You have studied woodcarving and from that learned the art of fletching, allowing you to use your talents to improve upon arrows or bolts. You gain the following benefits:
- Your Constitution or Dexterity score increases by 1, to a maximum of 20.
- You gain proficiency with the Woodcarver’s Tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- As an action, you can look at an arrow, bolt, or other projectile, as well as the markings on the ground and area to determine the direction the projectile came from, the rough distance it traveled, and the speed it impacted.
Lastly, during a long rest, you can improve upon an arrow or bolt to make them more versatile or deadly, provided you have suitable components, Woodcarver’s Tools, and six non-magical arrows or bolts.
If you choose to do so you must select a modification that you will attempt to create then roll a d20 + your Woodcarvers Tools bonus. You must make this roll three times. On a success the modification is successfully created and is immediately applied to a maximum of 6 arrows or bolts with each subsequent success increases the modifications effectiveness. This modification retains potency for 24 hours. Any saving throw or skill check that is made against a modification you make has a DC of 12 + your Proficiency bonus. Modifications that you are able to create are listed below:
DC 7 – Flight
This modification increases the range of a weapon that fires this ammunition by 25%.
On each subsequent Success: The range is increased by an additional 25%.
DC 12 – Blunt Head
This modification changes the damage type of the ammunition to bludgeoning, and a creature of size medium or smaller hit by this ammunition is pushed back up to 5 feet.
On each subsequent Success: The amount of arrows or bolts that this modification can be applied to is increased by 2.
DC 14 – Razor Head
This modification changes the damage type of the ammunition to slashing, and a creature hit by this ammunition begins to bleed if they have blood, losing 3 hit points at the beginning of its turn. This effect ends on a successful Wisdom (Medicine) check or when the target is magical healed.
On each subsequent Success: The amount of arrows or bolts that this modification can be applied to is increased by 2.
DC 17 – Penetrating
This modification strengthens the ammunitions ability to penetrate armor. Any weapon attack made with this ammunition gets a +1 bonus to attack rolls if the target is wearing medium or heavy armor
On each subsequent Success: The bonus to attack rolls is increased by 1.
DC 20 – Reinforced
This modification increases the weight of the ammunition to half a pound each. Attack rolls with this ammunition are made with a -5 penalty, but deal an additional 5 damage on hit
On each subsequent Success: The penalty to attack rolls with this ammunition is reduced by 1 point.
DC 22 – Fragmenting
This modification causes the ammunition to break apart when it hits a creature, destroying the ammunition in the process. A creature hit by this ammunition must succeed a Dexterity saving throw or take an additional 1d8 piercing damage.
On each subsequent Success: The additional damage is increased by 1d8.
DC 25 – Slayer
This modification strengthens the ammunitions ability to kill beasts and monsters. Any weapon attack made with this ammunition gets a +1 bonus to damage and attack rolls if the target is either unarmored or has natural armor.
On each subsequent Success: The bonus to damage and attack rolls is increased by 1.