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Returning 35 results for 'deals more arrow'.
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Magic Items
D&D Free Rules (2024)
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
Spells
Player’s Handbook
ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Magic Items
Mythic Odysseys of Theros
the arrows is 18. Each arrow has a unique property:
Spring. As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals
—that accompany this bow can be fired only from it. Each arrow disappears immediately after it’s used, and it reappears in the quiver at the next dusk. The save DC against spells cast with
Arrow of Slaying
Legacy
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Magic Items
Basic Rules (2014)
6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it
Arrow of Slaying Weapon (arrow), very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it
Arrow of Slaying Weapon (arrow), very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it
Arrow of Slaying Weapon (arrow), very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it
Arrow of Slaying Weapon (arrow), very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it
disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it
disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it
disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it
disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright
bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright
bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
halfway through the spinning cylinder and then ignite the slippery oil with a flaming arrow. The oil burns for 2d4 rounds if the fire is not extinguished. On the first round, the burning oil deals 9
12. Burket’s Guard Post Watching through the arrow slit at the end of the passage is an alert guard named Burket (LE male human veteran). If he sees intruders approaching, he will wait until they are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
halfway through the spinning cylinder and then ignite the slippery oil with a flaming arrow. The oil burns for 2d4 rounds if the fire is not extinguished. On the first round, the burning oil deals 9
12. Burket’s Guard Post Watching through the arrow slit at the end of the passage is an alert guard named Burket (LE male human veteran). If he sees intruders approaching, he will wait until they are
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright
bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright
bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours. Summer. As an action, you can fire this arrow at an unoccupied
. Arrows of the Seasons. The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it’s used, and it reappears in the quiver
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours. Summer. As an action, you can fire this arrow at an unoccupied
. Arrows of the Seasons. The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it’s used, and it reappears in the quiver
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Shot, Magic Arrow, Arcane Shot (3 options) 10th Arcane Shot (4 options) 15th Ever-Ready Shot, Arcane Shot (5 options) 18th Arcane Shot (6 options, improved shots) Arcane Archer Lore At 3rd level, you
two Arcane Shot options of your choice (see “Arcane Shot Options” below). Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Shot, Magic Arrow, Arcane Shot (3 options) 10th Arcane Shot (4 options) 15th Ever-Ready Shot, Arcane Shot (5 options) 18th Arcane Shot (6 options, improved shots) Arcane Archer Lore At 3rd level, you
two Arcane Shot options of your choice (see “Arcane Shot Options” below). Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage
to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target
, you can replace the chosen option with the other one. Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target
, you can replace the chosen option with the other one. Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
, Lightning, or Thunder. For the duration, the imbued weapon deals damage of the selected type instead of its normal type and deals an extra 1d6 damage of the chosen type when it hits. At the start of
increases by 2d6 for each spell slot above 1. Arcing Shot. Electricity crackles around the arrow. Make a ranged attack roll with the same weapon against a second creature within 30 feet of the first
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. Damage. The table lists the amount of damage a weapon deals
, Two-Handed Slow 5 lb. 25 GP Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP Martial Melee
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. Damage. The table lists the amount of damage a weapon deals
, Two-Handed Slow 5 lb. 25 GP Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP Martial Melee
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
its pseudopods (+7 to hit). On a hit, a pseudopod deals 21 (6d6) acid damage, or 42 (12d6) acid damage while the ooze is enlarged. The ooze has the Enlarge and Invisibility traits below. Enlarge
each: darkness, faerie fire, shield 1/day: Melf’s acid arrow Space Orogs The characters encounter 1d4 + 1 orogs hunting for easy prey. These orogs were raised in deep caverns on H’catha, a wheel-shaped
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. Damage. The table lists the amount of damage a weapon deals
, Two-Handed Slow 5 lb. 25 GP Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP Martial Melee
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. Damage. The table lists the amount of damage a weapon deals
, Two-Handed Slow 5 lb. 25 GP Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP Martial Melee
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Solar A solar is godlike in its glory and power. On the battlefield, the solar’s sword flies into the fray on its own, and a single arrow from a solar’s bow can strike a target dead on contact. So
solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Solar A solar is godlike in its glory and power. On the battlefield, the solar’s sword flies into the fray on its own, and a single arrow from a solar’s bow can strike a target dead on contact. So
solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
its pseudopods (+7 to hit). On a hit, a pseudopod deals 21 (6d6) acid damage, or 42 (12d6) acid damage while the ooze is enlarged. The ooze has the Enlarge and Invisibility traits below. Enlarge
each: darkness, faerie fire, shield 1/day: Melf’s acid arrow Space Orogs The characters encounter 1d4 + 1 orogs hunting for easy prey. These orogs were raised in deep caverns on H’catha, a wheel-shaped