The quiver of the godly heroine Areclea. Each of the quiver's four compartments contains elemental energy from a time long ago, before the first age and the cataclysm that followed.
When attuned to the quiver, the archer has unlimited arrows. Additionally, each time an arrow is drawn from Areclea’s Quiver the archer may chose one of the four primal elements: Flame (Fire), Ice (Cold), Air (Thunder), or Earth (Bludgeoning). The arrow does an additional 2d4 damage of the corresponding type and has one of the following affects:
Flame Arrow: If the attack hits, the target must make a Dexterity Saving Throw DC equal to 8 + damage rolled on the 2d4. If the target fails it catches fire, taking an additional 1d4 damage on each of its turns. The target may repeat the saving throw at the end of its next turn, and then again at the end of each of its turns until it succeeds. The affect ends when the target succeeds on the saving throw, or an ally uses the help action to extinguish the flames.
Ice Arrow: If the attack hits, the target must make a Constitution Saving Throw DC equal to 8 + damage rolled on the 2d4. If the target fails, its movement is halved and it can't take the dash action. Additionally the creature has disadvantage on Dexterity saving throws. The target may repeat the saving throw at the end of each of its turns. If the target takes fire damage, this affect ends instantly, regardless of where the target is in the initiative order.
Air Arrow: If the attack hits, the target and anyone within a five foot square, must make a Strength Saving Throw DC equal to 8 + damage rolled on the 2d4 (Creatures that are Large or larger have advantage on this Saving Throw). On a failure, the target (and anyone else who failed) is thrown 15ft away from the strike zone, in a relevant direction (for example: east if stood to the east, southwest if stood to the southwest) and is prone. If an obstacle prevents them from travelling 15ft, such as a wall, they take an additional 1D6 bludgeoning damage and are prone.
Earth Arrow: If the attack hits, the target must make a Constitution Saving Throw DC equal to 6 + damage rolled on the 2d4. If the target fails, it is stunned until the end of its next turn.
Notes: Ranger, Fighter, Utility, Container
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