Wondrous Item, very rare

This magical quiver contains 5 magical arrows along with 15 normal ones. Each day at dawn, all the spent arrows from the quiver reappear in the quiver.

When the wielder makes a ranged attack with a bow, they may choose to use one of the 5 magical arrows. When they do, they make the attack as normal, an don a hit roll on the Wild Arrow Table.

01-04

The arrow turns around in mid-air and hits the attacker instead. Roll damage as normal, but the attacker takes it instead.

05-08

The arrow is imbued with healing magic. Roll damage, but instead the target regains that many hit points.

09-12

The arrow is imbued with Transmutation magic. Instead of rolling damage the target turns into a bucket of urine for one minute.

13-16

The arrow gains sentience and hurls insults at the target. Roll damage and add an additional 1d6 psychic damage

17-20

The arrow is imbued with teleportation magic. The attacker is teleported within 5ft of where the arrow landed

21-24

The arrow is inscribed with giant runes. Roll damage and the target is under the effects of the enlarge/reduce spell (enlarge)

25-28

The arrow is imbued with conjuration magic. Roll damage as normal but roll an additional 1d4. A number of flumphs equal to the number rolled will appear around the target

29-32

The arrow increases its size in mid-air. Roll damage but increase the die type by one for all dice. For example, d6 --> d8

33-36

The arrow is covered with tiny crystals of dragon rock. Roll damage and the attacker can take another action on their turn

37-40

The arrow splits and begins flying towards another target, if an additional target is not available, then the arrow falls within 15ft of the original. Choose an additional target and roll damage for both. Additionally, roll on the Wild Arrow Table again to determine the effect of the second arrow. 

41-44

The arrow leaves behind some abjurative magic. For the next minute, the attacker has +2 to their AC and immunity to magic missile

45-48

The arrow is blessed by the gods. Roll damage but add an additional 1d8 radiant damage and 2d8 if the target is undead or a fiend

49-52

The arrow is imbued with elemental power. Roll 1d6, the arrow's damage type will change depending on the result 1.) fire 2.) cold 3.) acid 4.) lightning 5.) thunder 6.) poison. Additionally, the damage will ignore any resistances.

53-56

The arrow stores a fireball spell. Fireball is cast centered at the point where the arrow lands

57-60

The arrow travels with much more force than normal. Roll damage and the target is pushed back 15ft

61-64

The arrow is linked to an extraplanar location. Roll damage and the target is banished to another plane for one minute

65-68

The arrow is imbued with fairy magic. Roll damage and the target is under the effects of the enlarge/reduce spell (reduce)

69-72

The arrow crackles with electricity and summons a bolt of lightning once it hits the target. Roll damage and an additional 3d10 lightning damage

73-76

The arrow explodes in a puff of smoke after hitting the target. Roll damage and every creature within 10ft of the arrow is blinded

77-80

The arrow leaves behind some healing magic. Roll damage for the target and the attacker gains a number of hit points equal to 2d10

81-84

The arrow is imbued with illusion magic. Roll damage and the target perceives every creature around it as a threat. For one minute, it will attack the creature closest to it

85-88

The arrow is imbued with chronomancy. Roll damage, and then reverse the effects of the target's last turn

89-92

The arrow is cursed. Roll damage and the target must subtract 1d6 from their next attack roll, ability check, or saving throw

93-96

The arrow splits into three. Each arrow can attack a different target, or all three can attack one. Roll three times on the Wild Arrow Table to determine the effects of each arrow

97-00

All magical effects on the Wild Arrow Table above 08 occur simultaneously

 

 

Notes: by a Ranger

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