spieler:angebot:mundungus_fletcher

Mundungus Fletcher

Mundungus Fletcher ist ein Gnom, welcher nach Keldorm kam um Geld zu machen. Ganz einfach. Abenteurer brauchen Bögen und Pfeile. Er baut Bögen und Pfeile. Nachfrage und Angebot.

Waffen Preis Verfügbarkeit/Quartal Auftragsdauer
Light Crossbow 25gp 4/4 1 Woche
Hand Crossbow 75gp auf Auftrag 3 Wochen
Heavy Crossbow 50gp auf Auftrag 2 Wochen
Shortbow 25gp verfügbar
Longbow 50gp 2/2 2 Wochen
Munition Preis Verfügbarkeit/Quartal Auftragsdauer
Arrows 1gp/ 20 Stück verfügbar
Silbered Arrows 20gp/ 20 Stück verfügbar
Arrows + 1 80gp/ 20 Stück 20/20
Blowgun Needles 1gp/ 20 Stück verfügbar
Crossbow Bolts 1gp/ 20 Stück verfügbar
Arrow Type Description Effect Cost
Hookshot Arrow Strengthened arrow with 25ft rope attached Pierces enemy and limits movement to 25ft 25gp
Thunderous Arrow Explodes on hit, dealing thunder damage 10ft radius, push back 5ft and fall prone 50gp
Slugshot Deals 1 less damage but applies stunned condition on critical hit Legendary resistance can avoid condition 75gp
Serrated Arrow Deals slashing damage and applies bleeding effect 1d4 slashing damage for 3 turns 100gp
Flair Bolt Deals bludgeoning damage and causes blindness Failed Constitution save DC 17 100gp
Returning Weapon Magic weapon with +1 bonus to attack and damage rolls Returns to wielder's hand after use 700gp more than non-magical version
Target Finder Deals no damage and does not require an attack roll Failed Dexterity save DC 16 causes target to have disadvantage 150gp
Arrow of Slaying Magic weapon meant to slay a particular kind of creature Extra 6d10 piercing damage on failed Constitution save DC 17 Mundungus offers various types for 500gp per piece

Hookshot Arrow

A 25ft rope is attached to the end of this strengthened arrow. When an enemy is hit with this arrow, the arrow's barbs pierce their flesh and they cannot move more than 25ft away from you, if they are of a size you can grapple. With a WIS(medicine) check vs 8 + the attack modifier of the Attacker, the creature can pull the arrow out of its body with an action. Alternatively, as an action the rope can be burst with a DC 17 Strength check, causing 2d8 piercing damage to the affected creature. Only one Creature can be affected by this Arrow at once. You can also shoot the arrow against rocks as a climbing aid. If you do so, you don't have to perform a check to climb the surface, and simply counts as difficult terrain for you. They can also be bought for 25gp per arrow.

Thunderous Arrow

These arrows release a thunderous explosion on hit. All creatures within a 10ft radius must make a DC 15 Constitution saving throw or take 2d8 thunder damage, be pushed back 5ft and fall prone. Loose objects that are large or smaller are automatically pushed 5ft away. They cost 50gp per arrow.

Slugshot

These arrows deal 1 damage less damage on a hit, but on a critical hit these arrows apply the stunned condition to the target until the end of your next turn. Any creature that has legendary resistance can use one charge of it to avoid the condition. They cost 75gp per arrow.

Serrated Arrow

These arrows deal slashing damage instead of piercing damage on a hit and they apply a bleeding effect. The target takes 1d4 slashing damage at the beginning of each of its next 3 turns. This effect ends if the target is healed. A target can only be affected by one bleeding effect at a time. (DMs might rule targets might be immune to a bleeding effect, if they don't have blood or similar bodily fluids) They cost 100gp per arrow.

Flair Bolt

These arrows deal bludgeoning instead of piercing damage and have a small clay head with an opening inside, containing a reactive chemical. On a hit, the chemical releases a bright flash, the target must succeed on a Constitution Saving Throw DC 17 or be blinded until the start of your next turn. They cost 100gp per arrow.

Returning Weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack. A Returning Weapon costs 700gp more than its non-magical version.

Target Finder This red-hot arrow is adept at finding its target, it deals no damage, and you don't have to make an Attack roll when using it. However, the target must succeed on a Dexterity saving throw DC 16 to dodge the arrow. On a failed save, all attacks against the target have advantage, while you concentrate on the arrow (as if you were concentrating on a spell). When the save is successful, the arrow misses and returns to your quiver. They cost 150gp per arrow.

Arrow of Slaying

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Mundungus offers the following types of Slaying Arrows for 500gp per piece: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead

  • spieler/angebot/mundungus_fletcher.txt
  • Zuletzt geändert: 18/01/2024 20:05
  • von simon