Fire Arrow: 1d12 +2 fire dmg if crit success (CC)
Ice Arrow: Upon hit, the target will be frozen in place for 1d2 turns - Movement speed set to zero (Piercing)
Forrest Arrow: If the terrain is hit grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. these plants turn the ground in the area into difficult terrain which provides cover (CC)
Air Arrow: invisible to everyone but the user deals 2d4 and 5ft knockback if hit (Piercing)
Bolt Arrow: DAMAGE/EFFECT Thunder. You create a burst of thunderous sound that can be heard up to 50 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach the 11th level (2d6), 17th level (3d6), and 20th level (4d6).
Drain Arrow: When a target is hit the user drains 1d12 of the target's health and gains what is lost
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