Xanathar’s Guide: Supplemental Elemental Arrows for Arcane Archers

Kinda felt like I was on a roll. Here are some extra arrow types for your Arcane Archers!

Booming Arrow: You imbue your arrow with elemental air that creates a deafening sonic boom. The creature hit by the arrow takes an extra 2d6 thunder damage, the target and all creatures within 10 feet are deafened for 1 round and must also make Dexterity saving throw or be knocked prone. The thunder damage increases to 4d6 when you reach 18th level in this class.

Flash Arrow: You imbue your arrow with electricity that explodes in a brilliant flash on impact. The creature hit by the arrow takes an extra 2d6 lightning damage and must make a Constitution saving throw or become blinded for 1 round. The lightning damage increases to 4d6 when you reach 18th level in this class.

Incendiary Arrow: You imbue your arrow with elemental fire that ignites anything it touches. The creature hit by the arrow takes an extra 2d6 fire damage and must make a Dexterity saving throw or catch fire. Targets that catch fire take 2d6 fire damage at the start of their turn until they spend an action to put it out. The fire damage increases to 4d6 when you reach 18th level in this class.

Shattering Arrow: You imbue your arrow with elemental cold that shatters into icy shards on impact. Your weapon attack scores a critical hit on a roll of 18 or 20 and the creature hit by the arrow takes an extra 2d6 cold damage. The cold damage increases to 4d6 when you reach 18th level in this class.

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