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# Baldur's Gate 3 Special Arrows > #### Crafting Rules >When crafting an arrow, the craftsman must take an hour of uninterrupted concentration per arrow. The one crafting an arrow must make an Arcana check based on the rarity of the arrow. If the craftsman fails the check, the gem is expended and must start again with another. On a **natural 1**, all ingredients turn to dust. On a **natural 20**, the craftsman takes half the time necessary and succeeds in creating 1d4 more arrows than originally planned. Gemstone prices don't always equal correct rarity of an arrow they are used with. | Arrow Rarity | Crafting DC | |:---:|:---:| | Common | 10 | | Uncommon | 13 | | Rare | 17 | | Very Rare | 20| | Legendary | 23 | #### Arrow of Acid *Common, 10 gp* ___ Deals Weapon Damage. The creature must make a DC 13 Dexterity Save or take 2d4 Acid damage. Creating a permanent Acid Surface in a 10 ft Radius. ___ ***Gemstone Material:*** Malachite #### Arrow of Fire *Common, 10gp* ___ Deals weapon damage. The creature must make a DC 13 Dexterity Save or take 2d4 Fire damage. Creating a Fire Surface for 2 turns in a 10 ft Radius. ___ ***Gemstone Material:*** Bloodstone #### Arrow of Ice *Common, 10gp* ___ Deals weapon damage. The creature must make a DC 13 Dexterity Save or take 2d4 Cold Damage. Creating an Ice Surface for 2 turns in a 10 ft Radius. ___ ***Gemstone Material:*** Blue Quartz #### Arrow of Lightning *Common, 10gp* ___ Deals weapon damage. The creature must make a DC 13 Dexterity Save or take 2d4 Lightning damage. It blasts out in a 10 ft Radius. ___ ***Gemstone Material:*** Chalcedony #### Arrow of Piercing *Common, 10gp* ___ Deals weapon damage + half of that to creatures directly behind the target. #### Barbed Arrow *Common, 10gp* ___ Deals Weapon Damage + 1d4 Piercing when moving for 5 turns. Action to negate bleeding. #### Arrow of Beast Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Beasts. ___ ***Gemstone Material:*** Citrine #### Arrow of Construct Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Constructs. ___ ***Gemstone Material:*** Quartz #### Arrow of Darkness *Uncommon, 20gp* ___ Deals weapon damage. Creating a Darkness that inflicts *Blinded* in a 10 ft radius for 3 turns. ___ ***Gemstone Material:*** Onyx #### Arrow of Elemental Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Elementals. ___ ***Gemstone Material:*** Amber #### Arrow of Fiend Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Fiends. ___ ***Gemstone Material:*** Coral #### Arrow of Ilmater *Uncommon, 20gp* ___ Deals Weapon Damage with an additional 1d4 necrotic damage. Target cannot regain Hit Points for 1 turn. ___ ***Gemstone Material:*** Zircon \pagebreak #### Arrow of Monstrosity Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Monstrosities. ___ ***Gemstone Material:*** Carnelian #### Arrow of Roaring Thunder *Uncommon, 20gp* ___ Deals Weapon Damage. Affected creatures must make a DC 15 Strength Save or be knocked back 15 ft that are caught in the 10 ft blast Radius. ___ ***Gemstone Material:*** Amethyst #### Arrow of Undead Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Undead. ___ ***Gemstone Material:*** Jet #### Arrow of Celestial Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Celestials. ___ ***Gemstone Material:*** Pearl #### Arrow of Fey Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Fey. ___ ***Gemstone Material:*** Star Rose Quartz #### Arrow of Giant Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Giants. ___ ***Gemstone Material:*** Tourmaline #### Arrow of Ooze Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Ooze. ___ ***Gemstone Material:*** Chrysoprase #### Arrow of Plant Slaying *Uncommon, 20gp* ___ Deals weapon damage, damage is doubled against Plants. ___ ***Gemstone Material:*** Spinel \columnbreak #### Arrow of Arcane Interference *Rare, 50gp* ___ Deals weapon damage. On hit, breaks the targets Concentration and inflicts Silenced. ___ ***Gemstone Material:*** Black Pearl #### Arrow of Many Targets *Rare, 50gp* ___ Deals weapon damage and an additional half of that damage to three other targets in a 15ft radius range. #### Arrow of Salving *Rare, 50gp* ___ Cures a target of Poisoned, Paralysed and Blinded conditions. ___ ***Gemstone Material:*** Topaz #### Arrow of Transposition *Rare, 50gp* ___ Teleports the shooter wherever this arrow is fired. ___ ***Gemstone Material:*** Blue Spinel #### Smokepowder Arrow *Rare, 50gp* ___ Deals weapon damage. Deals additional 4d6Fire + 4d6Force and knocks back targets 10 ft that are caught in the 15 ft blast radius. ___ ***Gemstone Material:*** Fire Opal #### Arrow of Aberration Slaying *Very Rare, 80gp* ___ Deals weapon damage, damage is doubled against Aberrations. ___ ***Gemstone Material:*** Star Ruby #### Arrow of Dragon Slaying *Very Rare, 80gp* ___ Deals weapon damage, damage is doubled against Dragons. ___ ***Gemstone Material:*** Diamond #### Arrow of Humanoid Slaying *Very Rare, 80gp* ___ Deals weapon damage, damage is doubled against Humanoids. ___ ***Gemstone Material:*** Opal \pagebreak # Jeremiah's Collection of Archery #### Arrow of Confusion *Rare, 50gp* ___ Deals weapon damage with an additional 2d4 psychic damage. On hit the creature must make a DC 15 Wisdom Save or be inflicted with *Confusion*. ___ ***Gemstone Material:*** Chrysoberyl #### Arrow of Faerie Fire *Uncommon, 20gp* ___ Deals weapon damage with an additional 2d4 radiant damage. The creature must make a DC 15 Dexterity Save or be affected by the faerie fire spell. Undead have disadvantage on the saving throw. ___ ***Gemstone Material:*** Tiger Eye #### Arrow of Choking *Rare, 50gp* ___ Deals weapon damage. Creates *Cloudkill* that inflicts Poisoned condition in a 20 ft Radius for 5 turns. All creatures within range must make a DC 16 Constitution saving throw. ___ ***Gemstone Material:*** Jade #### Arrow of Impedance *Uncommon, 20gp* ___ Deals weapon damage. On hit target is slowed by 50% until the arrow is removed with an Action. ___ ***Gemstone Material:*** Lapis Lazuli #### Arrow of Banishment *Rare, 50gp* ___ Deals weapon damage. On hit target must make a DC 16 Charisma Saving Throw or be affected by the *Banishment* spell. ___ ***Gemstone Material:*** Rhodochrosite #### Rebounding Arrow *Uncommon, 20gp* ___ On a miss, the creature who fired this arrow can use their reaction to pull the arrow back for another strike. The creature can roll to hit again. ___ ***Gemstone Material:*** Moss Agate \columnbreak #### Arrow of Daylight *Rare, 50gp* ___ Deals weapon damage. On hit the creature is tagged with the *Daylight* spell for 3 turns, after which the spell stays in the same spot after falling off for the remainder of the spell duration. ___ ***Gemstone Material:*** Turquoise #### Holyfire Arrow *Legendary, 200gp* ___ Deals weapon damage. Deals an addition 4d8 fire and 4d8 radiant damage to any creature within a 15 ft radius. All creatures within range must make a DC 17 Dexterity saving throw. On a success they receive half damage, or on a failed save they receive full damage and start to burn with fire from the heavens. This fire can only be put out by a *Greater restoration* spell of 6th level or higher. All fiends and undead have disadvantage on the saving throw. ___ ***Gemstone Material:*** Yellow Sapphire #### Hellfire Arrow *Legendary, 200gp* ___ Deals weapon damage. Deals an addition 4d8 fire and 4d8 necrotic damage to any creature within a 15 ft radius. All creatures within range must make a DC 17 Dexterity saving throw. On a success they receive half damage, or on a failed save they receive full damage and start to burn with fire from the deepest pits of the nine hells. This fire can only be put out by a *Remove curse* spell of 6th level or higher. All celestials have disadvantage on the saving throw. ___ ***Gemstone Material:*** Black Sapphire #### Fire Rain Arrow *Very Rare, 80gp* ___ When shot over an open area within range the arrow will split into many pieces that fall into a 20 ft radius that burns for 3 rounds. Creatures within the radius must make a DC 15 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much on a successful one. Any creature standing within the radius starts burning for 2d4 fire damage per turn in the fire. ___ ***Gemstone Material:*** Garnet \pagebreak #### Acid Rain Arrow *Very Rare, 80gp* ___ When shot over an open area within range the arrow will burst into liquid that falls like rain within a 20 ft radius creating a permanent acid (-2 to AC) surface. Any affected creature must make a DC 15 Dexterity save to avoid the rain fall, but will still be affected by the acid effect while standing in the surface. A creature takes 6d6 acid damage on a failed save, or half as much on a successful one. ___ ***Gemstone Material:*** Peridot #### Arrow of Madness *Rare, 50gp* ___ Deals weapon damage. On hit a target must make a DC 15 Wisdom saving throw. A creature is affected by Madness (see Running the Game section of the DMG) on a failed save, or overcomes this issue on a successful one. The DM will decide what length of madness is caused. ___ ***Gemstone Material:*** Black Opal #### Arrow of Absolute Cold *Very Rare, 80gp* ___ When this arrow is fired, it deals weapon damage and upon landing on the ground if it misses a target. The direction this arrow was aimed is blasted with the *Cone of Cold* spell. Afflicted creatures must make a DC 16 Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. ___ ***Gemstone Material:*** Aquamarine #### Ricochet Arrow *Common, 10gp* ___ Deals weapon damage. This arrow can deflect or bounce off up to 2 surfaces before hitting a target. ___ ***Gemstone Material:*** Eye Agate #### Sharpshot arrow *Uncommon, 20gp* ___ This arrow deals more damage based on the distance it is shot from. When shot from the normal range of a bow this arrow grants an additional dice of weapon damage. When shot from the long range of a bow this arrow grants an additional 2 dice of weapon damage. ___ \columnbreak #### Arrow of the Moon *Very Rare, 80gp* ___ When shot in the night, this arrow deals an additional 2d12 radiant damage. If this arrow hits a shape shifter they must make a DC 16 Constitution saving throw or be reverted to their original form if they are shifted. If they are in their original form they lose the ability to shift for 1d4 turns. On a critical hit with this arrow their shifted forms are altered. They receive half the number of hit points that were originally granted in the shifted form. ___ ***Gemstone Material:*** Moonstone #### Arrow of the Dead *Legendary, 200gp* ___ Deals normal weapon damage. On hit the creature must make a DC 17 constitution saving throw, or be affected by **Rot**. When a creature is affected with rot, after they hit 0 hit points they rise again on their next turn as an undead creature of DM or player's choice depending on the situation. Healing spells do not affect the creature upon reaching 0 hit points, they are considered undead. This can only be removed by the *Remove Curse* spell of 7th level or higher. ___ ***Gemstone Material:*** Obsidian #### Volcanic Arrow *Legendary, 200gp* ___ When this arrow lands the ground erupts and cracks originating the from the arrow appear up to a 100 ft radius. From the cracks lava starts to flow covering the surrounding surface. The lava flows and spreads at a rate of 10 feet per round on initiative count 20. ___ ***Gemstone Material:*** Ruby #### Net Arrow *Common, 10gp* ___ When this arrow is released a net appears to catch the target creature. The target must make a DC 13 Dexterity save, or be caught in the net. #### Arrow of Healing *Rarity Varies, Cost Varies* ___ When the arrow hits its intended target, the target can roll the healing potion dice to heal themselves costing no action whether unconscious or not. When rolling they add an additional 1d8 for more effectiveness. ___ ***Material:*** Potion of Healing and Alexandrite \pagebreak #### Knockout Arrow *Uncommon, 20gp* ___ When the arrow lands a gas appears in a 15 ft cube. A creature within the area must make a DC 12 Constitution or be put to sleep for 3 turns. Undead and creatures immune to being charmed aren’t affected by this. ___ ***Gemstone Material:*** Jasper #### Arrow of Earth *Uncommon, 20gp* ___ Deals weapon damage. On hit the target must make a DC 13 Strength save, or be put under the *Earthbind* spell. ___ ***Gemstone Material:*** Banded Agate #### Arrow of Polymorph *Rarity, 50gp* ___ Deals weapon damage. On hit the creature must make DC 15 Wisdom save, or change under the effects of the *Polymorph* spell into a sheep. ___ ***Gemstone Material:*** Blue Sapphire #### Wishing Star *Legendary, 5,000gp* ___ When shooting this arrow it immediately becomes a ray of light from the bow allowing a single cast of the spell *Wish*. ___ ***Gemstone Material:*** Broken Meteorite piece #### Arrow of Nightmare *Rarity, Cost* ___ Deals weapon damage. On hit the creature must make a DC 16 Wisdom save. On a failed save the affected creature comes under the affects of the *Phantasmal Killer* spell at 5th level. ___ ***Gemstone Material:*** Sardonyx #### Call of Nature *Rare, 50gp* ___ When creating this arrow you must choose a calling of the elements: Air, Water, Earth, Fire. Each element has a different effect: **Air:** When you shoot this arrow a 5 ft wide x 5th tall jetstream of air follows along the ground in its direction. Difficult terrain does not impede your move speed. This jetstream lasts for 1 minute. **Water:** This arrow can be shot into the air above to create a cylinder that is 20 ft tall with a 90 ft radius centered on arrow point. This cylinder is a rain cloud that produces only rain to help those who need it. **Earth:** When this arrow lands a cave magically erects within a 30 ft cube around the arrow point of origin. **Fire:** When shot into the ground, warmth starts to radiate from arrow point of origin out to 10 ft. Any creature sitting in the area of warmth is unaffected by the cold. ___ ***Gemstone Material:*** Emerald #### Arrow of Fatigue *Rare, 50gp* ___ Deals weapon damage. On hit a target must make a DC 15 Constitution save or receive a point of *Exhaustion* as your life essence is drained. Those immune to *Exhaustion* condition are not affected by this arrow. ___ ***Gemstone Material:*** Hematite #### Arrow of Blood *Uncommon, 20gp* ___ Deals weapon damage. On hit the affected creature must make a DC 14 Constitution save or start bleeding for 2d4 damage for 2 turns. This can be removed by healing. ___ ***Gemstone Material:*** Jacinth #### Starstruck Arrow *Legendary, 500gp* ___ Deals weapon damage. This arrow empowers even the string your bow uses, increasing the distance you able to fire by 2 fold, this arrow flies like a star in the night sky whether day or night. When the arrow strikes its target true they are dealt 6d8 radiant + 4d8 force. Any creature within a range of 20 ft cone behind the struck arrow is dealt half the damage. The struck creature must make a strength saving throw. On a failed save they take full damage and are *stunned* for 1 minute, on a successful save the creature takes half as much as is not *stunned*. At the end of each of the creature's turn they can make another strength saving throw and be released. All creatures in the cone behind the struck target make the saving throw to avoid being knocked *prone* instead of *stunned*. ___ ***Gemstone Material:*** Star Sapphire #### Arrow of Geyser *Rare, 50gp* ___ Deals weapon damage. Below the creature a crack in the ground opens up, steam seeps out and a geyser erupts from within. The creature must make a DC 15 Dexterity saving throw. The creature takes 4d6 bludgeoning damage on a failed save, or half as much on a successful save. ___ ***Gemstone Material:*** Azurite > #### Spell notes > > Unless stated otherwise, each spell attached to an arrow casts at the base level.