Only pick this feat if your Dungeon Master has Nova7770's elemental arrows homebrew in their collection and agrees to use them.
"Move like the wind, strike like lightning."—Randwynnian Archer Battalion proverb.
You have mastered the art of utilising elemental arrows to their fullest potential. With this feat, the save DC for elemental arrows you fire is increased by 2, and elemental arrows you fire have the following additional effects added to their saving throw:
Common Arrows
- Fire Arrow - Inflicts Burning (a burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, the creature can extinguish fire on itself by giving itself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated).
- Ice Arrow - The surface within range becomes covered in Slippery Ice for 1 minute. For the duration, the surface also counts as difficult terrain (when a creature moves onto slippery ice for the first time on a turn, it must pass a DC 10 Acrobatics check or fall prone).
- Poison Arrow - Inflicts the Poisoned condition until the end of the target's next turn.
- Lightning Arrow - The target cannot take reactions until the end of its next turn.
- Acid Arrow - The surface within range becomes covered in Corrosive Acid for 1 minute. For the duration, the surface also counts as difficult terrain (while a creature is standing in corrosive acid, its AC is reduced by 3).
Uncommon Arrows
- Holy Arrow - Deals an additional 2d6 radiant damage to undead creatures and Turns them for 1 minute or until they take damage (a turned undead creature is forced to spend its turns fleeing from the one who turned it using only Dash or Dodge actions. Furthermore, it is unable to take reactions).
- Unholy Arrow - The target cannot regain hit points until the end of its next turn. Inflicts Enfeebled for 1 minute (an enfeebled creature deals only half damage with weapon attacks that use Strength, repeating the saving throw at the end of each of its turns to end the effect).
Rare Arrows
- Piercing Arrow - Penetration effect increased by another 10 feet.
- Thunderous Arrow - Deals an additional 1d6 thunder damage. Push distance increased by 5 feet.
Very Rare Arrows
- Seeking Arrow - The arrow automatically hits the target without having to make an attack roll against it, however, a Shield spell, or a similar effect, can block the arrow.
- Explosive Arrow - Deals an additional 2d4 force damage. Explosion radius changes to a 20-foot sphere.