A variant of this item exists which produces crossbow bolts instead of arrows. Similar items can also exist, such as a bag that produces magical stones for a sling, a glove that creates darts or throwing knives, or a case of blowgun needles. Regardless of the specific type of this item, the features all remain the same.
***Acid.*** This arrow functions as a -2 arrow that deals an extra 2d8 acid damage on a hit. A creature hit by this arrow suffers a -1 penalty to its Armor Class, or a -2 penalty on a critical hit. If the creature has natural armor, the penalty reduces by 1 for each 10 points of magical healing the creature receives. This penalty cannot reduce a creature's Armor Class below 10 plus its Dexterity modifier. If it is reduced to that amount and it does not have natural armor, its armor is destroyed. Creatures without armor or with magical armor are unaffected.
***Bludgeoning.*** This arrow functions as a +1 arrow that deals an extra 2d8 bludgeoning damage on a hit. A creature hit by this arrow must succeed on a DC 18 Strength saving throw or be knocked prone.
***Cold.*** This arrow functions as a +1 arrow that deals an extra 2d8 cold damage on a hit. A creature hit by this arrow must make a DC 16 Constitution saving throw. Its speed is reduced to 0 on a failed save, or reduced by 10 feet on a successful one.
***Fire.*** This arrow functions as a +1 arrow that deals an extra 2d8 fire damage on a hit. If a creature is hit with this arrow, each creature within 5 feet of the target must make a DC 16 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one.
***Force.*** This arrow functions as a +1 arrow that deals an extra 2d8 force damage on a hit. A creature hit by this arrow must succeed on a DC 18 Strength saving throw or be pushed 10 feet away from you in a straight line \columnbreak
***Lightning.*** Instead of making an attack roll with this arrow, a bolt of lightning shoots from your bow in line 60 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.
***Necrotic.*** This arrow functions as a -1 arrow that deals an extra 1d8 necrotic damage on a hit. A humanoid slain by this arrow rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
***Piercing.*** This arrow functions as a +3 arrow that deals an extra 3d8 piercing damage on a hit.
***Poison.*** This arrow functions as a +1 arrow that deals an extra 2d8 poison damage on a hit. A creature hit by this arrow must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
***Psychic.*** Instead of making an attack roll with this arrow, the target must instead succeed on a DC 16 Intelligence saving throw or take 3d8 psychic damage.
***Radiant.*** This arrow functions as a +1 arrow that deals an extra 2d8 radiant damage on a hit. If you slay a creature with this arrow, you or one creature you choose within 30 feet of the target regains 3d8 hit points.
***Slashing.*** This arrow functions as a +1 arrow that deals an extra 2d8 slashing damage on a hit. This arrow scores a critical hit on a roll of 18-20.
***Thunder.*** This arrow functions as a +1 arrow that deals an extra 2d8 thunder damage on a hit. If a creature is hit with this arrow, the target and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 1d8 thunder damage and be deafened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Thunder can be heard up to 100 feet from the target.