Add a trick ammo source, moving my existing trick ammo to it
and then add some of the following
Done:
Explosive Ammunition. force every creature within 10ft to make Dex save or take fire damage
On a hit, each creature within 10 feet of the target (including the target itself), must make a Dexterity saving throw or take 3d6 fire damage. A creature takes half as much damage on a success.
Concussive Ammunition. Force creatures to make con checks or take non-lethal thunder damage, also become deaf for a round on fail
Balled Ammunition, spawn ball bearings (or grease) in an area
On a hit, thousands of ball bearings erupt from the target and cover a 15-foot square area of ground. The ball bearings vanish after one minute.
Tethering Ammunition. Tether the target to the ground, their speed is 0 until they break the tether. OR Tether a creature to another nearby creature, they now cannot move more than 10/15 ft from each other until the tether is broken
On a hit, the target is magically tethered to a random creature within 15 feet of it. Until the tether is broken with a Strength check (DC equals the save DC), neither target can move, or be moved, more than 15 feet away from each other. A creature can drag another creature it is tethered to but its movement speed is halved when doing so.
Tethering Ammunition. Tether the target to the ground, their speed is 0 until they break the tether. OR Tether a creature to another nearby creature, they now cannot move more than 10/15 ft from each other until the tether is broken
On a hit, the target is magically tethered to a random creature within 15 feet of it. Until the tether is broken with a Strength check (DC equals the save DC), neither target can move, or be moved, more than 15 feet away from each other. A creature can drag another creature it is tethered to but its movement speed is halved when doing so.
Forceful Ammunition. push target 5 ft or 15 ft on failed str save
On a hit, the target must make a Strength saving throw or be pushed 15 feet away from you. On a success, the target is only pushed 5 feet.
Extinguishing Ammunition. Splash water on creatures and objects within 10 feet, extinguishing non-magical fire (and potentially harming fore elementals)
On a hit, a spray of water erupts in a 15-foot cube centered on the target. Nonmagical fires within the area are extinguished. Each creature within the area is hit by 5 gallons of water. The water quickly dissipates at the end of the turn.
Mimicry Ammunition. Speak a phrase when you fire and play that phrase from the location of impact for a round
Feathered Ammunition, summon a random low CR bird (e.g. chicken, raven, owl) that is hostile to the target (or nearest creature)
On a hit, a bird appears in an unoccupied space within 10 feet of the target and is hostile to the target. The bird takes its turn immediately after the current one and must do everything it can to harm and harass the target. The bird vanishes after 1 hour, or if it dies. Roll a d4 to determine the type of bird; 1 for chicken, 2 for crow, 3 for peacock or 4 for owl.
Incendiary Ammunition. the target catches fire as if hit by alchemist fire
Gravity Arrow. cast magnify gravity (gravity fissure might be a bit much but a similar effect of pulling creatures in might be cool)
Yanking Ammunition. pull target towards you
Shrapnel Ammunition. force creatures in 10ft to make dex save or take piercing damage
Blinding ammunition. force creatures in 10ft to save or be blinded for a round
Marking Ammunition. Cast hunter's mark on the target
Stepping Ammunition, teleport to location of impact
Sedating Ammunition. cast calm emotions on target (or cast sleep in an area)
Arcing Ammunition. cast chaos bolt on target (or some similar effect than can arc to a nearby creature)
Glowing Ammunition. make the target glow (possibly also granting adv, faerie fire style)
Warding Ammunition. grant the target resistance to a damage type (depends on ammo) for a round
Sonar Ammunition. grant a target darkvision/blindsense/tremmorsense for a minute
Masking Ammunition. make target appear as different creature type for a minute
TBD Ammunition. cast protection from evil and good on target
Trick Ammunition. This magical ammunition is not designed to deal damage, rather it is designed to produce some special effect, at its point of impact. You have a +1 bonus to attack rolls made with this ammunition, and you forgo normal damage from the attack, instead triggering the associated effect on a hit. If the effect allows a creature to make a saving throw, the saving throw equals 8 + your proficiency bonus + the ability modifier you used for the attack roll. If the effect is a spell that normally requires concentration, it does not require concentration and lasts for the full duration. If the effect targets an area and you miss the attack roll, the DM may decide that the effect still occurs, choosing a random point within 20 feet of the the intended target as the center point of the area. Once the ammunition's effect has been triggered, it ceases to be magical.
Add a trick ammo source, moving my existing trick ammo to it and then add some of the following
Done:
Trick Ammunition. This magical ammunition is not designed to deal damage, rather it is designed to produce some special effect, at its point of impact. You have a +1 bonus to attack rolls made with this ammunition, and you forgo normal damage from the attack, instead triggering the associated effect on a hit. If the effect allows a creature to make a saving throw, the saving throw equals 8 + your proficiency bonus + the ability modifier you used for the attack roll. If the effect is a spell that normally requires concentration, it does not require concentration and lasts for the full duration.
If the effect targets an area and you miss the attack roll, the DM may decide that the effect still occurs, choosing a random point within 20 feet of the the intended target as the center point of the area.
Once the ammunition's effect has been triggered, it ceases to be magical.