This small hamlet in the
The Painted Forest is best known for being the home of a master arrow crafter, Versha Dummiri. This
Elven woman has learned to custom craft arrows that offer a wide variety of effects and moficiations.
Specialized Arrows
Hammerhead Arrows (20) - 10gp - These arrows deal bludgeoning damage instead of piercing. On a critical hit, the target must make a DC15 Con save or be stunned until the end of their next turn.
Broad Heads (20) - 10gp - These arrows deal slashing damage instead of piercing. On a critical hit, the target gains the bleeding condition, taking 1d4 slashing damage at the end of each of its turns unless it uses a bonus action to hold its wound closed (must have a free hand). This condition ends if the target is healed, or after 3 turns.
Silvered Arrow (10) - 50gp - The heads of these arrows are silvered.
Poisoncloud Arrows (5, magical) - 500gp - On hit, this arrow releases poison gas in a 10ft sphere. The area is considered lightly obscured. The cloud lasts for 10 rounds, or until dispersed by a strong wind. Creatures in the area must make a DC15 Con save or take 1d4 poison damage on entering the cloud, and gain the poisoned condition until the end of their next turn. On success, they take half damage and are not poisoned.
Blast Arrow (5, magical) - 500gp - On hit, the arrow head explodes. All creatures within 10ft must make a DC15 Dex save, taking 2d10 fire damage on a failure or half as much on a success. This ignites flammable materials that are not being worn or carried.
Seeking Arrow (1, magical) - 600gp - When using this arrow, you don't make an attack roll. Choose a creature you have seen in the past minute. The arrow flies towards that target, moving around corners and ignoring cover. The target must make a Dex save with a DC of 10+ your To Hit Bonus. On failed save, the target takes damage as if were hit by an arrow from your bow or crossbow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half damage, and you gain no extra information.
Rose Thorn Arrow (5, magical) - 500gp - On hit, the target suffers an extra 1d4 piercing damage and must make a DC15 Str or Dex save. On failure, the target is restrained and suffers 1d4 piercing damage at the end of each turn they remain restrained.
Healer's Arrow (10, magical) - 800gp - On hit, this arrow deals 1d4 piercing damage, then heals the target for 1d8+ your To Hit Bonus hit points.
Vampire's Tooth Arrow (1) - 100gp - This arrow deals necrotic damage instead of piercing. As a bonus action, a creature holding the arrow can gain a number of temporary hit points equal to the damage dealt by the arrow within the last 10 minutes, after which it can no longer grant temporary hit points until used again. This arrow can be recovered 3 times before breaking.