Wondrous Item, rare (requires attunement by a character proficient with bows or crossbows)

This quiver is formed of hardened, treated leather, stitched with many-colored thread in a kaleidoscopic pattern.  The thread shimmers under strong light, seeming to shift subtly when viewed.  Panels of dyed leather inset around the base and mouth of the quiver give the appearance of multicolored flames.  Arrows stored in this quiver for long enough build up a chaotic magical charge, inflicting one of a number of debilitating effects on a successful hit.

The quiver can contain up to twenty normal, nonmagical arrows, which must remain in the quiver for eight uninterrupted hours before the quiver's magic takes effect.  Once removed, an arrow cannot be replaced in the quiver; if an arrow is drawn from the quiver but not fired, that arrow loses its magic after one minute and becomes a nonmagical arrow again.  This arrow must wait another eight hours before it can benefit from the Scintillating Quiver's magic again.

The quiver's magic is chaotic and unpredictable.  Whenever an attack roll is made with an arrow drawn from the quiver, roll a d8 and consult the following list:

1: Dud Arrow - The quiver's unpredictable magic didn't quite catch for this shot.  The arrow is a normal, nonmagical attack.  
2: Flamespark Arrow - The arrow deals 1d6 extra damage as fire to the target
3: Frostfang Arrow - The arrow deals 1d4 extra cold damage.  The target's movement speed is reduced by 10 feet until the end of its next turn.
4: Stormflash Arrow - The arrow deals 1d4 extra lightning damage.  The target cannot take reactions until the end of its next turn.
5: Sulphurous Arrow - The arrow deals 1d4 extra acid damage.  One additional creature within five feet of the target also takes this acid damage.
6: Bloodboil Arrow - the arrow deals 1d4 extra poison damage. Subtract this amount from the first damage roll the target makes before the end of its next turn. 
7: Boomburst Arrow - the arrow deals 1d4 extra thunder damage.  If the target moves willingly before the end of its next turn, it takes an additional 1d4 thunder damage the moment it does so.
8: Scintillating Arrow - the quiver's magic is exceptionally potent for this shot.  Roll 2d8 and apply both results to the attack, rerolling any additional results of 8 or 1.

Notes: character proficient with bows or crossbows, Damage, Control, Debuff, Combat

Item Tags: Damage Control Debuff Combat

Yurei1453

Comments

Posts Quoted:
Reply
Clear All Quotes