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Why do Flaming Arrows cost 100 gp when Explosive Arrows cost 80 gp, do more damage, and don't need a bonus action to light. The only advantage I can see for Flaming Arrows is that they are compatible with Expertise Dice. It seems to me that Explosive Arrows should cost more than Flaming Arrows,
1 decide that your character's seen components are some manner of special effect not gestures
2 get familiar or pet
3 cast friends on it every round for several minutes before trying to use friends on the target
4 claim that the special effects are harmless and involuntary and are occurring due...
The Train downtime activity (Pg 432) says that a character can use it "to learn a new weapon, language, skill, or tool proficiency", but then does not seem to give mechanics for learning skill proficiencies like it does for the rest. Am I misunderstanding something?
I think the Eldritch Archer feat chain is amazing! Its a huge improvement over the Arcane Archer from o5e. It gives abilities that are useful, very flavorful, and can be used most rounds. It makes the character a magic archer instead of someone who occasionally dabbles in magic archery
The...
The Flamboyant Weapon Property gives disadvantage to saving throws to resist being distracted by the weapon, but I can't find how you can cause those saving throws. Is there a Maneuver or some other action I missed that causes enemies to have to save vs being distracted by a weapon?