IF YOU CAST THIS SPELL, YOU CAN NOT MOVE DURING THIS TURN.
A big, spinning, shimmering arrow of energy appears above caster's head. Make a ranged spell attack against the target. On a hit, the target has to make a DEX Saving Throw. On a failed save, the target takes 10d6 damage of the arrow's type and suffers additional effect assigned to it. On a success, the target suffers half of the damage and none of the additional effects. The arrow has three forms:
- Divine Arrow - channeling a god's power you release a bolt of sacred energy. Target suffers radiant damage and on a failed save sheds a bright light in 10 feet radius along with dim light for additional 10 feet.
- Demonic Arrow - borrowing power of infernal planes you unleash a blast of blazing energy. Target suffers fire damage and on a failed save it burns, taking 3d4 fire damage in the next turn.
- Decaying Arrow - using power of the dead, you send out a projectile of rotting energy. Target suffers necrotic damage and on a failed save it is unable to regain hit points until the beggining of it's next turn.
Alternatively, you can use your bonus action to turn D- Arrow into a tracking projectile. It follows the last target you had hit before, giving you additional +5 to your spell attack roll and ignoring full cover, but in return the target suffers no additional effect (even on a failed save) and due to losing momentum you substract two dice with the highest damage value.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
* - (Item associated with deity, demon or any creature's body part. (No matter the size, does not waste on use.))
Previous Versions
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2/8/2024 2:58:58 AM
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0
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2.0
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Coming Soon
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