Jaelommiss
First Post
I would say the Magic Arrows come in a group of 10 arrows like the Silver Arrows in the Players Handbook page 148, 100 gp for 10, but for Magic Arrows would be 500 for 10 arrows and they break with a hit or are no longer magical
But if they come in a 1 each, then they don't break, and all come in Black
DMG page 150; Once it hits a target, the ammunition is no longer magical, 10 magic arrows can be made at a time, or from DMG Page 184, Oil of Sharpness, Up to 5 pieces of slashing or piercing ammunition can be coated
Arrow of Slaying - one can be made at coast
DMG Page 285, Max Bonus is +4
Where does it say that ten pieces of magic ammunition are made at a time? There is no mention of it on page 150. I assume that you mentioned it as an extension of your first paragraph, though I would be interested if it is mentioned in the book. Additionally, I think the max bonus listed on page 285 is saying that the maximum bonus on a single item is +4, not that there is a maximum possible cumulative bonus from all magic items used.
In the same way I would allow a player to use +3 armour, a +3 shield, and a ring of protection all at once for a cumulative +7 to AC, I would allow a +3 arrow to be used with a +3 bow for a +6 to hit. Considering magic ammunition is only a 5% chance on tables B, C, and D, and that it makes no mention (that I can find) of giving more than one piece, I hardly think it would be game breaking. A potion of X giant strength, found on the same tables with the same probability would be far more powerful in the hands of a fighter or barbarian than a single arrow would be for an archer.
If you (speaking broadly to DMs), think that it'll be an issue then don't give your players bows with +X. In my experience, players prefer magic items with interesting effects than flat modifiers anyway. I just gave my ranger a longbow that stores 5 charges and can be used to cast Hunter's Mark (1 charge) or Web (2 charges), restore 1d4+1 charges at midnight. The web spell requires a successful attack roll to activate, but can be used at any range the bow can be used at. I doubt he would be as happy if it were a longbow +1.
Regarding damage from a magical bow to a foe resistant to nonmagical weapon attacks, I would allow all regular ammo from an enchanted bow to work. Damage resistance is specified as being "from a nonmagical weapon" in all the cases I could find. All arrows fired from a magic bow are attacks from a magic weapon, and therefore bypass the resistance. As written, a magical arrow from a nonmagical bow would be resisted. The weapon used for the attack is nonmagical, regardless of what it fires. You could hypothetically fire the embodiment of magic from a nonmagical catapult and any bludgeoning, piercing, or slashing damage would be resisted. I would personally houserule to allow the magic arrow to bypass resistance, though I fully accept that it is not supported by RAW.