If you are a little concern about giving an sagittarius a charming weapon you could give out magic arrows rather. They are consumable and you can give precisely adequate for an approaching sturdy meet. I thought about creating stats for arrows of disclosure, acidic, phasing and others, but for this article I picked the Sleep Arrow and kept the other 3 to be more damage focused. As a DM, you can put any spell on an arrow, you just have to figure out what the damage and/or DC should be .
The D & D 5th Edition Dungeon Master ’ randomness Guide has charming ammunition and the Arrow of Slaying, but here are some extra options that might work for you.
Firestorm Arrow +1, +2, +3
Uncommon ( +1 ), Rare ( +2 ), very Rare ( +3 )
This arrow feels warm when touched, is painted loss and has red fletching. Its peak is filled with a charming explosive. You get a bonus to attack and damage rolls made by this objet d’art of magic ammunition. The bonus, extra fire damage and any other effects are determined by the curio of the ammunition. once fired the arrow is destroyed and can not be recovered .
Uncommon | +1 to attack and damage rolls | Hit: Additional 1d6 fire damage to creature. |
Rare | +2 to attack and damage rolls | Hit: Additional 2d6 fire damage to creature. |
Very Rare | +3 to attack and damage rolls | Hit: Additional 3d6 fire damage to hit creature and any creatures within 5′ (including allies) that fail a DC 13 Dexterity save take 1d6 fire damage. |
Lightning Arrow +1, +2, +3
Uncommon ( +1 ), Rare ( +2 ), very Rare ( +3 )
This arrow is painted chicken has jaundiced fletching. You get a bonus to attack and damage rolls made by this piece of charming ammunition. The bonus, lightning damage and any other effects are determined by the curio of the ammunition. once fired the arrow is destroyed and can not be recovered .
Uncommon | +1 to attack and damage rolls | Hit: Additional 1d6 lightning damage to hit creature. |
Rare | +2 to attack and damage rolls | Hit: Additional 2d6 lightning damage to hit creature. |
Very Rare | +3 to attack and damage rolls | Hit: Additional 3d6 lightning damage to hit creature and the creature must make a DC 15 Constitution save or become stunned until the end of its next turn. |
Freezing Arrow +1, +2, +3
Uncommon ( +1 ), Rare ( +2 ), very Rare ( +3 )
This arrow feels cold when touched and covered it frost. It is painted blue white and has light blue fletching. You get a bonus to attack and damage rolls made by this objet d’art of charming ammunition. The bonus, cold damage and any early effects are determined by the curio of the ammunition. once fired the arrow is destroyed and can not be recovered.
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Uncommon | +1 to attack and damage rolls | Hit: Additional 1d6 cold damage to hit creature. |
Rare | +2 to attack and damage rolls | Hit: Additional 2d6 cold damage to hit creature. |
Very Rare | +3 to attack and damage rolls | Hit: Additional 3d6 cold damage to hit creature and the creature must make a DC 15 Constitution save or become petrified (frozen) until the end of its next turn. |
Sleep Arrow +1, +2, +3
Uncommon ( +1 ), Rare ( +2 ), very Rare ( +3 )
This arrow is painted white and has white fletching. You get a bonus to attack and damage rolls made by this while of magic ammunition determined by its rarity. If the arrow hits a animal it bursts into charming energy and deals merely nonlethal damage ( equal to the amount of damage rolled ). A animal that has fallen asleep is unconscious for 1 hour or until the sleeper takes damage or is slapped/shaken alert. unconscious, undead or creatures that are immune to being charmed aren ’ thymine affected by the sleep charming of this arrow and merely take the nonlethal wrong. once fired the arrow is destroyed and can not be recovered .
Uncommon | +1 to attack and damage rolls | Hit: The creature must make a DC 11 Wisdom save or fall asleep. |
Rare | +2 to attack and damage rolls | Hit: The creature must make a DC 14 Wisdom save or fall asleep. |
Very Rare | +3 to attack and damage rolls | Hit: The creature must make a DC 17 Wisdom save or fall asleep. |
D & D 5th version doesn ’ thymine provide specific prices for magic items, but it does provide ranges for how a lot to charge for how rare an item is in your world. If you want to know the prices in my world besides for reference book, I sell the above magic arrows at 30gp each for rare and 125gp each for rare. I didn ’ t even offer the very rare +3 ammunition. For basic +1, +2 and +3 arrows I ’ d put my prices on the lower end of the ranges found on page 135 of the DMG .
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Want More?
Skip the ammunition and check out the D & D Cartoon Energy Bow …
Rambo likes arrows that explode things. I might create some non-magical explosive arrows in the future .