Wondrous Item, uncommon

This quiver utilizes experimental concoctions by coating arrows stored inside it with its effect. Each flask contains enough substance to coat 5 arrows and the user can decide if they want to coat the next arrow as a free action. Making a full flask and connecting it to the quiver takes a long rest. A maximum of two can be attached to the quiver at a time, for a maximum of 10 uses.

Using this quiver requires proficiency with either a poisoner's kit, alchemist's supplies or brewer's supplies.

When coating an arrow with the experimental substance, roll a d10 on its effect.

d10      Effect
1 Heal. A creature hit by an arrow coated with this substance regains a number of hit points equal to 2d4.
2 Slow. A creature hit by an arrow coated with this substance must succeed a a DC 15 Constitution saving throw or be slowed to half speed for one of its turns.
3 Chain Lightning. A creature hit by an arrow coated with this substance takes 3d6 lightning damage. Additionally, each creature in a 15ft radius takes 1d6 lightning damage.
4 Explosive. A creature hit by an arrow coated with this substance takes 4d6 fire damage. Additionally, each creature in a 5ft radius takes 2d6 fire damage.
5 Glow. A creature hit by an arrow coated with this substance gets covered in glowing goo, any attack made against them until the start of your next turn has advantage.
6 Sleep. A creature hit by an arrow coated with this substance must succeed on a DC 15 Constitution saving throw or becomes unconscious for 1 minute. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
7 Poison. A creature hit by an arrow coated with this substance must succeed on a DC 15 Constitution saving throw or become poisoned and take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each failed save, the character takes 1d6 poison damage.
8 Paralyzed. A creature hit by an arrow coated with this substance must succeed on a DC 15 Constitution saving throw or become paralyzed until the start of your next turn.
9 Berserk. A creature hit by an arrow coated with this substance must succeed on a DC 15 Constitution saving throw or go into a frenzy for one of its turns, attacking whatever creature - friend of foe - is closest dealing an extra 1d6 damage. After this turn the creature gains one level of exhaustion.
10 Blind. A creature hit by an arrow coated with this substance must succeed on a DC 15 Constitution saving throw or be blinded until your next turn.

Notes: Damage, Control, Debuff, Utility, Combat, Container

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2020 2:22:59 PM
12
2
1
Coming Soon
7/8/2020 5:23:12 PM
18
1
1.1
Coming Soon

Item Tags: Damage Control Debuff Utility Combat Container

Avayoda

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