players was recently asking for magic arrows, so I thought I’d post my magical ammunition conversions/creations for D&D 5th edition.

If you are a little worried about giving an archer a magic weapon you could give out magic arrows instead. They are consumable and you can give just enough for an upcoming tough encounter. I thought about creating stats for arrows of revelation, acid, phasing and others, but for this article I picked the Sleep Arrow and kept the other 3 to be more damage focused. As a DM, you can put any spell on an arrow, you just have to figure out what the damage and/or DC should be.

The D&D 5th Edition Dungeon Master’s Guide has magical ammunition and the Arrow of Slaying, but here are some additional options that might work for you.

Firestorm Arrow +1, +2, +3

Uncommon (+1 ), Rare (+2), Very Rare (+3)

This arrow feels warm when touched, is painted red and has red fletching. Its tip is filled with a magical explosive. You get a bonus to attack and damage rolls made by this piece of magic ammunition. The bonus, additional fire damage and any other effects are determined by the rarity of the ammunition. Once fired the arrow is destroyed and can not be recovered.

Uncommon +1 to attack and damage rolls Hit: Additional 1d6 fire damage to creature.
Rare +2 to attack and damage rolls Hit: Additional 2d6 fire damage to creature.
Very Rare +3 to attack and damage rolls Hit: Additional 3d6 fire damage to hit creature and any creatures within 5′ (including allies) that fail a DC 13 Dexterity save take 1d6 fire damage.

Lightning Arrow +1, +2, +3

Uncommon (+1 ), Rare (+2), Very Rare (+3)

This arrow is painted yellow has yellow fletching. You get a bonus to attack and damage rolls made by this piece of magic ammunition. The bonus, lightning damage and any other effects are determined by the rarity of the ammunition. Once fired the arrow is destroyed and can not be recovered.

Uncommon +1 to attack and damage rolls Hit: Additional 1d6 lightning damage to hit creature.
Rare +2 to attack and damage rolls Hit: Additional 2d6 lightning damage to hit creature.
Very Rare +3 to attack and damage rolls Hit: Additional 3d6 lightning damage to hit creature and the creature must make a DC 15 Constitution save or become stunned until the end of its next turn.

Freezing Arrow +1, +2, +3

Uncommon (+1 ), Rare (+2), Very Rare (+3)

This arrow feels cold when touched and covered it frost. It is painted blueish white and has light blue fletching. You get a bonus to attack and damage rolls made by this piece of magic ammunition. The bonus, cold damage and any other effects are determined by the rarity of the ammunition. Once fired the arrow is destroyed and can not be recovered.

Uncommon +1 to attack and damage rolls Hit: Additional 1d6 cold damage to hit creature.
Rare +2 to attack and damage rolls Hit: Additional 2d6 cold damage to hit creature.
Very Rare +3 to attack and damage rolls Hit: Additional 3d6 cold damage to hit creature and the creature must make a DC 15 Constitution save or become petrified (frozen) until the end of its next turn.

Sleep Arrow +1, +2, +3

Uncommon (+1 ), Rare (+2), Very Rare (+3)

This arrow is painted white and has white fletching. You get a bonus to attack and damage rolls made by this piece of magic ammunition determined by its rarity. If the arrow hits a creature it bursts into magical energy and deals only nonlethal damage (equal to the amount of damage rolled). A creature that has fallen asleep is unconscious for 1 minute or until the sleeper takes damage or is slapped/shaken awake. Unconscious, undead or creatures that are immune to being charmed aren’t affected by the sleep magic of this arrow and only take the nonlethal damage. Once fired the arrow is destroyed and can not be recovered.

Uncommon +1 to attack and damage rolls Hit: The creature must make a DC 11 Wisdom save or fall asleep.
Rare +2 to attack and damage rolls Hit: The creature must make a DC 14 Wisdom save or fall asleep.
Very Rare +3 to attack and damage rolls Hit: The creature must make a DC 17 Wisdom save or fall asleep.

D&D 5th edition doesn’t provide specific prices for magic items, but it does provide ranges for how much to charge for how rare an item is in your world. If you want to know the prices in my world too for reference, I sell the above magic arrows at 30gp each for uncommon and 125gp each for rare. I didn’t even offer the very rare +3 ammunition. For basic +1, +2 and +3 arrows I’d put my prices on the lower end of the ranges found on page 135 of the DMG.

5e magical arroes

Upon hitting a target, it freezes them, slowing their movements and potentially immobilizing them. It is extremely useful against enemies vulnerable to cold damage and offers a tactical advantage in combat. 4. The Arrow of Seeking: This magical arrow is enchanted with the ability to seek out its target. Once aimed in the general direction, it will adjust its course mid-flight to hit the intended target, making it nearly impossible for foes to dodge or evade. 5. The Arrow of Silence: This arrow creates a field of silence upon impact, muffling all sound within a certain radius. This can be useful in disabling enemy spellcasters, preventing them from uttering verbal components of their spells and disrupting their abilities to communicate with their allies. These magical arrows can greatly enhance an adventurer's arsenal, offering tactical advantages and additional damage against specific foes. They can turn the tide of battle and provide creative solutions to challenging encounters. However, they are often rare and expensive, so adventurers should use them wisely and sparingly..

Reviews for "Trick Shots and Tactical Advantage: 5e Magical Arrows for Rogues"

1. John - ★☆☆☆☆
I was really disappointed in the "5e magical arrows". The idea sounded so cool, but the execution was just awful. The arrows had very little impact on combat and seemed to have very limited uses. I expected these magical arrows to be these powerful and game-changing items, but they were just lackluster. The price tag on them was also ridiculous for what you got. Overall, I felt like I wasted my time and money on this product.
2. Sarah - ★★☆☆☆
I had high hopes for the "5e magical arrows", but unfortunately, they fell short of my expectations. While they did add some variety to combat encounters, I found that the effects of the arrows were often underwhelming. The descriptions were also rather vague, leaving me unsure about their exact mechanics. Additionally, balancing seemed to be an issue as some arrows felt overpowered while others were practically useless. I appreciate the effort put into designing these arrows, but they just didn't live up to the hype for me.
3. Michael - ★★☆☆☆
I found the "5e magical arrows" to be a bit lackluster overall. The effects they provided didn't feel very impactful, and I often forgot I even had them in my inventory. The pricing was also on the higher side, which made it even more disappointing. I was hoping for more unique and creative effects, but most of the arrows seemed like variations of existing spells. Overall, I wouldn't recommend spending your money on these magical arrows unless you're really desperate for some minor combat variety.
4. Emily - ★☆☆☆☆
I regret purchasing the "5e magical arrows" as they turned out to be a complete waste of money. The effects they promised were barely noticeable in combat, and many times, I found myself questioning if they were even doing anything at all. The lackluster impact combined with the high price left me feeling ripped off. I wish I had invested my money in something more worthwhile instead. Save yourself the disappointment and don't bother with these magical arrows.

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