
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.