Rod, artifact (requires attunement by a Falcon, the Hunter for whom it was Forged)

An Arrow of the purest Adamant, created in the depths of the Starforge on Aqires for Falcon the Hunter.

The Arrow has properties associated with seven different buttons that are set in a row along the haft. It has other properties as well, detailed below.

While wielding the Arrow, you can use a Bonus Action to recall it. It will vanish, return to arrow form, and magically reappear in your quiver. 

While wielding the Arrow, you have advantage on stealth checks. 

Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the Arrow to revert to its normal form:

Button 1. You nock the Adamant Arrow onto your equipped bow. The tip of the Arrow sparks with the Divine power of the Starforge. Choose a direction to fire the Adamant Arrow, then make a Ranged Attack Roll. For 640 ft. in that direction (5ft line effect), any creature in the path of the Adamant Arrow must make a Dexterity Saving Throw. The DC is equal to the result of your attack roll

Any creature that fails the DEX save: roll your normal ranged attack damage, and add an additional 2d8 force damage

The Arrow will pass through any object, wall or building that is less than 30 ft thick, as long as the object is not Enchanted or made from Adamant.

Button 2. A radiant blade of golden flames sprouts from the Arrow.The flames shed Bright Light in a 60-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that adds +3 to your melee attack and damage rolls, and deals an extra 2d8 Radiant damage on a hit.

Button 3. The Arrow's tip becomes a spear point, and the Arrow lengthens into a 6-foot haft, transforming the Arrow into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. The Spear has a reach of 10 ft., and grants you the Sentinel feat while you wield it. 

  • Sentinel Feat:
  • Immediately after a creature within 10 ft. of you takes the disengage action, casts a spell, or hits you or another creature with an attack, you can take an Opportunity Attack against that creature. 
  • When you hit a creature with an Opportunity Attack, that creature makes a DC 15 CON save. On a fail, their speed becomes 0 until the end of their next turn. 

Button 4. The Arrow transforms into a climbing pole up to 100 feet long (you specify the length), though the Arrow's buttons remain within your reach. In surfaces as hard as diamond, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 6 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 8,000 pounds. More weight or lack of solid anchoring causes the Arrow to revert to its normal form.

Button 5. The Arrow transforms into a handheld battering ram and grants its user a +15 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.

Button 6. The Arrow maintains its size and shape, but becomes an Immovable Rod. You can use a Bonus Action to press the button, which causes the Arrow to become magically fixed in place. Until you or another creature uses a Bonus Action to push the button again, the Arrow doesn't move, even if it is defying gravity. The Arrow can hold up to 20,000 pounds of weight. More weight causes the Arrow to deactivate and fall. A creature can use an Action to make a DC 30 Strength check, moving the fixed Arrow up to 15 feet on a success.

Button 7. The Arrow assumes or remains in its normal form and indicates magnetic North. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) When on Aqires, the Arrow will indicate Managmic Zoox. The Arrow also gives you knowledge of your exact depth beneath the ground or your height above it.

While the Arrow is in this mode, you may name a Target. The Arrow will switch from indicating magnetic North or managmic Zoox, to pointing in the direction of the named Target. The Target can be a person/being, a place, or an object. 

The Arrow's Divination magic will pierce all veils. Targets under the effects of Nondetection and other similar wards will still be seen by the Adamant Arrow

If the Target is on another plane of existence, the Arrow will indicate which Plane. 

Once a Target has been named, the Target cannot be switched until the next dawn.  

Drain Life. When you hit a creature with an attack using the Arrow, you can force the target to make a DC 20 Constitution saving throw. On a failed save, the target takes an extra 6d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.

Paralyze. When you hit a creature with an attack using the Arrow, you can force the target to make a DC 20 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn.

Terrify. While holding the Arrow, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 20 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.

Horizon Walker. Once each day, you can use an action to channel your innate connection with the endless Planes of the Blind Eternities, and use the Adamant Arrow as a focus to direct your power and Walk among them.

Roll 1d20

  • 1 - 10 - You may cast Dimension Door 
  • 11 - 16 - You may cast Dimension Door (but choose up to 4 additional willing targets). 
  • 17 - 18 - You may cast Teleport
  • 19 - You may cast Plane Shift
  • 20 - You may cast Gate. If you use this in an attempt to draw an unwilling creature to you, that creature may make a DC 20 CON, DEX, or CHA save to avoid being drawn through the portal. 

You can always choose to cast a spell of a lower number. (i.e. - you can roll a 19 and choose to cast Teleport).  

Notes: Bonus: Magic, Damage: Necrotic, Advantage: Stealth, Falcon, the Hunter for whom it was Forged

willtwitwo

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