Alchemist’s Arrows
Glass is blown into the shape of an arrow head, filled with an alchemical mixture, and sealed onto an arrow shaft. When the arrow hits, the glass shatters.
Fire
Damage dealt is normal damage plus 1d4 fire damage at the start of the target’s turn and each turn until the fire is extinguished.
Materials Required: Embers from a Lesser Fire Elemental
Instructions: Using Glassblower’s tools, create an arrow-shaped flask with an opening small enough for an arrow shaft. Mix Alchemist’s Oil and embers in the flask. Place the arrow shaft and seal.
Proficiencies: Alchemist’s, Glassblowing
Produces 20 arrows.
Cost: 25gp
Workweeks: 1
Poison
Damage dealt is normal damage plus 3d4 poison damage.
Materials Required: Ankheg Acid
Instructions: Using Glassblower’s tools, create an arrow-shaped flask with an opening small enough for an arrow shaft. Mix Alchemist’s Oil and acid in the flask. Place the arrow shaft and seal.
Produces 20 arrows.
Material CR Range: 1-3
Cost: 25gp
Workweeks: 1
Fire Arrows
A swirling red-orange tip decorates these arrows. As a bonus action, a player can utter the verbal incantation while drawing the bowstring of his nocked arrow. Conjuration magic produces a flame on the tip. Upon hitting, the arrow deals magical fire damage (for overcoming resistances and vulnerabilities), and +1 fire damage. Anything flammable the arrow hits is ignited and takes 1d6 fire damage at the end of each of its turns. The arrow shaft is consumed in its own flame.
Materials Required: A small bag of sulfur and a medium bag of guano from a giant bat
Instructions: Combine sulfur and guano into a wax. Forge the Fever Iron into arrowheads. Apply the wax to the arrowheads and fix upon straight wooden shafts.
Produces 20 arrows.
Material CR Range: 1-3
Cost: 50gp
Workweeks: 1
Sleep Arrow
This arrow is painted white and has white fletching. On a hit the creature must make a DC 11 Wisdom save or fall asleep. A creature that has fallen asleep is unconscious for 1 minute or until the sleeper takes damage or is slapped/shaken awake. Unconscious, undead or creatures that are immune to being charmed aren’t affected by the sleep magic of this arrow and only take the nonlethal damage. Once fired the arrow is destroyed and can not be recovered.
Materials Required: Feathers from a Harpy Matriarch
Instructions: Use the harpy feathers as fletching on the arrow
Produces 20 arrows.
Material CR Range: 4-8
Cost: 100gp
Workweeks: 2
Essence Arrow
An arrow especially tuned to a specific type of monster. This arrow does an extra 4d6 damage to that type of monster. If this arrow is used on a different monster than it was attuned to, it acts like a normal arrow.
Materials Required: A pouch of the essence of the creature or a jug of its blood
Instructions: The essence of the creature must be used while creating the arrow head, methods vary depending on the type of creature. Then the arrow must be imbued with magic, a wizard is required for this.
Produces 20 arrows.
Material CR Range: 4-8
Cost: 150gp
Workweeks: 2
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