D&D 5E Nonmagical arrows and magic bows

Thanks for pointing out how empowered I am, you are the second person in this thread to do so. Like I mentioned in my reply to Mistwell, my group wants to play the game as close by the rules as possible before we decide what (if anything) we want to house rule.

I was only trying to help!

Playing by the RAW as closely as possible - sure, I want to do this too. If I knew the official ruling on this, I'd tell you. However, in the absence of the information, and given that one of your players is waiting on a decision... you can either make a ruling, tell him/her not to risk playing an archer in case he/she doesn't like any later official ruling, or postpone the start of your game. I'd do the former, and just get on with the game, but of course it's up to you.
 

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Here's a (bad) idea:

Arrows provide bonus to damage, bows to hit. Properties such as "Frost" or "Fire" on bows impart the damage type to the arrow. Properties such as "Frost" of "Fire" on arrows impart their damage type to the arrow. Frost/Fire combo's gain both.

Crossbows and bolts are always non-magical. Crossbows are for peasants. Any magical crossbows or bolts listed in the DMG or published adventures are illusory, a by-product of Mind Flayer tampering. If anyone points these out to you flee immediately. They are Mind Flayer Thralls!

P.S. - Cool Avatar!
 




+3 weapon is legendary. In fact, you can destroy artifacts with it. I wouldn't worry to much about parties having +3 weapons and ammo unless the DM is an idiot. (or the party is epic levels).
Or the dm is so sadistic that he knows that players are going to need those. Or just generous.
 
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