Enchanted Quiver (5e Spell)

From D&D Wiki

Jump to: navigation, search
Enchanted Quiver
4th-level Transmutation
Casting time: 1 hour
Range: Touch
Components: V, S, M (A quiver worth at least 50 gp)
Duration: 8 hours


You touch a quiver and infuse it with magic. The quiver can hold any type of ammunition, and its contents are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, the quiver has an unlimited capacity, and you can draw any type of ammunition from it as if it were a normal quiver. The quiver grants a +1 bonus to attack and damage rolls made with the ammunition it contains. This bonus increases to +2 at 8th level, and +3 at 12th level. The holder of the quiver is considered proficient with bows and arrows.

Furthermore, the quiver can be enchanted to store one of your spells, casting the chosen spell as part of enchanting the quiver. Once enchanted in this way, any creature who draws a piece of ammunition from the quiver and cast the spell as part of firing that ammunition, using your spellcasting ability. If the stored spell has a target, it targets the creature, object, or space nearest to where the ammunition struck. If the stored spell affects an area, the area is centered on the ammunition's point of impact. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the ammunition's point of impact. If the stored spell requires concentration, it lasts until the end of its full duration. If the stored spell doesn't have a valid target at the point where the ammunition struck, the it is wasted.

The spell ends at the end of the duration, or when a stored spell is cast using ammunition from the quiver.


0.00
(0 votes)

Back to Main Page5e HomebrewSpellsArtificer
Back to Main Page5e HomebrewSpellsRanger
Back to Main Page5e HomebrewSpellsSorcerer
Back to Main Page5e HomebrewSpellsWarlock

Home of user-generated,
homebrew pages!


Advertisements: