A magical leather quiver embossed with colors of purple and gold. Various elemental energies seem to emanate from it.
This quiver has been imbued with a variety of elemental magic that seems to leak into whatever type of ammunition is stored within it. Every hour that passes a bolt or arrow that is stored within the quiver becomes imbued with quivers' magic. The quiver can hold up to twenty pieces of ammunition.
As a bonus action you can activate the magic of the quiver to imbue your next ranged weapon attack with a random elemental property from the table below. Roll 1d10.
| Fire Imbued | Your shot bursts into burning blue flames as it travels through the air dealing an extra 1d6 fire damage igniting the creature. They take an additional 1d6 fire damage at the start of their turn and every subsequent turn unless they use their action to squelch the flames. | Roll of 1-2 |
|
Cold Imbued |
Your shot becomes slick with ice that shatters on impact. The creature takes an extra 1d6 cold damage and their movement speed is reduced by 10 feet on their following turn. Every creature within 5 feet of the ice explosion takes half damage rounded up and is also slowed by 10 feet on their following turn. |
Roll of 3-4 |
| Radiant Imbued |
Your shot turns into a 5 foot wide bright light that shines like a star as it streaks through the air. Every creature within 10 feet of the light as it travels towards its target must make a DC 14 Constitution Saving Throw or become blinded until the end of their next turn. Any creature in the line of the fire also takes 1d6 Radiant damage. The creature that is the primary target of this shot automatically fails the saving throw and takes 1d6 Radiant damage. Do not add your normal weapon damage for this imbue. | Roll of 5-6 |
| Lightning Imbued | Your shot turns into a electric bolt that arcs and crackles through the air. This shot ignores Half and 3/4 Cover as the bolt arcs haphazardly through the air towards your target. The creature hit by this takes 1d8 Lightning damage and becomes paralyzed until the start of their next turn. Any creature within 10 feet of the intended target must make a DC 14 Dexterity Saving Throw or take 1d8 Lightning damage and become paralyzed until the start of their next turn. Do not add your normal weapon damage for this imbue. | Roll of 7-8 |
| Force Imbued | Your shot accelerates as if shot from a ballista, becoming almost invisible to the naked eye. The creature hit by this takes an extra 1d6 Force damage and if the creature is wearing Light or Medium Armor or is unarmored the shot penetrates through them dealing an an extra 1d6 piercing damage and then continues in a straight line for 30 feet. If the shot enters the same space of another creature they must make a DC 15 Dexterity Saving Throw or take the damage of the original attack plus an extra 1d6 force damage, do not add the extra piercing for the new target as the shot has slowed enough to not penetrate. | Roll of 9-10 |
Notes: 1. The effect you gain is random but you know what effect you gain before you ever declare an attack. 2. Radiant Imbue does not make an attack roll, it functions similar to magic missile it does not miss your intended target. Anyone who is in the 5 foot wide line of fire is also hit and takes damage. The range is equal to your weapons max range. 3. Lightning Imbue is an attack roll but even if you miss your intended target the nearby creatures must still make the saving throw or else they will be hit as the lightning is unpredictable. If shot at long range you still take disadvantage on the attack roll. 4. Cold Imbue's ice explosion includes the damage of your weapon but nearby enemies only take half of the total damage. , short rest
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Posted Dec 10, 2022I couldn't decide how many charges the quiver should have per day, so I instead decided that it just generates charges over time. That way if you don't use it all day you store up power but if you run into alot of combat you could run out of charges pretty quickly. It also requires a bonus action to activate the magic so you typically should only be able to attack with the imbued magic once per turn.