We just hit level 10 in our campaign and after the last fight all players have been summoned spiritually by their gods and will all be gifted with a special item to help beat the big bad. My item is of my own design but this is my first campaign so I actually don't know if my item I created is overpowered or underpowered. I created an quiver that has elemental arrows to give me more utility to help my group. I would love some feedback on what I created. Seriously, I'm new to playing so be nice, please. Also, I am playing a Fighter Champion very focused on Archery.
Elemental Arrow Factory A mysterious quiver rumored to be from another world. It infuses elemental power into any arrow placed inside. There seems to only be room for 4 arrows. Each element can only be used 1 time per set of 4 arrows. Short rests allow 2 arrows to be recharged and a long rest recharges all 4. Targets hit by the elemental arrows take the arrows normal damage with added effects
Air
The enemy is assaulted with a small but intense whirlwind. While not damaging, the enemy’s ability to aim at range is hindered, lowering their accuracy (3 turns)
Hit: Target’s ranged attacks are rolled at disadvantage
Crit:Target can’t perform ranged attacks
Earth
Arrow affects terrain, changing the battlefield. An earthen monolith appears where the arrow strikes (5ft x 5ft x 10ft) serving as a source of cover. (3 turns)
Hit: Tiny – Large enemies in the monolith’s occupied space take the arrow’s normal damage as bludgeoning damage and are displaced 10 ft in the DM’s chosen direction. (dodged if enemy makes DEX save higher than Crow's ATK roll) Allies within 5ft of monolith have +2AC.
Crit:Tiny – Large enemies can’t dodge the monolith. Allies within 5ft of monolith gain +4AC
Electric
Enemy becomes electrically charged and is struck by a bolt of lightning, along with any nearby enemies.
Hit: Target and any enemy within 10ft take 1D6 lightning damage
Crit: Primary target takes 8D6 lightning damage
Plant
Arrow plants a cursed ‘seed,’ covering the enemy in thorny vines (3 turns)
Hit: Target takes 1D6 damage each time they attack/move
Crit: Arrow creates fertile vines coving a 10ft radius, targets in radius take 1D6 damage each time they attack/move
Water
Upon hitting the enemy or terrain, the arrow dissolves into a mystic healing water causing a blessed rainstorm directly above (15ft diameter) (2 turns)
Hit: Allies in storm recover 1D6+CON modifier health at start of their turn
Crit: Allies in storm roll 2D6+CON modifier health at start of their turn, and are healed of any negative status effect
Fire
Enemy is inflicted with fire damage that, while not creating a flame, causes a burn that eats away their health (∞ turns)
Hit: Target takes 1D10 fire damage on hit and 1D4 (rolled at hit) continual damage until dead or burn is removed
Crit: Target takes 1D12 fire damage on hit and 1D6 (rolled at hit) continual damage until dead or burn is removed
Ice
Target becomes hindered by frost, lowering movement ability and possibly pain threshold (3 turns)
Hit: Target takes 1D6 cold damage and is limited to either movement or attack (only affects melee attacks)
Crit: Hit, + target takes double damage while covered in frost
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We just hit level 10 in our campaign and after the last fight all players have been summoned spiritually by their gods and will all be gifted with a special item to help beat the big bad. My item is of my own design but this is my first campaign so I actually don't know if my item I created is overpowered or underpowered. I created an quiver that has elemental arrows to give me more utility to help my group. I would love some feedback on what I created. Seriously, I'm new to playing so be nice, please. Also, I am playing a Fighter Champion very focused on Archery.
Elemental Arrow Factory
A mysterious quiver rumored to be from another world. It infuses elemental power into any arrow placed inside. There seems to only be room for 4 arrows. Each element can only be used 1 time per set of 4 arrows. Short rests allow 2 arrows to be recharged and a long rest recharges all 4. Targets hit by the elemental arrows take the arrows normal damage with added effects
Air
The enemy is assaulted with a small but intense whirlwind. While not damaging, the enemy’s ability to aim at range is hindered, lowering their accuracy (3 turns)
Hit: Target’s ranged attacks are rolled at disadvantage
Crit: Target can’t perform ranged attacks
Earth
Arrow affects terrain, changing the battlefield. An earthen monolith appears where the arrow strikes (5ft x 5ft x 10ft) serving as a source of cover. (3 turns)
Hit: Tiny – Large enemies in the monolith’s occupied space take the arrow’s normal damage as bludgeoning damage and are displaced 10 ft in the DM’s chosen direction. (dodged if enemy makes DEX save higher than Crow's ATK roll) Allies within 5ft of monolith have +2AC.
Crit: Tiny – Large enemies can’t dodge the monolith. Allies within 5ft of monolith gain +4AC
Electric
Enemy becomes electrically charged and is struck by a bolt of lightning, along with any nearby enemies.
Hit: Target and any enemy within 10ft take 1D6 lightning damage
Crit: Primary target takes 8D6 lightning damage
Plant
Arrow plants a cursed ‘seed,’ covering the enemy in thorny vines (3 turns)
Hit: Target takes 1D6 damage each time they attack/move
Crit: Arrow creates fertile vines coving a 10ft radius, targets in radius take 1D6 damage each time they attack/move
Water
Upon hitting the enemy or terrain, the arrow dissolves into a mystic healing water causing a blessed rainstorm directly above (15ft diameter) (2 turns)
Hit: Allies in storm recover 1D6+CON modifier health at start of their turn
Crit: Allies in storm roll 2D6+CON modifier health at start of their turn, and are healed of any negative status effect
Fire
Enemy is inflicted with fire damage that, while not creating a flame, causes a burn that eats away their health (∞ turns)
Hit: Target takes 1D10 fire damage on hit and 1D4 (rolled at hit) continual damage until dead or burn is removed
Crit: Target takes 1D12 fire damage on hit and 1D6 (rolled at hit) continual damage until dead or burn is removed
Ice
Target becomes hindered by frost, lowering movement ability and possibly pain threshold (3 turns)
Hit: Target takes 1D6 cold damage and is limited to either movement or attack (only affects melee attacks)
Crit: Hit, + target takes double damage while covered in frost