
Ammo
- Illumination Arrow: Rough hewn wooden shaft dripping sickly smelling tar. When the head is lodged into a surface, the fletching immediately ignites as a torch that lasts about half an hour.
- Capture Arrow: Hollow metal arrow with crystalline core. When it hits the target, they must save or be trapped in the core. Damaging the core or firing the arrow again will release the contained creature. While trapped in the arrow, time does not pass.
- Backbiter Arrow: Looks like a slightly oversized regular arrow, but careful examination reveals a tiny spring-loaded arrow inside of it. When lodged in a surface, the internal arrow fires straight out of the back in a straight line dealing the damage it normally would.
- Paradox Arrow: White-shafted arrow with a crest showing an ornate capital Z. When fired at a target, do not roll to hit. Instead, the arrow travels 1/2 of the way to the declared target. If that would hit something along the way, it hits unneringly, dealing damage immediately. Otherwise, it continues moving half of the distance it moved each prior turn until it is essentially frozen in the air. The arrow only moves on its turn.
- Multiplying arrow: Single arrow illustrated to appear as if it is actually a bundle of many arrows. Whenever max damage is rolled for this arrow, the die explodes. If this is also max damage, continue rolling until it is not, adding each to the total.
- Expanding Arrow: Silver shaft that feels cool to the touch. When the head hits a target, the arrow shatters and expands into a 5ft wide by 5ft tall sheet of easily climbable hard foam.