The Infinite Quiver: 100 Magical Arrows for D&D 5e
Draw an arrow from the Infinite Quiver: A collection of magical arrows compatible with D&D 5e, created by BJ Hypes!
I’m so excited to collaborate with two amazing artists for this project: Isabel & Alexa of Path of Pixels! For more from them, check out their website.
More to come, to see more arrows as they release, be sure to follow my Instagram and join the mailing list for updates on physical decks.
All my homebrew content is free, for everyone, always! Please feel free to download and use anything on my website in your games. For commercial use or inquiries, please reach out!
Join the mailing list!
Bridge Building Arrow
Crossing that bridge when you come to it has never been so easy! Upon firing this arrow, a mighty rope bridge is conjured from the point directly in front of you to where the arrow lands. The bridge is 5 feet wide and supports up to 2,000 pounds. It has an AC of 14 and 200 hit points. After 10 minutes, the bridge burns behind you.
For the ranger with a flare for the dramatic. Once fired, this arrow ignites in a bright colorful flash, easily visible in the sky. After reaching its peak, the arrow explodes and is viewable for miles, depending on the weather and time of day. If the flarrow instead hits a creature, it explodes dealing an extra 1d6 fire damage. If not already stated by the GM, roll a d6 to determine the color of the flarrow: (1. Red 2. Blue 3. Green 4. Purple 5. Silver 6. Gold). And remember, all’s flare in love and war.
For the touch-and-go ranger, a spell with a range of touch and a casting time of one action can be cast into this arrow. The spell activates when the arrow hits a creature and if a saving throw is required, it uses the spell save DC of the caster at the time they cast the spell. If concentration is required, the creature that fires the arrow maintains the concentration. The spell can be any level, and if a second spell is cast into the arrow, it overwrites the first.
This arrow is filled with bees! Where the arrow lands, whether it hits the creature or not, a swarm of bees emerges for one minute (after which they buzz off). The swarm fills a 5-foot cube at the point of impact. Any creature that enters or starts their turn in the swarm must succeed on a DC 15 Constitution saving throw or take 3d4 poison damage.
Very Rare Arrow
When you hit an object with this arrow, that object appears in your hands. You cannot target an object that is worn, carried, or held by another creature, and it must weigh under 20 pounds. The suggested AC of a standard wood object is 15, though the GM may adjust depending on the circumstance. The object sustains no damage from the arrow hitting it, and the arrow immediately disappears upon impact. If your hands are occupied, the object appears at your feet.
Heat Metal Arrow
When this arrow is embedded into a piece of metal (such as a piece of armor or a shield), the metal glows red-hot for one minute or until the arrow is removed as an action with a DC 16 Strength (Athletics) check. Any creature in physical contact with the hot metal takes 2d8 fire damage at the beginning of their turn until the effect ends.
It’s fine…it’s probably fine. When you fire this arrow, roll a d6 to determine what happens: 1. The arrow screams loudly for one minute after being fired. 2. A stream of toilet paper follows this arrow. 3. Where this arrow lands, a cluster of flowers emerge. 4. When this arrow lands, it becomes edible and smells delicious. 5. After hitting, the arrow explodes into glitter (and the glitter gets everywhere). 6. The arrow halts in front of the target and a small flag that says “BANG” emerges from the tip. The arrow then explodes, dealing fire damage instead of piercing damage.
When you fire this arrow, a 5-foot wide and up to 50-foot long line of oil slick follows the projectile. This oil slick is considered difficult terrain, and any creature that starts their turn or moves through it must succeed on a DC 15 Dexterity saving throw or fall prone. If ignited, the oil slick deals 2d6 fire damage to any creature that touches it, and it burns away after 1d4+1 rounds.
After firing this arrow, you can use an action to Scry through the glassy bulb at the nock. While Scrying, your body is incapacitated, however you can still speak softly. You can end the Scry as a free action and re-enter it at any point within 24 hours of firing the arrow. The Scry works across the planes of existence. If the arrow is broken, the effect ends.
You can fire this into a nonmagical solid surface (such as wood, stone, or metal) where it transforms into a piton that sticks out one foot. The piton remains until it’s removed with a DC 18 Strength (Athletics) check. Any rope tied to this arrow before it is launched will remain tied to the piton.
The rounded tip of this arrow deals nonlethal bludgeoning damage, but still hurts like a rhinoceros headbutt. If a creature is reduced to 0 hit points by this arrow, they fall unconscious and are stabilized.
Upon firing this arrow, it splits into two projectiles that are connected by a sturdy length of rope. The points at which the projectiles land must be within 120 feet of you, and within 60 feet of each other. Once the projectiles land, the rope between them becomes taut and supports 500 pounds of weight. If either of the projectiles targets a creature, roll to attack, otherwise they land where designated. The projectile can be removed with a DC 20 Strength (Athletics) check.
Step aside Leech Arrows! When you hit a creature with this arrow, it deals 1d4 piercing damage and extracts a vial of the creature’s blood or similar liquid if applicable. Once the liquid has been extracted the vial seals and the arrow falls safely to the ground. The strong, metal-encased vial has an AC of 18 and 20 hit points.
Very Rare Arrow
When you fire this arrow into the sky, it changes the weather in a 200-foot radius for 1d4 hours. You decide the weather by activating one of the runes on the shaft, choosing from the following options: (1) sunshine (2) light rain (3) heavy rain (4) fog or mist (5) windy (6) snow. After the allotted time has passed, the weather returns to normal.
This arrow can be fired through water without disadvantage. When this arrow hits a creature with blood, the arrow transforms into a hunter shark for one minute. The shark is bloodthirsty and has an initiative directly after yours. It attacks the closest creature, giving priority to the creature it was fired into, but otherwise attacking based on proximity. The shark disappears after one minute or when it is reduced to zero hit points. While not in the water, the shark has a flopping speed of 5 feet.
As a reaction, when a creature you can see within your normal range is hit with a melee or ranged weapon attack, you can attempt to intercept the attack. To use, make a competing attack roll against the weapon attack. If your attack is higher, you block the attack against the creature and no damage is dealt. If your attack is lower, nothing happens and the attack still hits.
When you fire this arrow into a natural material such as dirt, sand, or stone, a 5-foot diameter chasm opens at the point of impact. The pit is 20 feet deep and any medium-sized or smaller creature in that space at the time the chasm opens must make a DC 15 Dexterity saving throw or fall in. The same saving throw applies to any creature who moves through the space of this chasm without noticing it.
Only you can prevent forest fires! Upon impact, this arrow releases a cloud of thin vapor extinguishing all magical and nonmagical flames within a 30-foot radius. Nonmagical flames leave behind smoke which lightly obscures the area for 5 minutes, or until it’s blown away.
Very Rare Arrow
The only arrow players keep track of! When you hit a creature with this arrow, it implants a bead in the creature’s flesh. Locate Object is instantly cast upon the bead, allowing you to track the location of the creature within 1,000 feet. The spell lasts for one hour or until you lose concentration. A creature implanted with this bead does not know it’s there unless they succeed on a DC 20 Intelligence (Investigation) check. A creature that finds the bead can remove it with a DC 15 Wisdom (Medicine) check or by taking 1d4 bludgeoning damage. If a creature doesn’t find the bead, it falls out in 1d4 days.
This arrow stores up to 100gp worth of coins in an extradimensional piggy bank and can detonate, scattering coins in every direction. The arrow detonates on impact or at the will of the creature who shot it. When this happens, coins shoot out in a 30-foot radius. Useful for drawing crowds and causing chaos…or for storing a secret rainy day fund.
Arrow of Holding
Very Rare Arrow
When you shoot a nonliving object with this arrow, it is enveloped into an extradimensional space within the arrow and remains there until the arrow is fired again. The object cannot be worn, carried, or held. Additionally, it cannot weigh more than 500 pounds and must fit within a 5-foot cube. When the arrow is fired a second time and hits a target, the object is released at the point of impact. The object is unharmed when first hit by the arrow, but may take damage from falling if released in the air. This arrow may be recovered and reused.
After this arrow hits a creature, it transforms into a venomous snake that immediately attacks the creature you targeted. The snake shares your initiative. It has 5 hit points, and an AC of 13. It has +5 to hit, deals 1d4 piercing damage, and on a successful hit the target must make a DC 14 Constitution saving throw or take 3d4 poison damage. The snake will continue to attack the creature until one of them dies. If the target dies before killing the snake, then the snake returns to arrow form and can be reused after 24 hours have passed.
Bola Swarm Arrow
When you fire this arrow, it transforms into a 30-foot cone of bolas that fly forward, entangling creatures in the area. Every large or smaller creature in the area must succeed on a DC 15 Dexterity saving throw or take 1d4 bludgeoning damage and be restrained. Creatures caught in the bolas can break free by using an action to make a DC 15 Strength (Athletics) check or a DC 15 Dexterity (Acrobatics) check.
Barbed Arrow of Bleeding
When a creature is hit by this arrow, the barbed tip sinks in their flesh, damaging them every time they move. While this arrow is lodged in a creature, they take 1d4 piercing damage whenever they move 5 feet. The arrow can be removed as an action with a DC 14 Wisdom (Medicine) check. Alternatively, it can be ripped out as an action and the creature takes 3d8 piercing damage.
When you hit a target with one of these arrows, you can choose to imbue an object (including objects held, worn, or carried) with either light or dark energy. Choosing light causes the object to shed bright light in a 30-foot radius, followed by an additional 30 feet of dim light, for one minute. If the object is held by (or affixed to) a creature, any attack rolls against them have advantage and the creature can’t benefit from being invisible. Choosing dark applies the spell Darkness to the object, obscuring a 30-foot radius in magical darkness for one minute.
Very Rare Arrow
A trebuchet in arrow form. When this arrow hits a solid surface, it releases a seismic blast in a 15-foot radius sphere originating from the point of impact. All structures (including furniture) take 20d8 thunder damage, blasting holes in stone walls and reducing most non-magical items to rubble. Creatures caught in this blast take 4d8 thunder damage.