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Magic Arrows D&D
Magic Arrows D&D
hit, the target makes a DEX save (DC 13) against being restrained. on it's turn, the target can make a
STR check to break free (DC 16).
Rope Arrow - When fired, this arrow releases 25 feet of hempen rope behind it.
Arrow of Whooshing - makes a sound like someone making the sound of an arrow flying through the
air as it flies through the air.
Suckerpunch Arrow - Arrows that have a light metal ball instead of a pointed head. Better for knocking
out targets causing stun or incapactation
Smokescreen Arrow - Tipped with a smokebomb. Causes a cloud of smoke that obstructs vision for
1d4-1 rounds, moves 10ft in the direction of the wind every turn.
Flare Arrow - creates a flare like projectile. If shot skyward can be seen up to one mile away. Only
does 1d4 additional fire damage.
Flash Bang Arrow - this arrow is tipped with a small grey canister that explodes in a 10 foot radius on
impact. Creatures in the blast must make a DC 14 constitution save or be blinded and deafened for 1d4
rounds. The creature may repeat the saving throw at the end of each of his turns.
Grappling Arrow - Arrow with a strong head that will hold up to 300 lbs of weight on an attached 100ft
length of rope.
Alchemists Fire Arrow - contains a small vial of alchemists fire, dealing an additional 1d4 fire damage.
Rage Arrow-coated in a mysterious herb causing 1 creature hit to make a con save or become inraged
attacking the closest living thing for 1d4 rounds
Sleep Arrow - using sleep powder, it bursts on impacts causing one creature hit to make a con save or
fall asleep. No additional damage.
Grease Arrow - An alchemist's vial of grease replaces the arrowhead and spreads grease on whatever
surface it strikes.
Distracting Arrow- A simple arrow that upon hitting a target releases a string of bells making noise