Peerless Elemental Quiver Item in Tellus | World Anvil

Peerless Elemental Quiver

Varying in shape and size based on local customs this quiver always has a depiction of earth, wind, water, fire, a tree, and a skull ringing the bottom of the quiver. Hanging from the quiver itself or from it's strap is a small charm often constructed of runestone, or crystal depicting a simple arrow surrounded by the four elements painted black on one side and white on the other. When worn the quiver feels slightly heavier than a normal quiver no matter how many arrows or bolts it contains. Once the owner bonds with the item it shows it's true capabilities.   After bonding with the item the charm will manifest as a runestone, in a selected bow or crossbow, vanishing from the quiver. When the owner takes a moment to touch one of the six emblems on the bottom of the quiver the weapon is imbued with a portion of the elements power to every arrow or bolt fired from the weapon. Though care should be taken as the effect cannot be changed once invoked nor can it be ended before the power fades on it's own.

Mechanics & Inner Workings


Each day when the user invests in the item they may either leave the charm in their current weapon or move the charms effect to another bow or crossbow. If the item is not invested in the charm is removed from the weapon and reappears where it was on the quiver. The charm, must adhere to any of the normal limitations of runestones while in use.
The Quiver will hold a total of 20 bulk in arrows/bolts, and the invested user is aware of exactly how many arrows and of what type are in the quiver.
Can call any arrow to either hand from the quiver, this has no effect on the reload speed of their weapon.
Reaching back and touching one of the six emblems on the bottom of the quiver the user invokes one of the six elements adding it's effect to all arrows fired from the weapon for the next two minutes. Once invoked the effect can not be turned off or changed until the duration is completed.
  • Earth: Acid sizzles across the surface of the weapon. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In addition, on a critical hit, the target’s armor (if any) takes 3d6 acid damage (before applying Hardness if the target has a shield raised, the shield takes this damage instead.
  • Wind: This weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the target has to succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure).
  • Water: This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save.
  • Fire: This weapon is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit.
  • Tree: The weapon is empowered by radiant positive energy. The weapon deals an additional 2d6 positive damage on a successful strike.
  • Skull: The weapon is empowered by sickly negative energy. The weapon deals an additional 2d6 negative damage on a successful strike.
Item type
Magical
Rarity
Rare, Invested, Magical, Enchantment, Item 10, Evocation
Weight
Bulk 1
Base Price
1000 GP

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