Ammunition
Requires ammunition to fire. Drawing ammo is free. Half can be recovered after battle. Range listed as normal/long (disadvantage at long range).
Ammunition (Weapon Property)
A weapon with the ammunition property requires a piece of ammunition each time you use it to make a ranged attack. The ammunition is consumed on each shot.
How it works:
- Drawing the ammunition is part of the attack (no separate action needed).
- You need a free hand to load a one-handed weapon with ammunition. A hand crossbow is light and one-handed but still requires a free hand to load.
- At the end of a battle, you can spend 1 minute to recover half your expended ammunition by searching the battlefield.
Range: Ammunition weapons list two numbers in parentheses: normal range / long range. Attacks at long range are made with disadvantage. You cannot attack a target beyond long range.
Examples:
- Shortbow: Ammunition (80/320) — normal range 80 ft, long range 320 ft
- Heavy crossbow: Ammunition (100/400)
- Sling: Ammunition (30/120)
Ammunition types: Arrows (for bows), bolts (for crossbows), bullets (for slings), and needles (for blowguns). Ammunition is inexpensive — 20 arrows cost 1 gp.
Magic ammunition: Magic arrows or bolts (e.g., +1 arrows) are consumed on use and cannot be recovered. Their bonus applies to both the attack and damage roll for that single shot.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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