There is a Legacy version
here.
Magic Ammunition Feat 8Archetype Magical Source Player Core 2 pg. 199Archetype Eldritch ArcherPrerequisites Eldritch Archer Dedication
You imbue your ammunition with raw and potent magic, transforming it to suit your needs in any situation. When you select this feat, choose three types of
common magical ammunition of 4th level or lower from
GM Core or this book. Your GM might allow you to choose from other types of magical ammunition of an appropriate level, such as
uncommon ammunition, or ammunition from other books. You gain the Transform Ammunition action.
Transform Ammunition [free-action] (
magical)
Frequency once per round;
Effect You transform a non-magical arrow or bolt on your person into a piece of magical ammunition of one type you chose for the Magic Ammunition feat. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. You can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.
Special You can select this feat multiple times. Each time you do, select three additional types of magical ammunition as described above.
Traits
Archetype: This feat belongs to an archetype.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.