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Totem Arrows

4th-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a quiver containing at least one piece of ammunition)
Duration: Concentration, up to 1 hour
Class: Druid, Ranger

You touch a quiver containing arrows or bolts, imbuing the ammunition currently in it with the spirit of a creature, plant, or fungus. For the duration, any creature hit (or in the case of ‘Hawk’, targeted) by one of the pieces of ammunition is subject to the effect of the spirit currently imbuing the quiver (see below), in addition to the attack’s normal effects. As a bonus action, you can change which spirit imbues the quiver.

Cat. The target takes an additional 1d6 slashing damage. If the attack roll was made with advantage, the additional damage is increased to 2d6.
Elk. The target takes an additional 1d6 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone or shoved 5 feet in a direction of your choice (you choose when the target is hit).
Hawk. The attack ignores half and three-quarters cover.
Hogweed. The target must succeed on a Constitution saving throw or become blinded until the end of its next turn.
Psilocybin. The target must succeed on a Wisdom saving throw or begin a psychedelic experience the spell’s duration. Whilst under the psychedelic experience, the creature must roll a d4 at the start of each of its turns. On a 1, the target is incapacitated until the end of its turn and the effect ends. On a 2-4, the target behaves as normal, and the effect continues.
Roc. The target must succeed on a Strength saving throw or its speed becomes 0 feet and it is lifted 20 feet into the air until the end of its next turn, when it begins falling. If there isn’t enough room to be lifted 20 feet, the creature is lifted to the maximum possible height.
Snake. The target takes an additional 1d6 poison damage and must succeed on a Constitution saving throw or become poisoned for the spell’s duration. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spider. The target must succeed on a Dexterity saving throw or become restrained until the end of its next turn. The target can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of this spell is concentration, up to 8 hours.
Source: Heliana's Guide to Monster Hunting

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