Trick Arrows Crafter (5e Feat)

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Trick Arrows Crafter

Prerequisites: Be at least Level 4 or higher, Proficiency with Alchemist's Supplies or Tinker's tools, and Intelligence of 13 or higher
You are constantly inventing, and your skill at crafting is astounding. You have discovered how to create experimental arrowheads that strike with extraordinary effects. These heads can be attached to arrows to be used with a Short or Long Bow, bolts to be used with Crossbows, or be thrown as Darts. They deal the normal damage based on the weapon used for the attack, plus the effect listed depending on the type. With two hours of work using alchemist's supplies or tinker’s tools and expending 50 gp worth of materials, you can create a number of arrowheads equal to your proficiency bonus. You can only do this activity twice per day. When you do so, roll a d6 for each one to determine its type:

d6 Effect

  1. Incendiary. The sticky adhesive substance inside the tip of this arrow is a combination of volatile liquids that ignite when exposed to air. On a hit, the target takes 1d4 fire damage at the start of each of its turns, for a maximum of 3 turns. A creature can end this damage early by using its action to make a DC 10 Dexterity check to extinguish the flames.
  2. Acid. The tip of these arrows are filled with a highly corrosive substance. On a hit the target and one creature you choose within 5ft of the target must succeed on a DC 14 Dexterity saving throw or take 1d6 acid damage.
  3. Freezing. The liquid reagents inside the tip of this arrow rapidly absorb heat when they mix. On a hit the target must succeed on a DC 14 Constitution saving throw or take 1d8 cold damage and have its speed reduced by 10 ft. until the start of your next turn.
  4. Shocking. Electricity crackles along a metal filament inside a small glass vial in the tip of this arrow. On a hit the target must succeed on a DC 14 Constitution saving throw or take 1d8 lightning damage and it can’t take reactions until the start of its next turn.
  5. Poison. The tip of these arrows inject the target with a powerful toxin. On a hit the target must succeed on a DC 14 Constitution saving throw or take 1d8 poison damage and become Poisoned until the end of your next turn.
  6. Explosive. When the tip of this arrow hits a creature or a hard surface, it explodes with a deafening bang. On a hit the target and every creature within 5ft of the target must succeed on a DC 14 Constitution saving throw or take 1d6 thunder damage and be Deafened until the end of its next turn.

At higher levels. When you reach 8th level, the arrows give a +1 to attack and damage rolls, and all the damage is considered magical. At level 12 the damage of each effect increases by one die. At level 16 the DC for the effects that require a Saving Throw goes up by +2.


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