D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
22 items
1–22 of 22Ammunition (+1)
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. This is the uncommon +1 variant, per piece.
AmmunitionAmmunitionUncommon——Ammunition (+2)
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. This is the rare +2 variant, per piece.
AmmunitionAmmunitionRare——Ammunition (+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. This is the very rare +3 variant, per piece.
AmmunitionAmmunitionVery-rare——Ammunition of Aberration Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Aberration creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Beast Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Beast creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Celestial Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Celestial creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Construct Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Construct creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Dragon Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Dragon creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Elemental Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Elemental creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Fey Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Fey creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Fiend Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Fiend creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Giant Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Giant creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Humanoid Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Humanoid creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Monstrosity Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Monstrosity creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Ooze Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Ooze creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Plant Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Plant creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Undead Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Undead creature type.
AmmunitionAmmunitionVery-rare——Arrows (20)
20 arrows for weapons that use this ammunition. Typical storage: Quiver; storage is purchased separately.
AmmunitionAmmunition1 GP1 lbBolts (20)
20 bolts for weapons that use this ammunition. Typical storage: Case; storage is purchased separately.
AmmunitionAmmunition1 GP1.5 lbBullets, Firearm (10)
10 bullets, firearm for weapons that use this ammunition. Typical storage: Pouch; storage is purchased separately.
AmmunitionAmmunition3 GP2 lbBullets, Sling (20)
20 bullets, sling for weapons that use this ammunition. Typical storage: Pouch; storage is purchased separately.
AmmunitionAmmunition4 CP1.5 lbNeedles (50)
50 needles for weapons that use this ammunition. Typical storage: Pouch; storage is purchased separately.
AmmunitionAmmunition1 GP1 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.