You enchant the material arrow with pure magical energy. Based on a verbal method of your choosing, you can command the arrow to fly through the air at a maximum speed of 250ft/s however it is limited by a range of 150ft from the caster. Attacks with the arrow ignore all cover, and you can specify on your turn the path that you want it to take to reach your target.
If the path that the arrow takes towards its target happens to be within 5ft of any hostile creature, they can expend a reaction to make a DC18 Dexterity check to catch the arrow. Every time you issue a command to the arrow after that, they must make a Strength check against your Spell DC and upon failure the arrow is released from their grip.
If the arrow is taken beyond the spell's range after being grabbed or by any other means OR if the caster's concentration is broken, the arrow returns to the owner's hand. In this specific case, the re-casting of the spell takes 1 Bonus Action however this attribute does not carry over to any future combat encounters and the casting time returns to 1 Action.
The arrow can bear a weight of up to 15lbs.
You can issue the following commands on your turn.
Pierce - You can make the arrow pierce 5 times on your turn as an action, or once as a bonus action. Each piercing deals 1d12 damage, and can be on the same target or multiple as long as they are within the spell's range and if you succeed on a roll to hit on each creature you target.
Encircle - The arrow patrols a cylindrical area of 5ft in diameter around any creature within its range for the duration of a round, and follows the movements made by that creature. When used on an ally, incoming ranged attacks have disadvantage while melee attackers must make a Dexterity saving throw after a successful roll to hit or take 1d8 damage, dealing half as much damage on a successful Dex save. When used on an enemy, all attacks made have disadvantaged imposed on them.
Patrol - The arrow hovers in any position you designate it to within 150ft of you. If a creature approaches it or if an ally is within 10ft of it, you can use a reaction to deal 1d12 damage to either the creature which enters the radius OR a creature which makes an attack roll against an ally.
If cast at a higher level, the number of times Pierce can be used is increased by 2d12 for every level above 4th. If cast using a spell slot of 7th level or higher, you can imbue the arrow with any elemental damage type when using Pierce.
Previous Versions
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12/2/2021 6:21:38 AM
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Coming Soon
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