By combining unique resources and premium base materials, a character with the Trick Arrows Feat is able to craft arrows with highly-specialized properties.
First, the character must choose resources that are not commonly found in public marketplaces or standard foraging. Examples includes: dragon scales, ogre teeth, bioluminescent moss from an underground lake, etc. The player should then discuss with the Dungeon Master what unique property their arrows would have, based on the chosen resources. (White dragon scales might cause cold damage, for example). Multiple resources can be combined to crate even more unique effects (white dragon scales and ogre teeth might cause even greater cold damage against large humanoids). The benefit should generally not result in "magical" arrows, barring very rare resources. Once the player and Dungeon Master have reached agreement, the character may attempt to craft their "trick" arrows.
The character must spend one day crafting the arrows, a process that will consume the resources and 50 GP. At the end of this process, the character rolls 1d4+1 and crafts that number of arrows.
This Feat is specifically for players who are more interested in creative gamesmanship than "min/max" development. Highly inventive, wildly specific effects are encouraged.
Comments