Arrows that are stored in this quiver for at least 1 hour become magical for the purposes of overcoming resistances.
While attuned, a character may choose an enchanted arrow effect from this list below as a free action. The effects of the enchanted arrow are applied the next arrow they shoot. Hit or miss, the arrow's enchantment fades after being fired. The quiver contains enough magic to enchant 4 arrows per day, after which it must recharge over a long rest.
Rope arrow. A 25ft rope is attached to the end of this strengthened arrow.
Flaming Arrow. Deals 1d4 extra fire damage and ignites non-worn, non-carried flammable materials.
Water Arrow. Ignores any penalties applied to ranged attacks underwater. On impact, it can also dowse non-magical flames in a 5 foot cube.
Smoking arrow. On hit, the chemical releases smoke in a 10ft sphere, heavily obscuring vision in that area. The smoke lasts for 5 rounds, unless removed by a strong wind. Deals bludgeoning damage.
Explosive arrow. Your attack damage is converted into fire damage. All creatures within a 5ft radius of your target must succeed on a DC15 Dexterity saving throw or take fire damage equal to your damage roll, or half of that damage on a success.
Chilling Arrow. Deals 1d4 extra cold damage and the target's movement speed is reduced by 10 feet until the end of their next turn.
Lightning Arrow. All creatures in a 5 foot wide, 60 foot long line originating from you must succeed on a DC15 Dexterity saving throw or take 2d8+3 lightning damage, or half of that damage on a success. This effect replaces your normal weapon attack.
Shadow Arrow. Your attack damage is converted into psychic damage. The target must succeed on a DC15 Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn
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Posted Sep 12, 2023This is exactly what I was looking for, thank you :)