This quiver is connected to an extra-dimensional space that can hold up to 5000 pieces of non-magical ammunition. When ammunition is withdrawn from 6 of the 7 compartments it is granted a unique enchantment. If the ammunition is withdrawn from the larger 7th compartment it retains its non-magical status.
Non-magical ammunition, after being removed from the quiver, can be enchanted by external magic or treated with poison or other similar substance. Enchanted ammunition withdrawn from the quiver cannot be enchanted or amended further.
Arrow of Marking (3 uses / day) : On a successful hit the target becomes marked allowing all subsequent attacks, made from the same position, to be made with advantage. If the attacker moves after the target has been marked the mark fades until hit with a new Arrow of Marking.
Entanglement Arrow (3 uses / day) : On a successful hit the target must make a Dexterity saving throw (DC10 + attacker's attack bonus) or be restrained for up to 1 minute. The target can repeat the saving throw at the end of each of their turns to free themselves.
Stunning Arrow (3 uses / day) : +1d10 force damage. On a successful hit, the target must make a Constitution saving throw (DC10 + attacker's attack bonus) or be stunned for up to 1 minute. The target can repeat the saving throw at the end of each of their turns to free themselves.
Flame Arrow (6 uses / day) : +1d10 fire damage
Frost Arrow (6 uses / day) : +1d10 cold damage
Explosive Arrow (3 uses / day) : Each creature in a 20-foot-radius sphere centered on the target point must make a Dexterity saving throw (DC10 + attacker's attack bonus). A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
You can draw any item the quiver contains as if doing so from a regular quiver. If the quiver is equipped without being attuned the user can only access the non-magical compartment.
Notes: Utility, Container
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