Text | This ammunition is covered in an alchemical concoction that ignites upon impact, casting bright light in the space of the target it hits and dim light in a 5-foot radius for 1 minute. A creature struck by the ammunition takes 1d4 acid damage at the start of each of its turns and has disadvantage on any Dexterity (Stealth) checks it makes while the ammunition remains lit. The ammunition remains lodged in a target it hits until a creature uses an action to remove and snuff out the ammunition. If the target is invisible, it's revealed while the ammunition is lodged within it. The ammunition is destroyed by the lit solution, preventing it from being recovered once fired.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Source: The Griffon's Saddlebag Vol. 1 p. 27 (Homebrew) |