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🏹🔮✨ As you stand in the old crypt, a chilly breeze ruffles your hair. Ahead, you see four skeletal guards standing in a line. Taking a deep breath, you nock a Curse arrow and release. The arrow sails through the air but narrowly misses the second skeletal guard, continuing its path. A dark cloud erupts from the arrow, wrapping around the first, third, and fourth guards. The missed one looks confused, untouched by the arrow's magic.

The affected guards seem slower, less sure of themselves. You notice the third one, trying to raise its sword, suddenly stops, unable to complete its action. The curse is working, making your foes less of a threat. The second guard, untouched by the curse, remains alert, its eye sockets glowing with a ghostly light. 🏹🔮✨

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Quiver of Dark Arts

Wondrous item, legendary (requires attunement)

Made from a mysterious, dark, leathery material, this quiver seems simple at first. Upon closer inspection, when attuned, the bearer can discern faint eldritch runes aglow in hues of purple.

During a long rest, you can channel the power of the eldritch runes inscribed on the quiver. As part of this ritual, you can select up to 7 non-magical arrows within the quiver and infuse them with one of three eldritch properties: Curse, Hex, or Shadow. Once imbued, these arrows become magical. If the quiver contains any previously enchanted arrows when this rite is performed, those arrows are immediately consumed and reduced to ash.

Curse Arrow. When fired and upon striking its first target, the arrow transforms into a spectral hand that grips the target with a lingering curse, continuing in a straight line for an additional 20 feet from the point of impact or up to its maximum range, depending on the weapon used to shoot the arrow. For each creature in that line after the initial target, make a separate attack roll. On a hit, the creature is cursed for up to 24 hours. While cursed, the creature subtracts 1d4 from its attack rolls and must roll a d10 at the start of each of its turns; on a roll of 10, it loses its turn due to the overwhelming nature of the curse. The arrow ceases its trajectory either after traveling the full 20 feet, reaching its weapon's maximum range, or upon encountering a magical barrier it cannot pass through. Can be dispelled by the remove curse spell or comparable magic.

Hex Arrow. When fired and upon striking its first target, the arrow transforms into a swirling vortex of dark energy, continuing in a straight line for an additional 20 feet from the point of impact or up to its maximum range, depending on the weapon used to shoot the arrow. For each creature in that line after the initial target, make a separate attack roll. On a hit, the creature becomes hexed until the start of your next turn, taking an extra 1d6 damage from all weapon attacks. The arrow ceases its trajectory either after traveling the full 20 feet, reaching its weapon's maximum range, or upon encountering a magical barrier it cannot pass through.

Shadow Arrow. When fired and upon striking its first target, the arrow transforms into a shadowy wraith-like entity, continuing in a straight line for an additional 20 feet from the point of impact or up to its maximum range, depending on the weapon used to shoot the arrow. For each creature in that line after the initial target, make a separate attack roll. On a hit, a creature takes an extra 1d8 necrotic damage. The arrow ceases its trajectory either after traveling the full 20 feet, reaching its weapon's maximum range, or upon encountering a magical barrier it cannot pass through.

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