![]() Superior Smoke Arrow - Creates a Fog Cloud after 2 turns. ![]() Can be used to cut objects further away, like ropes for traps and such. Once hit the target it hooks itself in the flesh as the wound closes behind it. When fired, flies in a circle of diameter 60ft in the direction the arrow is curved toward when aiming.Ĭrescent Moon Arrow - causes slashing damage with it's broad cutting head. ![]() If left in, 1 damage per round spent doing anything but remaining carefully still.Īrrow of Returning - After firing and striking something, the arrow will vanish in a puff of smoke and return to your quiver.Īrched Arrow - curved slightly, with air channels engraved onto the tip. If carefully removed (takes 1D6+1 rounds, DEX check at DC 15), no damage half damage if you fail the roll. Thundersteel Arrow - made from meteoric iron which has been imbued with the essence of the sky domain, deals 1d4 lightning damage in addition.īoxing Glove Arrow - Stuns an enemy or knocks them prone on hit.Īrrow of Healing - Deals 1d4 damage, heals 1d8 hp.īarbed Arrow - This cruelly barbed arrow does normal damage going in, and 1D6+2 damage coming out. Those inside choke as if you had casted the Stinking Cloud spell with DC 12.Īlchemists Fire Arrow - contains a small vial of alchemists fire, dealing an additional 1d4 fire damage. Rope Arrow - When fired, this arrow releases 25 feet of hempen rope behind it.Ĭhoke Arrow - When the arrow makes contact with an object, it explodes into a cloud of noxious fumes in a sphere with a radius of 5 feet. Walking or climbing on the moss grants advantage on stealth checks to remain silent. Moss Arrow - When this arrow is fired at a surface, creeping moss rapidly spreads to a circle with radius ten feet around the point of contact. Elementals attuned to fire are weak against it's damage. Water Arrow - When this arrow makes contact, it releases a burst of water that extinguishes any source of fire no greater than a five foot cube. Upon a hit the brittle gem shatters, releasing an additional 1d8 lightning damage in a 10' radius. ![]() Shock Arrow - A thundergem is sharpened into a point as this arrow's head. Small Game Broadhead - Broadhead with extending fins that will decapitate small game (CR 1/8 or lower), due to the precision needed, the target gets +5 to AC. Grappling Arrow - Arrow with a strong head that will hold up to 300 lbs of weight on an attached 100ft length of rope. Rose Thorn Arrow - on hit extra 1d4 piercing from thorns and target must make a DC 15 STR or DEX save or be ensared for 1d4 rounds (can attempt to Str / dex to get free each round), 1d4 piercing damage each round the ensnared creature moves. Non-lethal Arrow (blunt head) - does blunt instead of piercing damage. On a hit the target takes an additional 1d4 acid damage. on it's turn, the target can make a STR check to break free (DC 16).Īcid Arrow - The glass head of this arrow shatters upon impact spraying the target in corrosive acid. ![]() Net Arrow - The head of this arrow is actually a small clay pot containing a spring-loaded silk net, on a hit, the target makes a DEX save (DC 13) against being restrained. A hit from an Ice Arrow causes the area surrounding the wound to freeze for 1d4 hours. Ice Arrow - A shard of razor sharp ever-frozen ice is fastened to the end of an arrow. Over one hundred different types of interesting and magical arrows. ![]()
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