Each time before you roll to hit with the Plunder Bolt, roll a d20 to determine if the bow successfully steals an arrow
Roll needed: Starts with 7 or higher.
Difficulty increases: Increase the difficulty by 2 (or adjust as needed) each time the bow is used before a long rest. Also plus 5 after the third use to the number you roll with the d100.
If the roll to steal an arrow fails: roll on the Wild Arrow chart to determine what item the bow steals instead. Use a d100 or a table of 100 items:
Firing the Stolen Item: Once an item is stolen and placed in the bow, you must fire it. The nature of the item determines its effects when fired.
Bow Fatigue: After a long rest, reset the difficulty back to its initial value, representing the bow's refreshed ability to find arrows easily.
(Adjust the items and effects based on the tone and style of your campaign.)
Gameplay Example:
First use: Roll a d20, needing an 7 or higher to steal an arrow.
Second use: Roll a d20, needing a 10 or higher. +10 to wild table.
Third use: Roll a d20, needing a 12 or higher. +15 to wild table.
1 No Arrows (Wasted Action)
2 No Arrows (Wasted Action)
3 No Arrows (Wasted Action)
4 No Arrows (Wasted Action)
5 No Arrows (Wasted Action)
6 No Arrows (Wasted Action)
7 No Arrows (Wasted Action)
8 No Arrows (Wasted Action)
9 No Arrows (Wasted Action)
10 No Arrows (Wasted Action)
11 No Arrows Bow stops working
12 No Arrows Bow stops working
13 No Arrows Bow stops working
14 No Arrows Bow stops working
15 No Arrows Bow stops working
16 Regular (1d4 piercing)
17 Regular (1d8 piercing)
18 Regular (1d8 piercing)
19 Regular (1d8 piercing)
20 Backwards (1d6 piercing to archer)
21 Sword (deals 1d6 slashing damage)
22 just a stick (1 bludgeoning damage)
23 Boomerang (if you miss, the arrow returns, requiring a DC 12 Dexterity saving throw to dodge)
24 Fish (slippery and wet, no damage)
25 Baguette (1 bludgeoning damage plus enemy becomes poisoned if they are celiac)
26 Balloon animal (pops harmlessly, no damage)
27 lit dynamite (explodes at target for 3d6 fire damage in a 10-foot radius, DC 15 Dexterity saving throw for half damage)
28 The arrow releases a ray of petrification upon impact. The target and all creatures within a 15-foot cone must make a DC 15 Constitution saving throw or be permanently turned to stone. This effect can only be reversed by greater restoration or similar magic.
29 Cursed arrow (wielder takes 1d4 necrotic damage)
30 Arrow of clumsiness (target must succeed on a DC 10 Dexterity saving throw or drop one held item)
31 Squeaky toy arrow (attracts nearby dogs, no damage)
32 Arrow of befuddlement (target must succeed on a DC 10 Wisdom saving throw or be confused for 1 round)
33 Glitter arrow (covers the target in glitter, no damage, but they sparkle beautifully)
34 Arrow of mild irritation (target feels mildly annoyed, no damage)
35 Soap arrow (slippery, target must succeed on a DC 10 Dexterity saving throw or fall prone)
36 Arrow of magnetism (sticks to the nearest metal object, requiring a DC 10 Strength saving throw to remove)
37 Arrow of reverse gravity (flies upwards harmlessly, no damage)
38 Arrow of recklessness (wielder must succeed on a DC 10 Wisdom saving throw or attack the nearest creature, friend or foe, for 1 round)
39 Arrow of betrayal (wielder feels betrayed by the arrow, no damage, but they lose trust in the bow for 1 round)
40 Arrow of attraction (1d6 and wielder is attracted to the nearest creature, friend or foe, for 1 round)
41 Bag of marbles (target must succeed on a DC 10 Dexterity saving throw or fall prone)
42 Party hat (target must succeed on a DC 10 Charisma saving throw or feel compelled to wear it)
43 Live raccoon (confused and angry, runs off after causing chaos)
44 Anvil (roll dex to avoid getting foot crushed to the ground, no damage)
45 Stink bomb (creates a foul odor in a 10-foot radius, no damage)
46 Confetti cannon (creates a festive atmosphere, no damage)
47 Pet rock (no effect, just a rock)
48 Mood ring (changes colour based on the target's emotions, no mechanical effect)
49 Swarm of bees (attacks everyone within 10 feet for 1 round, dealing 2d6 piercing damage)
50 Ghostly specter (target must succeed on a DC 15 Wisdom saving throw or be frightened for 1
minute)
51 Gremlin (causes machinery to malfunction within a 30-foot radius)
52 Animated broom (attacks the nearest creature for 1d6 bludgeoning damage)
53 A random item of another member in the party
54 Sack of potatoes (falls harmlessly to the ground, no damage)
55 Jinxed coin, advantage or disadvantage d2
56 lit dynamite with short fuse (explodes before firing for 3d6 fire damage in a 10-foot radius, DC 15 Dexterity saving throw for half damage)
57 Full Horse. Shoots the wielder back 10 feet of the target, dealing 3d6 bludgeoning damage. The horse then runs off in a random direction.
58 Bewildered cowboy is fired from the arrow, striking the target and dealing 1d6 bludgeoning damage. The cowboy is non-hostile and immediately seeks to escape
59 Magic Beans land and instantly grow a beanstalk in the space, lifting the target 30 feet into the air if they fail a DC 15 Dexterity saving throw. The beanstalk remains for 1 hour before wilting away.
60 Cowboy Hat: The hat lands on the target's head, providing no combat advantage but granting the target a stylish look. No mechanical effect.
61 Carriage Wheel: The wheel flies towards the target, dealing 1d4 bludgeoning damage. The target must make a DC 10 Dexterity saving throw or be knocked prone.
62 Gold Coin strikes the target, dealing 1 damage. If the target is within 30 feet, it must succeed on a DC 5 Wisdom saving throw or become obsessed with finding the coin for d4 turns.
63 Chunk of Ice hits the target, dealing 1d6 cold damage and reducing the target's movement speed by 10 feet for 1 round.
64 Bunch of Teeth scatter in the air, dealing no damage. The target must succeed on a DC 10 wisdome saving throw or be unnerved by the bizarre occurrence, having disadvantage on their next attack roll.
65 The leg of the wielder is ripped off and shot towards the target, dealing 2d8 bludgeoning damage to both the wielder and the target. The wielder falls prone and is unable to move unassisted
66 A small, unstable portal to the Plane of Chaos is fired from the bow. On impact, the portal opens, causing random and chaotic magical effects in a 30-foot radius for 1 minute. The wielder must make a DC 15 Constitution saving throw or be stunned for 1 minute by the chaotic energies.
67 a small volcanic rock that, upon impact, causes a mini eruption. Lava spews forth in a 15-foot radius, dealing 4d6 fire damage to all creatures within the area and creating difficult terrain. The wielder must succeed on a DC 15 Dexterity saving throw or take 2d6 fire damage from the initial blast.
68 The arrow summons a cloud that releases a downpour of acid rain in a 30-foot radius. All creatures and objects in the area take 4d6 acid damage per round for 1 minute. The acid permanently corrodes metal and other materials, rendering the area hazardous and unusable.
69 A dildo 1d4 bludgeon (roll 1d4:
1 = brand new never used, 2 = recently washed, 3 = never washed, 4 = was stolen mid use)
70 The arrow creates a blast of extreme cold, transforming the area into a frozen wasteland. All creatures within a 30-foot radius must make a DC 15 Constitution saving throw or take 4d6 cold damage and have their movement speed halved until long rest due to frostbite.
71 A pigeon is fired On a hit, the pigeon deals 1d4 bludgeoning damage. After the attack, the pigeon flies back to the wielder, attacking them for 1d4 bludgeoning damage Until killed (5 HP)
72 The wielder's fingers are magically teleported and fired towards the target. The target takes 1d6 piercing damage. The wielder suffers 3d6 damage and has disadvantage on any action requiring hands
73 The arrow causes the ground to crack and shift violently upon impact. All creatures within a 40-foot radius must make a DC 15 Dexterity saving throw or fall into a chasm that opens up, taking 6d6 falling damage.
74 unlit Stick of dynamite 1d4 blungenon damage. Can be picked up and used by target (explodes at target for 3d6 fire damage in a 10-foot radius, DC 15 Dexterity saving throw for half damage)
75 The arrow releases a cloud of spores in a 20-foot radius. All plant life in the area dies instantly, and any creature that enters the area must make a DC 15 Constitution saving throw or be infected with a blight disease, which reduces their maximum hit points by 1d10 per day until cured by greater restoration or simialr.
76 The arrow transforms into a javelin of lightning and flies towards the target, dealing 4d6 lightning damage on a hit. The target and all creatures in a line between the wielder and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much on a successful one.
77 The arrow transforms into a fireball mid-flight and explodes on impact, creating a 20-foot-radius sphere centered on the target. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
78 The wielder's clothes and equipment, except for undergarments, are teleported and fired at the target. The target takes 1d4 bludgeoning damage from the impact. The wielder is left in their undergarments, suffering disadvantage on Charisma-based checks and saving throws until they retrieve or replace their clothing and equipment.
79 The arrow creates an illusion where it seems to strike the moon, causing it to explode dramatically. Creatures within a 5-mile radius must make a DC 18 Wisdom saving throw. On a failed save, they are frightened for 1 minute and take 6d10 psychic damage. On a successful save, they take half damage and are not frightened. A natural 20 on the saving throw reveals the illusion, immune to fear and taking no damage.
80 1d4 + 8 bright pink toads. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1d4 rounds, then disappears in pink smoke.
81 Poseidon's Trident is fired from the arrow, and upon impact, it creates a giant wave of water that crashes down in a 20-foot wall radius around the target. All creatures in this area must make a DC 15 Strength saving throw. On a failed save, they take 3d6 bludgeoning damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. The area becomes difficult terrain until the end of the wielder's next turn.
82 Wielder's Whole Body is magically teleported and fired out of the bow towards the target. The wielder makes an unarmed strike against the target, dealing 1d6 bludgeoning damage on a hit. The wielder is then knocked prone and must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn. The wielder's equipment, belongings and clothing are left behind where they originally stood.
83 A random person within 20 feet is magically teleported and fired out of the bow towards the target. The wielder makes an unarmed strike against the target, dealing 1d6 bludgeoning damage on a hit. The wielder is then knocked prone and must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn. The wielder's equipment, belongings and clothing are left behind where they originally stood.
84 Golden Apple of Discord is fired and explodes upon impact, creating a 15-foot radius of chaotic energy. All creatures within the radius must make a DC 15 Wisdom saving throw or be charmed or enraged (DM's choice) for 1 minute. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.
85 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
86 The arrow teleports the wielder 1,000 feet in a random direction along with all their belongings, except for the bow which remains behind. The wielder must spend time finding their way back to the bow.
87 The arrow teleports the entire party, along with all their belongings, to a random location within the current plane. The bow, however, remains at the original location. The party must navigate back to retrieve the bow.
88 The arrow causes the bow itself to be teleported to a random location within the current plane. The wielder and the rest of the party remain where they are, and must locate the bow to continue using it.
89 The arrow creates an illusion of itself mid-flight. On impact, the illusion looks and behaves like a normal arrow, but it deals no damage and passes harmlessly through creatures or objects. The illusion lasts for 1 minute before fading away.
90 The arrow transforms into an angry bull mid-flight. On impact, the bull charges towards the target, dealing 2d8 bludgeoning damage and knocking them prone on a hit. The bull then disappears after the attack.
91 a glass eye mid-flight and strikes the target, dealing 1d4 bludgeoning damage. The target must make a DC 12 Constitution saving throw or have their vision blurred, giving them disadvantage on Wisdom (Perception) checks for 1 minute.
92 The arrow creates a thunderous explosion on impact, dealing 3d6 thunder damage to creatures within a 10-foot radius.
93 The arrow emits a blinding flash of light, forcing creatures in a 15-foot cone to make a DC 15 Dexterity saving throw or be blinded until the end of their next turn.
94 A geyser erupts beneath the target and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.
95 Acid Arrow. On a hit the target takes an additional 1d4 acid damage.
96 Crescent Moon Arrow. Causes slashing damage with it's broad cutting head. Once hit the target it hooks itself in the flesh as the wound closes behind it. Causes bleeding. Not effective against armor.
97 Arrow of Delay - when fired the arrow freezes in place mid-air, thawing one round later and targeting the original targeted location. In addition to normal damage, on a hit the target is frozen in time for one round, unable to take any actions.
98 Rose Thorn Arrow .On hit 1d4 piercing from thorns and target must make a DC 15 STR or DEX save or be ensnared for 1d4 rounds (can attempt to Str / dex to get free each round), 1d4 piercing damage each round the ensnared creature moves.
99 Net Arrow. on a hit, the target makes a DEX save (DC 13) against being restrained. on its turn, the target can make a STR check to break free (DC 16).
100 The master bolt (deals 10d10 lightning damage to the target on a hit. Additionally, creatures within a 30-foot radius of the target must succeed on a DC 20 Dexterity saving throw, taking 5d10 lightning damage on a failed save, or half as much on a successful one.