Item Card: Melora's Sting. An illustration of a blue-sided quiver with ornate silver edging. A large blue gemstone is inlaid into the edging at both the top and bottom of the quiver. A decorative pattern of embossed green leaves swirls lazily down around the quiver in a narrow band. Next to the quiver are five distinct arrows: one has a glass bottle near the tip, filled with a blue liquid; one is wrapped in a leafy vine; one is pure white and glowing bright blue; one is yellowed and glowing faintly; the final is metallic and has additional arrowheads arrayed nearby.

Given to you by the Avatar of Melora, this quiver seems to be made from stone, wood, and leaves. At the start of a new day, 1 arrow of your choosing appears within the quiver. You may only have 1 of each variety in the quiver at a time. When firing a bow with one of these arrows, perform the attack roll as normal but replace the weapon damage die and type with the arrow’s stats.

Water Arrow: An arrow that can be used to douse torches, lamps, or even small campfires. Due to its weight, its range is half of normal. Deals 1d4 Bludgeoning damage.

Vine Arrow: A 30-foot long vine springs forth as the arrow strikes. If the arrow can hold fast (such as embedded in a wooden rafter, or into the side of a ship) the vine may be climbed and support weight as the DM deeps appropriate . Creatures struck by this arrow must pass a DC 15 Strength save, or are restrained until the start of your next turn.

Flash Arrow: Creatures within a 10-foot radius make a DC 15 Constitution save or are blinded for 1d2+1 rounds. Deals 1d4 Bludgeoning damage.

Light Arrow: These arrows convert your normal weapon damage to Radiant. They leave a streak in the air, marking their path for up to a minute. Ranged attacks against a creature struck by a Light Arrow have advantage until the start of your next turn.

Splitter Arrow: An arrow with two additional heads that split outward after the arrow is fired. When fired, you may make ranged attack rolls against up to 2 additional targets within 5 feet of the initial target. The main arrow deals normal weapon damage, and each splinter deals 1d6 damage.