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Feb 25th, 2020
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  1. Special arrows:
  2.  
  3. During a long rest, you can craft a number of arrows equal to half your level, rounded up. Each arrow has a cost in gold that represents the materials required to make it. You are assumed to have these materials on hand in reasonable supply, and only need to deduct the gold as you expend those materials.
  4.  
  5. Arrows crafted in this way last indefinitely, but cannot be recovered once used unless otherwise specified. Additionally, the balance and techniques required for these arrows are known only to you – other archers are not able to use them effectively.
  6.  
  7. The saving throw for these arrows is the same as your Arcane Shots: 8+PROF+INT.
  8.  
  9. Crippling Arrow:
  10. 2d8 Piercing Damage
  11. This arrow has a heavy shaft studded with the barbs of additional arrowheads along its length. On a hit, the target must make a CON save against your special arrow DC. On a failed save, their movement speed is reduced by half.
  12. 1 GP
  13.  
  14. Blinding Arrow:
  15. 1d8 Piercing/1d6 Fire
  16. This arrow contains a payload of flashpowder that can be ignited in midair or on impact. All creatures within 10 feet of the detonation must make a CON save against your special arrow DC. On a failed save, they are blinded until the end of their next turn.
  17. 3 GP
  18.  
  19. Entangling Arrow:
  20. 1d8 Bludgeoning
  21. This weighted arrow splits in midair, bound together by thin but strong cable. On a hit, the target must make a DEX save against your special arrow DC. On a failed save, they are entangled in the wire, and have disadvantage on attack rolls or dexterity saves until they take an action to free themselves.
  22. 1 GP
  23.  
  24. Marking Arrow:
  25. 1d8 Piercing
  26. This arrow activates when it strikes a weak point in a target, shining a brightly visible glow from the vulnerable spot. The next attack against this enemy, by you or an ally, can choose to target the same spot. When doing so, the attacker can choose to have either advantage on the attack roll, or advantage on the damage roll.
  27. 5 GP
  28.  
  29. Shielding Arrow:
  30. 2d6 Force
  31. This arrow carries a magically charged device that projects a short wall of force along its path. The range of this arrow is limited to 30/60. When the arrow is fired, it draws a wall of force up to 30 feet long through which projectiles cannot pass. The wall lasts for a number of rounds equal to your INT modifier.
  32. 15 GP
  33.  
  34. Greater Shielding Arrow
  35. 3d6 Force
  36. This arrow behaves in the same way as the Shielding Arrow, with an additional property. When a Large or smaller creature tries to pass through the wall, it must make a STR save against your special arrow DC. Small or Tiny creatures have disadvantage on this save. On a failed save, the creature cannot pass through the wall this round. On a successful save, it passes through, but uses all of its remaining movement to do so.
  37. 50 GP
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