![]() In other words, you would have to homebrew a wide variety of new arrow types, with associated crafting costs (maybe modified by use of another homebrew Tool Kit). In regards to the type of arrows Hawkeye carries, I quote from the Marvel Database wiki, under Trick Arrows:Įxplosive-tip Arrow (aka blast/blaster/concussion/demolition blast/power-blast)įlare Arrow (aka flash/magnesium/phosphorescent/stun-flash)Įlectro-disrupter Arrow (aka electrically operated/shock) It is mechanized and can swap arrowheads such as standard, explosive, or grappling hook… Hawkeye's Quiver is a specialized quiver made for Clint Barton's arrows. Or just limit the options - maybe he starts with any 4 but can acquire alchemical formula that unlocks other during play, or formula to strengthen his existing ones (pushing bonus damage to D6s and save DCs to 14). ![]() You could limit the number of uses per day to make it uncommon again. Now honestly that much utility really pushes this up from uncommon to rare, even though it’s pretty underwhelming for a rare on a pure damage perspective. This Arrow emits light as a torch for 1 minute after firing.Īdding extra arrows using this basic pattern is pretty straightforward. This arrow does +1d4 Necrotic damage and the creature hit can not regain HP until the end of your next turn. The area with 10ft of where this arrow strikes fills with smoke and is considered heavily obscured until the end of your next turn. This arrow does +1d4 Poison damage and the target must make a DC 12 Con save or suffer the Poisoned condition for 1 minute. This arrow does +1d4 Lightning damage and the target loses its reaction until the end of your next turn. This arrow does +1d4 Thunder damage and the target must make a DC 12 Con save or be Deafened until the end of your next round. These creatures must make a DC 12 Str save or be knocked Prone. This arrow does +1d4 Force damage to all creatures adjacent to the spot it strikes. This arrow deals no damage but a hit target of size large or smaller is considered Grappled (escape DC 12). This arrow does +1d4 Cold damage and can freeze solid an area of water it is fired into as per the Shape Water cantrip. This arrow does +1d4 Fire damage and can set objects on fire. ![]() So - by default they are firing regular arrows.Īs an Item Interaction the user can set the next arrow to be one of the following special arrows, or use their bonus action to make all arrows used until the end of their next turn be of the selected type.įlame. So while we could just stop at +1d4 damage (pick element with each arrow), let’s handicap it a bit and then add in some utility tricks to boost it up again. So a quiver that just adds +1d4 elemental damage to each shot is pretty fine to give him.Īll that said, while it’s mathematically the same level of improvement, varying element types feels stronger to players. So - adding +1d4 to damage improves a characters DPR by about the same amount as a +1 to hit and damage - the +1 hits slightly more often but the +1d4 does slightly more damage when it does hit, ending up at roughly the same spot. Combat areas for every conceivable encounter. Collection of Podcasts, Vidcasts, and other D&D Multimedia for your consumption. Worldbuilding, Storybuilding, DM Discussion. The DM Help Multireddit Check out our wiki! Message the Moderators
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