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# Tinkering With Arrows ## Expert craftsman (FEAT) * Increase your Inteligence by 1 * Gain proficiency with Tinkerers tools, if you already have proficiency then double your proficiency bonus * You are adept at fixing minor mistakes in your work and salvaging parts, once per day you may re-roll the dice when making a tinkering check and you must accept the new result. If you still fail the check you salvage half of the materials/cost of materials used for that check. ## Engineering Arrows You may spend 1 hour and the required materials to attempt to construct an engineered arrow using a set of tinkerers tools adding 30 minutes to the time for each additional arrow beyond the 1st. Make an Inteligence (Tinkering) check at a DC relative to the complexity of the arrow you are trying to enginner. Whenever you craft 1 or more arrows with the (MAGICAL) tag you must make an arcana check at DC 5 expending a 1st level spell slot on a failed check or a 2nd level spell slot on the roll of a Nat 1. * Simple Arrow-------- DC 8 * Tricky Arrow---------- DC 10 * Elaborate Arrow-----DC 12 * Intricate Arrow-------DC 15 ## List of Engineered Arrows ### Simple Arrows **Deafening Arrow** - Materials = 1 arrow plus 1/5 parts of Black powder * You replace the regular arrowhead with a fragile capsule and fill it with a small dose of black powder that upon impact with anything other than a soft surface shatters and creates a deafining bang audible for 100ft. Any creature struck with this arrow takes 1+DEX modifier Bludgeoning damage and is Deafened. Any creature within a 5ft Radius of the point of impact must make a DC 12 Constitution Save or also be Deafened. ### **Capturing Arrow** - Materials = 10 arrows plus 25ft of silk rope * You rework the majority of the arrowheads into small weights and fashion a net out of the silk to attach them to which starts to spread out shortly after releasing from your bow. This arrow has a minimum range of 10 ft and its maximum effective ranges are half. The arrow does no damage. If the target is large or smaller must make a Dexterity saving throw equal to 8+ your proficiency + your Dexterity modifier or be restrained. A creature must use its action to make a DC 10 Strength check to free itself or another creature on a success. Dealing 5 slashing damage to the net (AC10) also frees the creature. ### **Hammerhead Arrow** - Materials = 1 arrow plus 1 lb of steel * You replace the regular arrowhead with a weighted ball or similar blunt object. The effective ranges of this arrow is half the distance of the weapon in both cases and the Damage of the arrow is Bludgening. Additionaly if you score a critical hit with this arrow the target, you may choose one of the follow effects. 1, the target must take a DC13 strength check or drop 1 item is it carrying. 2 The target takes an extra 1D4 Bludgeoning damage. ### **Roped Arrow** - Materials = 1 arrow plus the cost of the length of silk rope attached to it * Attached the end of this arrow is a length of silk rope that holds firm enough to support the weight of 1 medium creature up to 250 lbs provided the arrow embeds itself deep enough into the target. ### Tricky Arrows **Bola Arrow** - Materials = 1 arrows plus 2 lb of steel * You replace the arrowhead with 3 weighted steel balls connected with a thin steel wire designed to wrap the limbs of a target. This arrow has a minumum range of 10 ft and its effective max ranges are half. A huge or smaller creature hit by this arrow is knocked prone and must use its action to make a DC16 strength check to free itself or another creature caught by the bola. Dealing 5 slashing damage to the bola (AC19) also frees the creature. ### **Deadly Arrow** - Materials = 1 arrow plus 1 platinum * You fashion an alloy from the arrowhead and the platinum making it a little lighter than usual and able to hold its edge upon impact better. This arrow gains +1 to attack rolls. ### \pagebreak ### **Fog Cloud Arrow** - Materials = 1 arrow plus calcium grease * You hollow out the arrowhead with a small cannister filled with the calcium grease that upon impact with a surface shatters and starts producing a cloud of smoke that heavily obscures the area in a 20 ft cube. The grease is consumed after 1 round and the smoke dissipates naturally over a period of up to 10 minuteS depending on winD conditions. This arrow deals 1 peircing damage upon impact to a target. ### **Oracle Arrow** - Materials 1 arrow plus any herb and 10 gold worth of charcoal and insense * You imbue this arrow with small amounts of arcane energy allowing you to use your action to gain vision from the arrow as if you were in place of the arrow. ### Elaborate Arrows **Acid Arrow** - Materials 1 arrow plus a vial of acid/ 1 dose of sulphuric acid * You replace the arrowhead with a small fragile cannister containing a small amount of acid that upon impact shatters covering your target in the hazardous substance. A creature hit by this arrow takes an aditional D6 acid damage. ### **Deadly Arrow** - Materials - 1 arrow plus 50 gold worth of mithral * You reforge the arrowhead using the mithril to make an even more lightweight arrow that holds its edge allowing it to pierce even the toughest plate armour or thick hides of creatures. THis arrow gains a +1 to attack rolls as well as damage. ### **Distracting Arrow** - Materials 1 arrow + 1 sulphur + 1 black powder * You replace the arrowhead with a seperated cannister containing the two chemicals that shatters on impact mixing them causing a small explosion designed to distract the target. A creature hit by this arrow takes D6 Fire Damage in place of the weapon damage and has disadvantage on attack rolls against any target other than you ### **Elemental Arrow (MAGICAL)** - Materials = 1 arrow plus 1 gem worth 50 gold * You reforge the arrow to an open cage containing the elemental gem and infuse it with small amounts of arcane magic which deals an extra D6 Damage to the target of the damage type associated with the gemstone. COLD - AQUAMARINE FIRE - RUBY LIGHTNING - TOPAZ PSYCHIC - AMETHYST ### **Splitting Arrow (MAGICAL)** - Materials needed - 1 arrow plus 1 peridot worth 50 gold * You create an arrow that upon speaking a command word as a bonus action causes the gemstone to force the arrowhead apart splitting the arrow down the middle allowing the two halves to strike two different targets near to each other. The two creatures must both be in the same firing arc and close to each other determined by distance according to the GM, each creature hit takes 1D4 peircing damage from the shot rather than weapon damage. ### **Tracing Arrow** - Materials - 1 arrow plus white phosphorus and calcium grease * You coat the arrow in a mixture of the the grease mixed with the white powder which upon friction with the air ignites it causing it to glow brightly as the mixture slowly melts the arrowhead making it easier to see your target in the dark as well as judging where your shot was arcing but reducing the damage slightly. The damage of this shot is D6 but your next shot targeting the same creature you targeted with this arrow has advantage. ### Conplex Arrows **Exploding Arrow** Materials - 1 arrow plus black powder and lithium grease * You replace the arrowhead with a fragile cannister containing the mixture that upon shattering exlodes in a sphere of flames. This arrow casts has the effect of Fireball as if cast at 3rd level. ### **Fatal Arrow** Materials - 1 arrow plus 100 gold worth of Adamantite. * An arrow made out of this metal is extreemly durable allowing you to forge a serrated tip that does not sacrifice any accuracy whilst providing more penetrative power. This arrow gives a +1 to attack rolls as well as a +2 to damage rolls. ### **Homing Arrow (MAGICAL)** Materials - 1 arrow plus 1 Amethyst worth at least 100 gold * Speaking a command word as a bonus action you are able to alter the very path that the arrow takes towards your target. You may target a creature that is not visible to you with this arrow provided you are aware of its location making your attack roll at disadvantage. If you target a creature that has your hunters mark on it then you d not suffer disadvantage. This arrow also gains a +1 bonus to any attack roll made with it. ### \pagebreak **Stunning Arrow (MAGICAL)** Materials 1 arrow plus 1 Topaz worth at least 100 gold * You create a caged arrow holding the Topaz that upon speaking the command word as a bonus action causes an electrical shock to shoot through the targets body potentially rendering it unable to act. A creature struck by this arrow my make a Constitution saving throw at DC 8 + your proficiency + your Dexterity Modifier or be stunned until the end of its next turn. ### **Teleportation Arrow (MAGICAL)** - Materials 1 arrow plus 1 pearl worth at least 100 gold. * This caged arrow holds a pearl that upon rupture pulls you through a pocket dimension to the location of the arrow. As a Bonus Action you may speak the command word to shatter the pearl at any point during the arrows flight and be teleported to its location as per the dimension door spell effect. ### **True Stike Arrow (MAGICAL)** Materials - 1 arrow plus 1 diamond worth at least 100 gold * This arrow seems to flit in between two realities at all times making its position sometime ambiguous. WHen firing this arrow you may re-roll the dice for the attack roll and you must accept the new result. This arrow receives a +1 Bonus to attack rolls. * ### **Mind Spike arrow (MAGICAL)** Materials - 1 arrow plus 1 amethyst worth at least 100 gold * This arrow deals an aditional 3D6 psychic damage to any creature with INT> 5 that has a brean. Target has disadvantage on wisdom saves until next turn. *###