Unlike normal arrows and bullets, you must keep track of special ammunition.
When shooting from a ranged weapon or a gun, you can choose to use special ammunition instead, remember to mark down that you used it!
Rubber Rounds
1 Copper Per 10 Ammo, Common
This special ammunition cannot kill a person, meaning it’s always non-lethal.
JP Rounds
1 Gold Per 10 Ammo, Uncommon
This special ammunition ignores damage reduction effects as long as it’s only non-magical damage reduction.
Tracer Rounds
1 Gold Per 10 Ammo, Uncommon
After shooting this special ammunition at a creature, regardless of if you successfully hit or missed, you have advantage on your next ranged attack.
Ratshot Rounds
3 Gold Per 10 Ammo, Uncommon
Instead of rolling to hit with this special ammunition, divide the range of the weapon by three. You now create a cone of that divided range in front of your weapon. Creature’s in the radius of the cone need to make a DC 12 blocking or acrobatics saving throw or take the weapon damage.
Dragonbreath Rounds
3 Gold Per 10 Ammo, Uncommon
Instead of rolling to hit with this special ammunition, divide the range of the weapon by three. You now create a cone of that divided range in front of your weapon. Creature’s in the radius of the cone need to make a DC 12 blocking or acrobatics saving throw or take the weapon damage, but instead of piercing it’s fire damage.
Poison Rounds
10 Gold Per 10 Ammo, Uncommon
Unlike normal arrows and bullets, you must keep track of this special ammo.
When shooting from a ranged weapon or a gun, you can choose to use this special ammunition instead, remember to mark down that you used it!
Upon this special ammunition hitting a creature, the creature must make a DC 12 Tolerance Saving Throw. Upon a failure, they are poisoned for an hour and also take 1 poison damage at the start of their turns.
Explosive Rounds
15 Gold Per 10 Ammo, Uncommon
Instead of rolling to hit with this special ammunition, there is a 20ft radius explosion wherever the bullet lands. Creature’s in the radius need to make a DC 12 Blocking or Acrobatics save or take the weapon’s damage, however it’ll be explosion damage instead of piercing.
Super Heavy Rounds
30 Gold Per 10 Ammo, Uncommon
Can only be used in heavy caliber!
This special ammunition pushes the person shooting the gun back 5 feet, but also pushes anyone hit with the bullet back by 10ft. Also, if this special ammunition hits a limb, it’ll either cause 2 grievous wounds or if the attempt to break off a limb the number they need to beat for their survival roll increases by 20