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UB Arcane Shots
You use abjuration magic to try to temporarily banish your target to a harmless location. The creature hit by the arrow takes extra 2d6 force damage, and must succeed on a Charisma saving throw or be banished until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes extra 2d6 psychic damage, and must succeed on a Wisdom saving throw or be charmed until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other enemy creatures within 15 feet of it take extra 2d6 force damage. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
You weave necromantic magic into your arrow. The creature hit by the arrow takes extra 2d6 necrotic damage, and must succeed on a Constitution saving throw, or deal half damage on Strength based attacks and have disadvantage on all Strength, Dexterity and Constitution saving throws and ability checks until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes extra 2d6 slashing damage, and must succeed on a Strength saving throw or be restrained until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
You weave divination magic into your arrow, granting brief insight into its defenses. The creature hit by the arrow takes extra 2d6 radiant damage, and must succeed on a Dexterity saving throw or be highlighted until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes extra 2d6 psychic damage, and must succeed on a Wisdom saving throw or be blinded until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
You weave transmutation magic into your arrow. The creature hit by the arrow takes extra 2d6 force damage, and must succeed on a Dexterity saving throw or be slowed until the end of your next turn. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.