Wondrous Item, legendary (requires attunement)
Dormant State. In this state, the Arrow of the Oracle is a thin, pale wooden arrow with runes carved deeply into its shaft. The arrow magically resizes to fit its user's equipment.
In its Dormant State, the arrow has the following abilities and properties:
- While the arrow is on your person, you cannot be surprised.
- The arrow cannot be destroyed unless by magical means.
- The arrow has 3 charges and regains all expended charges every day at dawn. You can expend a charge in the following ways:
- (1 charge) You can use a bonus action to toss this magic arrow into the air and expend a charge When you do so, the arrow begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The arrow uses your attack modifier and it deals 2d6 magical piercing damage on a hit.
- While the arrow hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the arrow to attack one creature within 5 feet of it.
- Once the arrow has been made to hover and attacks for its second time after expending a charge (3 times total), it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls into your quiver. If the arrow has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
- It can't hover or attack in this way again until you expend another charge to do so.
- (1 charge) You can use a bonus action to toss this magic arrow into the air and expend a charge When you do so, the arrow begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The arrow uses your attack modifier and it deals 2d6 magical piercing damage on a hit.
- (2 charges) When you make a ranged attack with this arrow, you can expend a charge and give the ranged attack you make with this arrow a +10 on its attack roll, and it ignores cover. The arrow then deals 2d6 magical piercing damage on a hit. Hit or miss, the arrow returns to you at the end of your turn after you expend a charge.
Notes: Damage: Piercing
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