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!

AP Rounds

1 Gold Per 10 Ammo, Uncommon

This special ammunition ignores non-magical resistance to piercing damage. Non-magical immunity to piercing damage is treated like resistance.

Incendiary Rounds

1 Gold Per 10 Ammo, Uncommon

This special ammunition deals an extra die of fire damage alongside the piercing.

Taser Rounds

3 Gold Per 10 Ammo, Rare

When this special ammunition hits a creature, they need to make a DC 12 Fortitude Saving Throw. Upon a failure, they are paralyzed until they make the saving throw at the end of each of their turns. If it’s outside of combat, they’re paralyzed for 5 minutes.

S.A.B.O.T Rounds

5 Gold Per 10 Ammo, Rare

When this special ammunition hits a creature, it pierces through and you can roll to hit one more creature within 10ft of them. It can also pierce through most metals and get the same effect.

Chem Rounds

5 Gold Per 10 Ammo, Rare

This special ammunition deals 2 extra dies of a type of natural non-magical damage like poison or cold.