![]() These arrows shine with a holy brilliance. On hit, the target takes 1d8 psychic damage and must pass an int saving throw or has disadvantage on intelligence and wisdom saving throws for 3 rounds. Any creatures within 5ft of a line between you and your target (including your target, but not yourself) must make a DC15 dex saving throw or take 1d8 lightning damage. These arrows cast a streak of lightning in their wake. Loose objects are automatically pushed 5ft away. All creatures within a 10ft radius must make a 15DC con saving throw or take 2d8 thunder damage, are pushed back 5ft and fall prone. These arrows release a thunderous explosion on hit. On hit, the target takes 1d8 acid damage and must pass a 15DC con saving throw or suffer -2 to their AC and have disadvantage of con saving throws for 3 rounds (does not stack). On hit, the target takes 1d8 cold damage and must pass a 15DC con saving throw or suffer -10ft to their movement speed and have disadvantage on dex saving throws for 3 rounds (does not stack). Ignites non-worn, non-carried flammable materials. All creatures within a 10ft radius must make a 15DC dex saving throw or take 2d10 fire damage. Deals 1d6 extra fire damage and ignites non-worn, non-carried flammable materials. Creatures take 1d4 poison damage on entering the cloud, or 1d4 poison damage on the start of their turn if they are in the cloud.įire arrows that magically ignite once fired. The cloud lasts for 10 rounds, unless removed by a strong wind. On hit, the arrow releases poisonous gas in a 10ft sphere, lightly obscuring vision in that area. The smoke lasts for 10 rounds, unless removed by a strong wind. On hit, the chemical releases smoke in a 10ft sphere, heavily obscuring vision in that area. Deals bludgeoning damage.Īrrows with a small clay head with an opening inside, containing a reactive chemical. ![]() On hit, the chemical releases a bright flash, blinding the target until the start of your next turn. Deals 1d4 extra fire damage and ignites non-worn, non-carried flammable materials.Īrrows with a small clay head with an opening inside, containing a reactive chemical. Must be ignited before fired to take effect. Open "cage" with flammable material included. As long as the arrow was fired from outside the water, ignores the ranged weapon attack underwater combat rules described on pg.198 of the PHB.Ī 25ft rope is attached to the end of this strengthened arrow. This effect ends if the target is healed or after 3 turns. The target takes 1d4 slashing damage at the end of its next turn unless it uses its bonus action to hold its wound closed (must have a free hand). 1d6 instead of 1d8) but on a critical hit these arrows apply a bleeding effect. Variant: these arrows do 1 die less damage (e.g. 1d6 instead of 1d8) but on a critical hit these arrows apply the stunned effect to the target until the start of your next turn.ĭeals slashing damage. Herein I attempt to create arrow types and price them for your convenience as a DM retailer :) Arrow (Quantity)ĭeals bludgeoning damage. Whilst DnD 5e has a load of different weapon types and magical items to boot, there's little variety in ways of arrows. The DM Help Network /r/BehindTheTables /r/DMToolkit /r/DndMaps /r/DndAdventureWriter /r/DndRealms /r/DndMonsters /r/DndIdeas Or use the Multireddit Wait to post again until your most recent submission is out of the top-10.ĮXPLORE THE WIKI ARCHIVES Message the Moderators To ask questions please join our Discord, or use our weekly megathreadĨ. You must include the full text in the body of your postĦ. ![]() Post free (or PWYW), ready-to-use, playtested DM resources that YOU createdģ. We are a library of resources and we're here to help!Ģ.
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