IF you want to split hairs and say "But what is that +1 for/from? HOW does it happen? WHY is the arrow now magic?" The answer, as it has been since dice rolls immemorial, is. So your arrows are +1 to hit and +1 to damage. You are supposed to fire arrows out of it. Simply put.what is a magical bow FOR if it doesn't imbue its ammunition fired from it with its properties (say, for example, +1 to hit and +1 damage)? Is the receiver of the wonderful magical item, presumably a decent (if not primarily an) archer, expected to run up to foes and BEAT them with their +1 bow to get their benefits? I think the answers are being made are mostly all good.but perhaps a bit unnecessary from a RAW and RAI perspective. The swift quiver spell lets the player spend their bonus action to attack a second time with a ranger weapon, which requires a quiver.I was going to come in here and ask how such a blatantly obvious question which requires a "Yes" answer had gone three pages. The locate creature spell can track an individual and it requires some bloodhound fur. The freedom of movement spell stops the character from being magically impeded and it requires a leather strap. The wind wall spell creates a wind barrier that pushes enemies back and it requires a fan and a feather of exotic origin. The water breathing does exactly what it says on the tin and it needs a piece of straw as a component, while the water walk spell (also self-explanatory) needs a piece of cork. The conjure barrage (as well as the conjure volley spell) duplicates a piece of ammunition or a thrown weapon and launches at them at an enemy, requiring a piece of ammo or a thrown weapon to cast. The conjure woodland beings spell is the D&D spell that nearly broke the game, as it lets the player summon polymorph-spamming pixies and it requires a holly berry per creature summoned as a component. There are some ranger spells higher than level one that require components. Related: Dungeons & Dragons Afterschool Club Kits Make Learning An Adventure The spike growth spell creates giant spikes that damage enemies and slow their movement, but it requires seven sharp thorns or seven sharpened twigs to cast. The fantastic pass without trace spell provides a +10 to Dexterity (Stealth) checks and it requires ashes from a burned leaf of mistletoe and a sprig of spruce to cast. while the locate object spell tracks an object and it requires a forked twig as a component. The locate animals or plants spell lets the character sense a specific type of animal or plant and it requires some bloodhound fur as a component. The cordon of arrows spell transforms several arrows or bolts into a magical trap that attacks enemies that approach, requiring the character to own arrows or bolts to use as part of the spell. The barkskin spell makes a character's flesh as hard as wood and this requires a handful of oak bark. D&D's amazing darkvision spell lets the character see in the dark and it requires either an agate or a piece of carrot. The animal messenger spell compels an animal to carry a message for the character and this requires a morsel of food. The level two ranger spell list also has plenty of spells with components.
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