All creatures within the the bright light must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. The arrow illuminates the area it hits, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The arrow has a +4 bonus to attack rolls. The arrow has a -4 penalty to attack rolls. The arrow has the same effect as the thunderwave spell (save DC 15). The arrow deals an additional 4d4 fire damage on a hit. The arrow allows the target to regain 1d12 hit points. Creatures that are not constructs or undead return at full health. The arrow banishes the target to the positive energy plane for one round. The arrow has the same effect as the shatter spell. The arrow whistles, giving a disadvantage on Stealth. If the target is a metal construct it takes (8d8) damage, Its movement is halved, and it has disadvantage on Dexterity saves, and attack rolls. The arrow is a rust monster antennae, if it hits it sticks to the armor of the enemy, giving them -1 to ac if they are wearing armor. The arrow was cursed! The arrow fuses to your hand until the curse is dispelled. Roll d100 and consult the following table to discover the effects of the arrow you draw. You can draw a random arrow from this flamboyantly designed quiver. This effect is cumulative, e.g., 2 hits would reduce the target speed by a total of 10 feet.Īrt from WotC, Silver Marches pp.Wondrous Item, legendary (requires attunement) On a hit, the target speed is reduced by 5 feet until the start of your next turn. Elene A black-feathered arrow barbed with steel.One creature adjacent to your target also takes your consistent aim damage. Belthronding Black sharp arrows pierce through your first target.Whenever you draw an Dailir arrow, you ignore benefits provided from the shield, invisibility, mirror image or blur spells or spell-like abilities (e.g. Dailir Green leaf blade arrows pierce through magical illusions or protections.For 1 minute, any arrows that you draw and that you fire from your bow have one of the following slaying effects: You regain all expended uses of it when you finish a short or long rest.Īt 11th level, you can expend one spell slot to magically imbue your quiver. You can use this feature a number of times equals to your proficiency bonus. You can use a ranged weapon to perform this attack and, in case the attack hits, any feats or benefits applied only to melee weapons apply to your attack. The die becomes a 1d8 at 7th level and 1d10 at 11th level.īeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.īy 7th level, your reflexes are so accurate that you threaten your surroundings as if you are engaged in melee combat.Īny creature entering a space 15 feet away from you cause attacks of opportunity. The aim damage die changes when you reach certain Ranger levels. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The attack must use a finesse or a ranged weapon. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. You know how to aim so precisely that you exploit gaps in the armor of a foe. You are not prone if you take no fall damage due to this class feature. Spell levelĪt 3rd level, climbing no longer costs you extra Movement and you ignore the first 10 feet of fall damage. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Deepwood Spells table.
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