- You must purchase (or craft) arrows or bolts specifically created to accommodate fire. These cost twice as much as regular arrows/bolts (with a thicker and longer shaft) and usually cost around 100gp per set of 10. For crafting the prices averages at 50GP + crafting check for the arrows/bolts (the quantity of crafted arrows/bolts depends on this check)
- Firing these arrows/bolts imposes disadvantage on the attack made with them. This is due to the weight and balance of the arrows/bolts being changed completely, Arrows and bolts are sensitive things!
- A Flask of oil can soak 10 arrows/bolts before it is consumed. Soaking a singular arrow/bolt in oil takes 1 action (10 takes one minute) and this oil will dry after a minute
- The arrow/bolt itself does 1d4 LESS damage than what it usually would (due to wrapping and design) but when ignited it deals 1 fire damage
- If the target is flammable and is hit by an ignited arrow/bolt they themselves become ignited taking 1d4 fire damage at the start of each of their turn. They may use an action to make a DC10 DEX saving throw to put out the flames. If the target is an object not being worn or carried by an individual then it is simply ignited.
- Igniting an arrow/bolt using an existing flame can be done in tandem with your movement once per turn (see interacting with objects around you p.190 in player's handbook). Igniting arrows/bolts by other means requires an action.
- Arrows/bolts that have been ignited may not be recovered
In real life, the reason to use fire arrows is when you wish to cause collateral damage in a fortified position. Here we have a happy medium between realism and fantasy that doesn't detract from existing spells and render them as useless.