You have a +2 bonus to attack and damage rolls made with this magic arrow.
This arrow does not need a bow to fire it and cannot be used that way. It must be stored on a quiver or an open container of similar nature. It can be activated by passing a Perform (Charisma) DC10 as a bonus action. It will then move in a straight line (orthogonal or diagonal) up to a max distance of 600 feet. The difficulty of the check will increase by 5 for every 5 feet beyond normal range. The creature controlling the arrow must be able to see the spot that the arrow will travel to. During an activation, the arrow can move a number of times equal to the number of the Cantrips known or Proficiency bonus (whichever is higher) of the controlling creature to the minimum of 1. If the ability check fails with a roll of 1, the arrow will fly straight back to the controlling creature and perform its attack on the controlling creature only (see below). On any other failure of the Perform (Charisma) check, the arrow's movement will end in its current location. If the controlling creature is killed, the arrow will fall to the ground and will become inactive.
Any excessive background noise or area effect that affects hearing or verbal abilities, will give the controlling creature disadvantage on any rolls to control the arrow or activate the arrow. The arrow cannot work in an air vacuum or underwater.
While travelling, the arrow will pass through any creature in its path. The arrow will perform one attack per move on all creatures in its path using the controller's Performance (Charisma) ability and modifiers + 2. The arrow cannot end its movement at the same space as a creature of any size. The arrow cannot pierce adamantium armour or anything made from adamantium. If it encounters anything made of adamantium, it will end it's movement on the space before and fall to the ground.
| Name | Range | Damage | Weight | Properties |
|---|---|---|---|---|
| Arrow of the Minstrel | 120/600 | 1d8+2 Piercing | 1 lbs | Travels and attacks all creatures in a straight line |
The controlling creature must maintain concentration in order to control the arrow. If the controlling creature loses concentration, the arrow will fall to the ground.
Proficiency with a Dart allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Damage: Piercing, Bard or a Rogue, Damage, Finesse, Thrown, Vex
Previous Versions
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2/22/2020 1:48:50 AM
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