A Bane Arrow is a magic weapon meant to slay agents of the divine. The arrowhead wreathes with coils of darkness and you can feel its hunger. Upon hitting a target with ties to a higher power (i.e. god, patron, supernatural gifts, etc.), the creature must make a DC 17 Constitution saving throw, or take an extra 4d10 piercing damage on a failed save, or half as much extra damage on a successful one. As long as the arrow remains in the body, the target has disadvantage on all rolls due to agonizing pain, it takes an action to remove the arrow.
The target loses all auras. Defensive spells on the target are also dispelled. Wounds cannot be healed with rest, and Long Rests are not possible due to excruciating discomfort. These restrictions last until the damage from the arrow is cured from someone other than the target.
Other types of magic ammunition of this kind exist, such as bolts of bane meant for a crossbow, though arrows are most common.
Notes: Damage: Piercing, Damage, Combat, Bane
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