#### Grandmaster's Quiver
Wondrous item, rare
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This checkered quiver contains 16 magical arrows with heads that resemble chess pieces. A complete quiver includes eight pawns, two bishops, two knights, two rooks, one queen, and one king. When the quiver is found, there is a 60 percent chance that 1d8 randomly selected arrows are missing.
Each type of arrow has a unique magical effect in addition to dealing damage like a nonmagical arrow. Once an arrow hits a target, it becomes a nonmagical arrow.
***Pawn.*** Immediately after this arrow hits a creature, the target and one other creature of your choice within 5 feet of it take 2d6 piercing damage.
Alternatively, as a reaction to one of your units being diminished, you can expend this arrow to grant that unit advantage on its next Power test.
***Bishop.*** Immediately after this arrow hits a creature, a 5-foot-wide line of celestial light extends out from you to the target. The target and each creature in the line excluding you must make a DC 15 Constitution saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one.
Alternatively, during the deployment phase of warfare, you can expend this arrow to give one of your units advantage on Power tests to resist battle magic during that battle.
***Rook.*** Immediately after this arrow hits a creature, the target must make a DC 15 Charisma saving throw. On a failed save, you and the target switch places. You can shoot this arrow at a creature that willingly wants to switch places with you. A willing target takes no damage from this arrow and can automatically fail the saving throw.
Alternatively, during deployment, you can fire this arrow to any unoccupied space you can see within range, instantly creating a guard tower fortification at that location.
***Knight.*** When you hit a target with this +1 arrow, you gain the benefits of the jump spell for 1 minute.
Alternatively, as a reaction to one of your units making a successful Power test, you can expend this arrow to inflict an equal number of casualties to one additional adjacent opposed unit.
***Queen.*** Immediately after this arrow hits a creature, a creature of your choice within 30 feet of the target gains the following benefits for 1 minute:
- Their movement speed increases by 10 feet.
- They do not provoke opportunity attacks.
- They have advantage on Dexterity saving throws.
Alternatively, when your domain fails a Diplomacy test, you can expend this arrow as a domain reaction to turn it into a success.
***King.*** Immediately after this arrow hits a creature, one ally of your choice within 5 feet of the target can use their reaction to make one melee weapon attack against the target with advantage.
Alternatively, as a reaction to making a Command test, you can expend this arrow to gain advantage on all Command tests during that battle.
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#### Grandmaster's Quiver
Wondrous item, rare
---
This checkered quiver contains 16 magical arrows with heads that resemble chess pieces. A complete quiver includes eight pawns, two bishops, two knights, two rooks, one queen, and one king. When the quiver is found, there is a 60 percent chance that 1d8 randomly selected arrows are missing.
Each type of arrow has a unique magical effect in addition to dealing damage like a nonmagical arrow. Once an arrow hits a target, it becomes a nonmagical arrow.
***Pawn.*** Immediately after this arrow hits a creature, the target and one other creature of your choice within 5 feet of it take 2d6 piercing damage.
Alternatively, as a reaction to one of your units being diminished, you can expend this arrow to grant that unit advantage on its next Power test.
***Bishop.*** Immediately after this arrow hits a creature, a 5-foot-wide line of celestial light extends out from you to the target. The target and each creature in the line excluding you must make a DC 15 Constitution saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one.
Alternatively, during the deployment phase of warfare, you can expend this arrow to give one of your units advantage on Power tests to resist battle magic during that battle.
***Rook.*** Immediately after this arrow hits a creature, the target must make a DC 15 Charisma saving throw. On a failed save, you and the target switch places. You can shoot this arrow at a creature that willingly wants to switch places with you. A willing target takes no damage from this arrow and can automatically fail the saving throw.
Alternatively, during deployment, you can fire this arrow to any unoccupied space you can see within range, instantly creating a guard tower fortification at that location.
***Knight.*** When you hit a target with this +1 arrow, you gain the benefits of the jump spell for 1 minute.
Alternatively, as a reaction to one of your units making a successful Power test, you can expend this arrow to inflict an equal number of casualties to one additional adjacent opposed unit.
***Queen.*** Immediately after this arrow hits a creature, a creature of your choice within 30 feet of the target gains the following benefits for 1 minute:
- Their movement speed increases by 10 feet.
- They do not provoke opportunity attacks.
- They have advantage on Dexterity saving throws.
Alternatively, when your domain fails a Diplomacy test, you can expend this arrow as a domain reaction to turn it into a success.
***King.*** Immediately after this arrow hits a creature, one ally of your choice within 5 feet of the target can use their reaction to make one melee weapon attack against the target with advantage.
Alternatively, as a reaction to making a Command test, you can expend this arrow to gain advantage on all Command tests during that battle.
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