This bracer once belonged to a legendary archer from the Celestial plane, who disappeared during a crusade into the dread demi-plane. It has two charges which are restored at the end of a long rest. As a bonus action, you expend one charge to infuse an arrow drawn from your quiver with magical energy. Roll an arcana check and on a DC20 or higher, the arrow becomes enhanced. The infusions lasts for one minute or until it is fired from a long or short bow. Roll a 1d6 from the table below to determine the result.
As part of the same bonus action you can expend another charge to enhance the arrow with additional properties outlined in the table, or transform the arrow into another one of your choice. Transforming the arrow removes its enhanced properties.
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Dice |
Arrow |
Description |
|
1 |
Seeking Arrow |
The arrow wreathes with divination magic, allowing it to curve and twist its path in search of its prey. You ignore all cover, bonus from shields, and any AC bonuses granted by the shield and mage armour spells. Add your spell attack to the attack roll and deal an additional 1d8 damage.
Enhanced: You do not make an attack roll. Instead, the arrow blinks out of time and space moments after it is released from your bow. It then reappears at the beginning of a creatures turn, two rounds later and attempts to strike it with advantage. On a d20 roll of 18 or higher, the attack is a critical hit. |
|
2 |
Piercing Arrow |
Your arrow becomes ethereal. You attempt to fire through multiple opponents, up to a maximum range of 60 feet behind the first target. On a hit, the creature suffers normal damage, and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.
Enhanced: After the arrow strikes the first target, it shatters and launches shrapnel in a 30-foot cone directly behind it. Each creature in the affected area must roll a dexterity saving throw (DC16). A creature takes 3d4 piercing damage on a failed save, or half as much damage on a successful one. |
|
3 |
Grease Arrow |
You arrow is coated in inky flammable grease and will have a maximum range of 50 feet. A line of the grease trails along the ground in a 5-foot-wide line which lasts for one minute. This grease trail counts as difficult terrain and creatures crossing it on foot must succeed on a dexterity saving throw (DC14) or fall prone. The line can be ignited, making it to lose its slippery properties, but causes 2d6 fire damage to any creature who comes in contact with it for the first time or begins or ends their turn in the burning area.
Enhanced: The arrow instead releases a thin wall of flammable and noxious gas, about 6-feet high, obscuring the vision of any creature who tries to see directly past it. Creatures who attempt to make ranged weapon or spell attacks through the gas do so with disadvantage. A single spark can ignite the gas, causing it to violently explode. Creatures within 5 feet of the blast must save on a dexterity saving through (DC 15) or take 3d6 damage. The gas dissipates immediately after the explosion. |
|
4 |
Polarity Arrow |
Your arrow begins to shimmer with gravity magic. At the point of impact, small to large-sized creatures within a 20-foot radius must make a strength saving throw (DC16). On a failed save, creatures are pulled as close to the centre of the impact zone as possible.
Enhanced: The explosion reverses gravity temporarily. If they fail their strength saving throw to stay grounded, they are launched 20 feet into the air before falling and landing in the prone position, taking 1d6 bludgeoning damage. If the creatures hit a hard ceiling during the ascent, they take another 1d6 bludgeoning damage. |
|
5 |
Ambush Arrow |
Your arrow is wreathed in dark fey magic. Creatures hit with this become marked for one minute, giving the caster advantage on perception and investigation checks to track its location. The next melee weapon attack the caster makes on the marked creature is done so with advantage. As part of the same multi-attack action or as a separate bonus action, if the creature is within 60 feet of you, you may teleport to an unoccupied space next to it.
Enhanced: The arrow does not need to successfully hit the creature for the teleport to function. The first successful melee attack roll against it deals an additional 3d10 damage. |
|
6 |
Banishment Arrow |
Your arrow is infused with abjuration magic. If this arrow hits a large or smaller creature, it must succeed on a Charisma saving throw (DC 16) or be banished into a harmless location in the ethereal plane. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or the nearest unoccupied space if that space is occupied.
Enhanced: You can safely target a friendly creature of your choice without inflicting damage or causing it to be incapacitated. The creature at the end of its next turn will reappear in a space of its choice within 10 feet of where it disappeared with 2d8 temporary hit points. |
Notes: a creature who has the archery fighting style and a connection to the Celestial plane., Combat, Wristwear
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/21/2022 11:48:13 PM
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5
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0
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Coming Soon
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10/30/2022 3:14:22 AM
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5
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1
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Coming Soon
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