I’ve been enjoying the CW’s Arrow ever since it debuted. In honor of that bow-wielding superhero, here is a weapon and some pieces of ammunition I’ve designed for 3.5E and their 4E equivalents. Since darts are not a weapon in 4E, the black dragon barb becomes a spear in that edition, and black dragon spit is best approximated by alchemist’s acid in 4E.
3.5E Versions
Adder Arrow
This specially-crafted arrow stores the effects of a Melf’s acid arrow spell for use as a nonmagical ranged attack.
Description: The glass head of this masterwork arrow contains a viscous, light green liquid. The liquid has an acrid odor which is not evident until the arrow's head is broken.
An adder arrow has AC 9, hardness 0, 1 hit point, and a break DC of 5.
Activation: Smashing the glass head of the arrow releases the liquid, allowing its effect to take place. Typically, this is done by firing the adder arrow as a ranged attack from a bow. The sloshing liquid in the arrowhead imposes a -1 penalty on attack rolls, which is cancelled by the +1 enhancement bonus for the adder arrow's masterwork craftsmanship.
As with all ammunition, an adder arrow is destroyed on a successful hit and has a 50% chance to remain intact on a miss.
Effect: A successful ranged attack causes normal damage for the arrow plus 2d4 points of acid damage on the first round, and 2d4 points of acid damage on the second round. It deals no splash damage.
Aura/Caster Level: Faint conjuration (creation) [acid], CL 3rd (4th sorcerer)
Construction: Craft Wondrous Item, Melf’s acid arrow, pinch of powdered rhubarb, adder's stomach, glass sphere, arrow, 150 gp (200 gp sorcerer), 12 XP (16 XP sorcerer), 1 day
Variants: Black dragon barb, black dragon spit
Weight: 1/10 lb (quiver and 20 adder arrows weigh 3 lbs)
Price: 300 gp (wizard), 400 gp (sorcerer)
Black Dragon Barb
This specially-crafted dart stores the effects of a Melf’s acid arrow spell for use as a nonmagical ranged attack.
Description: This specially-crafted masterwork dart contains a viscous, light green liquid. The liquid has an acrid odor which is not evident unless the dart is broken or the liquid is released. While the dart may be used over and over, it only carries enough magical liquid for one successful hit. A successful DC 20 Knowledge (arcana) check allows a person to refill a black dragon barb by emptying the contents of a black dragon spit sphere. Failure means the black dragon spit causes damage to the dart.
A black dragon barb has AC 9, hardness 5, 5 hit points, and a break DC of 12.
Activation: Depressing the dart's tip releases the liquid, allowing its effect to take place. Typically, this is done by throwing the black dragon barb as a ranged attack with a range increment of 20 feet. The sloshing liquid in the dart imposes a -1 penalty on attack rolls, which is cancelled by the +1 enhancement bonus for the black dragon barb's masterwork craftsmanship.
Effect: A successful ranged attack causes 1d4 points of piercing damage plus 2d4 points of acid damage on the first round, and 2d4 points of acid damage on the second round. It deals no splash damage.
Aura/Caster Level: Faint conjuration (creation) [acid], CL 3rd (4th sorcerer)
Construction: Craft Wondrous Item, Melf’s acid arrow, pinch of powdered rhubarb, adder's stomach, specially-crafted dart (focus), 150 gp (200 gp sorcerer), 12 XP (16 XP sorcerer), 1 day
Variants: Adder arrow, black dragon spit
Weight: 1/2 lb
Price: 300 gp (wizard), 400 gp (sorcerer)
Black Dragon Spit
This wondrous item stores the effects of a Melf’s acid arrow spell for use as a nonmagical ranged attack.
Description: This viscous, light green liquid comes sealed in a glass sphere. It has an acrid odor which is not evident until the sphere is broken.
A successful DC 20 Knowledge (arcana) check allows a person to refill a black dragon barb by emptying the contents of a black dragon spit sphere. Failure means the black dragon spit causes damage to the black dragon barb.
The glass sphere has AC 13, hardness 1, 1 hit point, and a break DC of 12.
Activation: Smashing the sphere releases the liquid, allowing its effect to take place. Typically, this is done by throwing the sphere as a ranged attack with a range increment of 10 feet.
As with ammunition, a black dragon spit sphere is destroyed on a successful hit and has a 50% chance to remain intact on a miss.
Effect: A successful ranged attack causes 2d4 points of acid damage on the first round, and 2d4 points of acid damage on the second round. It deals no splash damage.
Aura/Caster Level: Faint conjuration (creation) [acid], CL 3rd (4th sorcerer)
Construction: Craft Wondrous Item, Melf’s acid arrow, pinch of powdered rhubarb, adder's stomach, glass sphere, dart (focus), 150 gp (200 gp sorcerer), 12 XP (16 XP sorcerer), 1 day
Variants: Adder arrow, black dragon barb
Weight: --
Price: 300 gp (wizard), 400 gp (sorcerer)
Green Dragon Tear
This wondrous item stores the effect of an acid splash spell for use as a nonmagical ranged attack.
Description: This marble-sized glass sphere contains a drop of viscous, bright green liquid. The liquid has an acrid odor which is not evident unless the marble is smashed.
The marble has AC 13, hardness 1, 1 hit point, and a break DC of 12.
Activation: Smashing the marble releases the liquid, allowing it to take effect. Typically, this is done either by throwing the marble as ranged attack with a range increment of 10 feet, or by firing the marble from a sling (using the sling's range increment).
As with ammunition, a green dragon tear is destroyed by a successful hit and has a 50% chance of remaining intact on a miss.
Effect: A successful ranged attack causes 1d3 points of acid damage. It deals no splash damage.
Aura/Caster Level: Faint conjuration (creation) [acid]
Construction: Craft Wondrous Item, acid splash, 12 gp, 5 sp, 1 XP, 1 day
Weight: --
Price: 25 gp
4E Versions
Adder Arrow Level 3+ Rare
This arrow is painted to resemble a green snake and has a slightly acrid smell.
Lvl 3 +1 30 gp Lvl 18 +4 3,400 gp
Lvl 8 +2 125 gp Lvl 23 +5 17,000 gp
Lvl 13 +3 650 gp Lvl 28 +6 85,000 gp
Ammunition: Arrow
Enhancement Bonus: Attack and damage rolls
Property
When you hit an enemy with an attack using this ammunition, that enemy takes 1d6 extra acid damage per plus.
Black Dragon Barb Level 8+ Rare
This spear’s shaft is pitted and rough, with a faint greenish sheen. The head is fashioned like a dragon’s head with forward-facing serrated horns.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Weapon: Spear
Enhancement Bonus: Attack and damage rolls
Critical: +1d6 acid damage per plus
Free Actions
Burning Bite (acid) * At-Will
Effect: All damage dealt by this weapon is acid damage. Another free action returns the damage to normal.
Acid Gusher (acid) * Daily
Effect: Use this power when you hit with the weapon. The target and all creatures adjacent to it take an extra 1d8 acid damage.
Level 13 or 18: 2d8 extra acid damage.
Level 23 or 28: 3d8 extra acid damage.
Green Dragon Tear Level 3+ Rare
This glass marble glows with a faint green light.
Lvl 3 +1 30 gp Lvl 18 +4 3,400 gp
Lvl 8 +2 125 gp Lvl 23 +5 17,000 gp
Lvl 13 +3 650 gp Lvl 28 +6 85,000 gp
Ammunition: Stone
Enhancement Bonus: Attack and damage rolls
Property
When you hit an enemy with an attack using this ammunition, that enemy takes 1d6 extra acid damage per plus.
3.5E Versions
Adder Arrow
This specially-crafted arrow stores the effects of a Melf’s acid arrow spell for use as a nonmagical ranged attack.
Description: The glass head of this masterwork arrow contains a viscous, light green liquid. The liquid has an acrid odor which is not evident until the arrow's head is broken.
An adder arrow has AC 9, hardness 0, 1 hit point, and a break DC of 5.
Activation: Smashing the glass head of the arrow releases the liquid, allowing its effect to take place. Typically, this is done by firing the adder arrow as a ranged attack from a bow. The sloshing liquid in the arrowhead imposes a -1 penalty on attack rolls, which is cancelled by the +1 enhancement bonus for the adder arrow's masterwork craftsmanship.
As with all ammunition, an adder arrow is destroyed on a successful hit and has a 50% chance to remain intact on a miss.
Effect: A successful ranged attack causes normal damage for the arrow plus 2d4 points of acid damage on the first round, and 2d4 points of acid damage on the second round. It deals no splash damage.
Aura/Caster Level: Faint conjuration (creation) [acid], CL 3rd (4th sorcerer)
Construction: Craft Wondrous Item, Melf’s acid arrow, pinch of powdered rhubarb, adder's stomach, glass sphere, arrow, 150 gp (200 gp sorcerer), 12 XP (16 XP sorcerer), 1 day
Variants: Black dragon barb, black dragon spit
Weight: 1/10 lb (quiver and 20 adder arrows weigh 3 lbs)
Price: 300 gp (wizard), 400 gp (sorcerer)
Black Dragon Barb
This specially-crafted dart stores the effects of a Melf’s acid arrow spell for use as a nonmagical ranged attack.
Description: This specially-crafted masterwork dart contains a viscous, light green liquid. The liquid has an acrid odor which is not evident unless the dart is broken or the liquid is released. While the dart may be used over and over, it only carries enough magical liquid for one successful hit. A successful DC 20 Knowledge (arcana) check allows a person to refill a black dragon barb by emptying the contents of a black dragon spit sphere. Failure means the black dragon spit causes damage to the dart.
A black dragon barb has AC 9, hardness 5, 5 hit points, and a break DC of 12.
Activation: Depressing the dart's tip releases the liquid, allowing its effect to take place. Typically, this is done by throwing the black dragon barb as a ranged attack with a range increment of 20 feet. The sloshing liquid in the dart imposes a -1 penalty on attack rolls, which is cancelled by the +1 enhancement bonus for the black dragon barb's masterwork craftsmanship.
Effect: A successful ranged attack causes 1d4 points of piercing damage plus 2d4 points of acid damage on the first round, and 2d4 points of acid damage on the second round. It deals no splash damage.
Aura/Caster Level: Faint conjuration (creation) [acid], CL 3rd (4th sorcerer)
Construction: Craft Wondrous Item, Melf’s acid arrow, pinch of powdered rhubarb, adder's stomach, specially-crafted dart (focus), 150 gp (200 gp sorcerer), 12 XP (16 XP sorcerer), 1 day
Variants: Adder arrow, black dragon spit
Weight: 1/2 lb
Price: 300 gp (wizard), 400 gp (sorcerer)
Black Dragon Spit
This wondrous item stores the effects of a Melf’s acid arrow spell for use as a nonmagical ranged attack.
Description: This viscous, light green liquid comes sealed in a glass sphere. It has an acrid odor which is not evident until the sphere is broken.
A successful DC 20 Knowledge (arcana) check allows a person to refill a black dragon barb by emptying the contents of a black dragon spit sphere. Failure means the black dragon spit causes damage to the black dragon barb.
The glass sphere has AC 13, hardness 1, 1 hit point, and a break DC of 12.
Activation: Smashing the sphere releases the liquid, allowing its effect to take place. Typically, this is done by throwing the sphere as a ranged attack with a range increment of 10 feet.
As with ammunition, a black dragon spit sphere is destroyed on a successful hit and has a 50% chance to remain intact on a miss.
Effect: A successful ranged attack causes 2d4 points of acid damage on the first round, and 2d4 points of acid damage on the second round. It deals no splash damage.
Aura/Caster Level: Faint conjuration (creation) [acid], CL 3rd (4th sorcerer)
Construction: Craft Wondrous Item, Melf’s acid arrow, pinch of powdered rhubarb, adder's stomach, glass sphere, dart (focus), 150 gp (200 gp sorcerer), 12 XP (16 XP sorcerer), 1 day
Variants: Adder arrow, black dragon barb
Weight: --
Price: 300 gp (wizard), 400 gp (sorcerer)
Green Dragon Tear
This wondrous item stores the effect of an acid splash spell for use as a nonmagical ranged attack.
Description: This marble-sized glass sphere contains a drop of viscous, bright green liquid. The liquid has an acrid odor which is not evident unless the marble is smashed.
The marble has AC 13, hardness 1, 1 hit point, and a break DC of 12.
Activation: Smashing the marble releases the liquid, allowing it to take effect. Typically, this is done either by throwing the marble as ranged attack with a range increment of 10 feet, or by firing the marble from a sling (using the sling's range increment).
As with ammunition, a green dragon tear is destroyed by a successful hit and has a 50% chance of remaining intact on a miss.
Effect: A successful ranged attack causes 1d3 points of acid damage. It deals no splash damage.
Aura/Caster Level: Faint conjuration (creation) [acid]
Construction: Craft Wondrous Item, acid splash, 12 gp, 5 sp, 1 XP, 1 day
Weight: --
Price: 25 gp
4E Versions
Adder Arrow Level 3+ Rare
This arrow is painted to resemble a green snake and has a slightly acrid smell.
Lvl 3 +1 30 gp Lvl 18 +4 3,400 gp
Lvl 8 +2 125 gp Lvl 23 +5 17,000 gp
Lvl 13 +3 650 gp Lvl 28 +6 85,000 gp
Ammunition: Arrow
Enhancement Bonus: Attack and damage rolls
Property
When you hit an enemy with an attack using this ammunition, that enemy takes 1d6 extra acid damage per plus.
Black Dragon Barb Level 8+ Rare
This spear’s shaft is pitted and rough, with a faint greenish sheen. The head is fashioned like a dragon’s head with forward-facing serrated horns.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Weapon: Spear
Enhancement Bonus: Attack and damage rolls
Critical: +1d6 acid damage per plus
Free Actions
Burning Bite (acid) * At-Will
Effect: All damage dealt by this weapon is acid damage. Another free action returns the damage to normal.
Acid Gusher (acid) * Daily
Effect: Use this power when you hit with the weapon. The target and all creatures adjacent to it take an extra 1d8 acid damage.
Level 13 or 18: 2d8 extra acid damage.
Level 23 or 28: 3d8 extra acid damage.
Green Dragon Tear Level 3+ Rare
This glass marble glows with a faint green light.
Lvl 3 +1 30 gp Lvl 18 +4 3,400 gp
Lvl 8 +2 125 gp Lvl 23 +5 17,000 gp
Lvl 13 +3 650 gp Lvl 28 +6 85,000 gp
Ammunition: Stone
Enhancement Bonus: Attack and damage rolls
Property
When you hit an enemy with an attack using this ammunition, that enemy takes 1d6 extra acid damage per plus.