“Quantis Rhee has almost forgotten what colors are. For months, she has prowled the deep, shadowed catacombs of Limbo—the places where the inexorable Slaad burrowed into the chaotic plane and replaced natural life with a cold, inhuman labyrinth. Light is scarce in this place. But Quantis knows how to find it—how to feel the ripples of the void, to draw power from the infinities between spaces. She knows how to roll black holes between her fingertips, and how to nock her bow with the inescapable gravities of the universe. Soon Quantis will leave this place, return to the city, report her findings. See colors again. But that won't last long.”
This monochromatic quiver is constructed from the pitch black tanned hide of a long forgotten death slaad. The ebony mane of a unicorn born in the Shadowfell was used in the stitching. The fangs of vampires, blackened by age, adorn the bottom and rim of the quiver. Once attuned to the Quiver of Chaos the wielder gains the following benefits.
An invisible chaotic void surrounds the Quiver of Chaos, preventing attempts to locate it or it's wearer through scrying, divination spells, or perceived through magical scrying sensors.
While attuned to the Quiver of Chaos the wearer’s base speed is increased by 10 feet.
As a bonus action, you can allow the chaos of Limbo wash over your mind. You gain advantage on your next attack roll. You cannot use this feature again until you have finished a shot rest
This quiver holds 6 arrows, any arrows fired cannot be replaced until after a long rest. When you draw an arrow from this ornately designed quiver. Roll d100 and consult the following table to discover the effects of the arrow you draw.
1The arrow was cursed! The arrow fuses to your hand until the curse is dispelled
2The arrow is a rust monster antenna, if it hits it sticks to the armor of the enemy, giving them -1 to ac if they are wearing metal armor. If the target is a metal construct it takes (8d8) Damage, Its movement is halved, and it has disadvantage on dexterity saves, and attack rolls.
3The arrow whistles, giving advantage on perception checks to spot the person that fires the arrow. There is no special effect other than that.
4The arrow has the same effect as the shatter spell.
5-8The target of the arrow must make a Wisdom saving throw (DC 15) or the target is banished to the positive energy plane for one round. Creatures that are not Constructs or Undead return at full health. Undead take 4d8 radiant damage while in the positive energy plane. On a successful save the arrow functions as a non-magical arrow.
9-16The arrow allows the target to regain 1d12 hit points.
17-24The arrow deals an additional 3d6 fire damage on a hit.
25-32The arrow has the same effect as the thunderwave spell (save DC 15).
33-40The arrow has a -4 penalty to attack rolls.
41-48The arrow has a +4 bonus to attack rolls.
49-56The arrow illuminates the area it hits, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. All creatures within the the bright light must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.
57-64On a hit, the target of this arrow must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn.
65-73The arrow is jagged, and cuts your hand dealing 2d4 slashing damage to you, otherwise it functions as a non-magical arrow.
74-80The arrow is a flying snake. The arrow has a +2 bonus to attack rolls. On a hit, it deals its normal damage and an additional 3d4 poison damage (save DC 15). The snake remains for 1 minute and obeys your verbal commands.
81-84 The arrow is a mind flayer tentacle. The arrow has a +1 bonus to attack rolls. On a hit, the target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location for 1 hour, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you.
85-88The arrow has the same effect as the irresistible dance spell (save DC 15).
89-96The arrow has a glyph of warding etched onto it, noching the arrow triggers the glyph.
97-98The arrow creates an antimagic field in a sphere 50 feet in radius centered on the arrow.
99The target of this arrow must succeed on a DC 15 Wisdom saving throw or be magically polymorphed into a frog for 1 minute, as though it had failed a save against the polymorph spell.
100The arrow implodes on contact with the target, opening up a singularity. All creatures in a 10 foot radius must make a DC 15 Strength saving throw. On failed save this deals 10d10 force damage and creatures are pulled into the closest unoccupied space nearest the target of the arrow. On a successful save the targets take half damage and are not pulled.
I like the "random" arrows ... this could be hilarious if the right player gets it. If it were me I wouldn't roll for which type until the arrow was fired. The #1 arrow I might make an arrow of returning (returns and strikes the person that fired it) instead of cursed, having an arrow fused with your hand would pretty much take an archer completely out of combat until restored ... or at least induce disadvantage on almost anything requiring a dex check. One of my favorite cursed arrows is an arrow of fumbling ... Here is what it does if the curse takes hold (DC15): The character attempting to fire this arrow is a disadvantage, if the attack roll (less modifiers) is 17 or lower the arrow falls harmlessly on the ground as the bowstring is released, the character is compelled to continue attempting to fire this arrow until the end of combat or it strikes a target. On a nat. 20 there is residual from the curse which is passed to the target creating disadvantage for one round. Would be funny to make one of the arrows a glitter bomb too ... when fired there is an audible "pop" and the archer becomes the center of a 15ft radius shower of multi-colored glitter. I would have the player stock the quiver with up to 24 normal arrows (that way they are all visually identical), also make some of the arrows maybe +1 arrows. You may want to skew the "draw" towards towards the mundane +1's so the player isn't afraid to draw from the quiver.
Thanks for the feedback. I do intend for them to to be rolled as are drawn and fired. I had really though about doing arrow that seeks the shooter but making the player roll a second d100 to see which of arrows is now seeking them. So i may edit that in before I reward it. Love the idea of the glitter bomb.
I have recently slightly buffed the quiver based on advice from other DM and with the redesign the fumbling arrow is almost too perfect not to use. Because my quiver only holds one arrow and so if you get the fumblong there dosent need to be a compulsive thing is just wont respawn another arrow until conditions are met.
Reworked:
This monochromatic quiver appears to hold a single arrow. It constructed from the pitch black tanned hide of a long forgotten death slaad and fangs of slain Githzerai, blackened by age, adorn the top and bottom rim of the quiver.Once attuned to the Quiver of Chaos the wielder gains the following benefits.
Perfect Paradox: The quiver is linked to a paracausal loop in Limbo. When you pull the lone arrow from the quiver, it is simultaneously replaced by the same arrow from a past, present, or future timeline.
And now it had 6 charges instead of six arrows and you can expend a charge to imbue the arrow with chaotic energy.
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Quiver of Chaos
Wondrous Item, legendary (requires attunement)
“Quantis Rhee has almost forgotten what colors are. For months, she has prowled the deep, shadowed catacombs of Limbo—the places where the inexorable Slaad burrowed into the chaotic plane and replaced natural life with a cold, inhuman labyrinth. Light is scarce in this place. But Quantis knows how to find it—how to feel the ripples of the void, to draw power from the infinities between spaces. She knows how to roll black holes between her fingertips, and how to nock her bow with the inescapable gravities of the universe. Soon Quantis will leave this place, return to the city, report her findings. See colors again. But that won't last long.”
This monochromatic quiver is constructed from the pitch black tanned hide of a long forgotten death slaad. The ebony mane of a unicorn born in the Shadowfell was used in the stitching. The fangs of vampires, blackened by age, adorn the bottom and rim of the quiver. Once attuned to the Quiver of Chaos the wielder gains the following benefits.
An invisible chaotic void surrounds the Quiver of Chaos, preventing attempts to locate it or it's wearer through scrying, divination spells, or perceived through magical scrying sensors.
While attuned to the Quiver of Chaos the wearer’s base speed is increased by 10 feet.
As a bonus action, you can allow the chaos of Limbo wash over your mind. You gain advantage on your next attack roll. You cannot use this feature again until you have finished a shot rest
This quiver holds 6 arrows, any arrows fired cannot be replaced until after a long rest. When you draw an arrow from this ornately designed quiver. Roll d100 and consult the following table to discover the effects of the arrow you draw.
1 The arrow was cursed! The arrow fuses to your hand until the curse is dispelled
2 The arrow is a rust monster antenna, if it hits it sticks to the armor of the enemy, giving them -1 to ac if they are wearing metal armor. If the target is a metal construct it takes (8d8) Damage, Its movement is halved, and it has disadvantage on dexterity saves, and attack rolls.
3 The arrow whistles, giving advantage on perception checks to spot the person that fires the arrow. There is no special effect other than that.
4 The arrow has the same effect as the shatter spell.
5-8 The target of the arrow must make a Wisdom saving throw (DC 15) or the target is banished to the positive energy plane for one round. Creatures that are not Constructs or Undead return at full health. Undead take 4d8 radiant damage while in the positive energy plane. On a successful save the arrow functions as a non-magical arrow.
9-16 The arrow allows the target to regain 1d12 hit points.
17-24 The arrow deals an additional 3d6 fire damage on a hit.
25-32 The arrow has the same effect as the thunderwave spell (save DC 15).
33-40 The arrow has a -4 penalty to attack rolls.
41-48 The arrow has a +4 bonus to attack rolls.
49-56 The arrow illuminates the area it hits, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. All creatures within the the bright light must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.
57-64 On a hit, the target of this arrow must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn.
65-73 The arrow is jagged, and cuts your hand dealing 2d4 slashing damage to you, otherwise it functions as a non-magical arrow.
74-80 The arrow is a flying snake. The arrow has a +2 bonus to attack rolls. On a hit, it deals its normal damage and an additional 3d4 poison damage (save DC 15). The snake remains for 1 minute and obeys your verbal commands.
81-84 The arrow is a mind flayer tentacle. The arrow has a +1 bonus to attack rolls. On a hit, the target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location for 1 hour, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you.
85-88 The arrow has the same effect as the irresistible dance spell (save DC 15).
89-96 The arrow has a glyph of warding etched onto it, noching the arrow triggers the glyph.
97-98 The arrow creates an antimagic field in a sphere 50 feet in radius centered on the arrow.
99 The target of this arrow must succeed on a DC 15 Wisdom saving throw or be magically polymorphed into a frog for 1 minute, as though it had failed a save against the polymorph spell.
100 The arrow implodes on contact with the target, opening up a singularity. All creatures in a 10 foot radius must make a DC 15 Strength saving throw. On failed save this deals 10d10 force damage and creatures are pulled into the closest unoccupied space nearest the target of the arrow. On a successful save the targets take half damage and are not pulled.
I like the "random" arrows ... this could be hilarious if the right player gets it. If it were me I wouldn't roll for which type until the arrow was fired. The #1 arrow I might make an arrow of returning (returns and strikes the person that fired it) instead of cursed, having an arrow fused with your hand would pretty much take an archer completely out of combat until restored ... or at least induce disadvantage on almost anything requiring a dex check. One of my favorite cursed arrows is an arrow of fumbling ... Here is what it does if the curse takes hold (DC15): The character attempting to fire this arrow is a disadvantage, if the attack roll (less modifiers) is 17 or lower the arrow falls harmlessly on the ground as the bowstring is released, the character is compelled to continue attempting to fire this arrow until the end of combat or it strikes a target. On a nat. 20 there is residual from the curse which is passed to the target creating disadvantage for one round. Would be funny to make one of the arrows a glitter bomb too ... when fired there is an audible "pop" and the archer becomes the center of a 15ft radius shower of multi-colored glitter.
I would have the player stock the quiver with up to 24 normal arrows (that way they are all visually identical), also make some of the arrows maybe +1 arrows. You may want to skew the "draw" towards towards the mundane +1's so the player isn't afraid to draw from the quiver.
There is a lot of possibility here.
Thanks for the feedback. I do intend for them to to be rolled as are drawn and fired. I had really though about doing arrow that seeks the shooter but making the player roll a second d100 to see which of arrows is now seeking them. So i may edit that in before I reward it. Love the idea of the glitter bomb.
I have recently slightly buffed the quiver based on advice from other DM and with the redesign the fumbling arrow is almost too perfect not to use. Because my quiver only holds one arrow and so if you get the fumblong there dosent need to be a compulsive thing is just wont respawn another arrow until conditions are met.
Reworked:
This monochromatic quiver appears to hold a single arrow. It constructed from the pitch black tanned hide of a long forgotten death slaad and fangs of slain Githzerai, blackened by age, adorn the top and bottom rim of the quiver.Once attuned to the Quiver of Chaos the wielder gains the following benefits.
Perfect Paradox: The quiver is linked to a paracausal loop in Limbo. When you pull the lone arrow from the quiver, it is simultaneously replaced by the same arrow from a past, present, or future timeline.
And now it had 6 charges instead of six arrows and you can expend a charge to imbue the arrow with chaotic energy.