Here is a little collection of magic weapons for those players who lament the relative lack of ranged options in the catalogue.
The designs are all based on my own rough estimates of what would be appropriate for my campaigns, at various power levels. Feel free to alter anything about them. But if you make them into swords, I will be mad at you.
Let's begin!
1. Harpoon Crossbow. This heavy crossbow shoots iron spikes that are drawn back to it with arcane force. A creature hit by an attack from this weapon must make an opposed Strength check against you. You win ties. The loser gets pulled 30ft towards the winner. Additionally, once per day you can shoot it at a wall or ceiling within 30ft. You are immediately pulled 30ft towards that surface.
2. Bow of Memories. Nonmagical arrows shot from this bow become invisible, silent, and intangible, dealing no damage, and not revealing the attacker if hidden. A creature hit by an attack from this bow feels its memories being siphoned. It makes an INT save (DC 14). On a failed save, it forgets 1d6 spells it knows (its choice) and, if applicable, you learn one ideal, bond, or flaw you don't already know about it (DM's choice). It remembers the spells after 1 minute. On a successful save, it takes 1 psychic damage.
3. Hurricane Bow. When you score a critical hit with this bow, a strong wind erupts in a 10ft wide area centered on the target. Each creature of your choice in the area must make a DC 20 STR saving throw or take 3d6 bludgeoning damage and be thrown 60ft directly away from you, landing prone. On a successful save, a creature takes half damage and isn't knocked prone. Unsecured objects in the area are also thrown.
4. Matchmaker's Bow. You can cast Charm Person 1/day, DC 15. Additionally, once per turn, you can cause one creature you hit with an attack from this bow to be charmed by a creature you both can see until the end of its next turn.
5. Crossbow of Retribution. When a hostile creature deals damage to you, this crossbow glows with white-hot energy until the end of your next turn. While it glows, you have truesight 120ft, and attacks you make with the crossbow ignore all cover except full cover. In addition, you score a critical hit on a roll of 19 or 20.
6. The Arkbow. When you reduce a non-humanoid creature to 0 HP with this bow, you can capture a sliver of its essence. As an action, you can release a creature's essence from the Arkbow and summon a living copy of the creature in an unoccupied within 30ft. The copy uses the same statistics as the creature, and it vanishes after 10 minutes. As long as you maintain concentration, the copy is friendly to you and your allies, and it obeys your verbal commands (no action required). If your concentration ends, however, the copy becomes hostile.
7. Timekeeper's Crossbow. This +1 crossbow was built by modrons, and automatically maintains itself. Once per hour, on the hour, the crossbow enters a time-agnostic maintenance period for 1 turn. During this time, it loses the loading property, and when you use the Attack action to shoot it, you can make an additional attack as part of that same action. You can attempt to start combat in sync with this maintenance period by making an INT check (DC 20). You have advantage if you use a clock. On a success, the maintenance period is your first turn. On a failure, it's 1d4 turns after that.
8. Double Crossbow of Double-Crossing. As an action, you can cause this crossbow to become invisible and feather-light. It returns to its ordinary state after you make an attack with it. You have advantage on attack rolls you make with this weapon against creatures who are friendly to you. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you attack a creature using this weapon during that turn.
9. Elementalist's Bow. When you make an attack with this bow, if the arrow passes within 5ft of an area of ongoing acid, cold, fire, lightning, or thunder damage, the attack deals an additional 2d6 damage of that type on a hit.
10. Guardian's Bow. Hostile creatures provoke a Special Bow Opportunity Attack (a ranged weapon attack using this bow, that counts as an opportunity attack) from you, when they move out of your Special Bow Reach. Your Special Bow Reach is a 10ft area around you.
11. Bow of Destiny. Cursed. While cursed, you can't break your attunement to the bow. Further, you imagine that you can perceive the remaining lifespans of creatures around you, and that your own is infinite. The bow has a secret number of charges (d20). As a bonus action, you can spend a charge from the bow to gain advantage on attack rolls, ability checks, and saving throws this turn. When the last charge is expended, you must make a DC 25 CON saving throw or die. The bow then crumbles to dust.
12. Handheld Ballista. This +1 heavy crossbow is a siege weapon, permanently reduced in size to be usable by a Medium creature. It deals double damage to objects.
13. Nightmare Bow. Cursed. While cursed, you can't break your attunement to the bow, and if you sleep, you suffer nightmares of being torn apart by monsters, and wake screaming, though this doesn't prevent you from sleeping. This is a +2 weapon. You can't be immune to the frightened condition, and while you are frightened, you have advantage on attacks you make with this bow, instead of disadvantage.
14. Quill Shooter. Bolts shot from this light crossbow become ink pens. Attacks made with this weapon deal an additional amount of damage equal to the number of hours you've spent writing today. If you have written for more hours than your CON bonus, you must make a CON save each hour you write (DC 10 + the number of hours) or gain a level of exhaustion.
15. Lodestone Bow. A creature hit by an attack from this bow has its speed reduced by 5ft for 1 minute. This effect is cumulative.
16. Stitcher. This crossbow's bolts are needles followed by intangible threads that trail off into nothingness. When you hit a creature with an attack from this, choose one of the following effects: - Tether to Reality: Until the end of your next turn, if the target would teleport or change planes, it does not. The attempt is wasted. - Unravel the Weave: Until the end of your next turn, each time the target takes damage, it loses its lowest level spell slot and rolls on the Wild Magic Surge table.
17. Hunter's Bane. This cursed bow inflicts a -10 to attack rolls you make with it. While cursed, you cannot make attacks with other weapons unless they are natural weapons. When you hit a creature with an attack from this bow, that creature becomes attuned and cursed instead of you. If it is already attuned to its maximum number of items, it chooses one to break attunement.
18. Mad Warrior's Bow. You can use any melee weapon as ammunition for this longbow. If you do, instead of rolling damage normally, roll damage as though you had hit with a melee attack using that weapon, using two hands for weapons with the versatile property.
19. Shadowseeker. The last creature you hit with an attack from this light crossbow can't see you.
20. Iceblood. This sentient longbow can sense fear. You know the location of any frightened creatures within the bow's range, and you can see them as if they were in bright light and as if you had truesight out to that same range. Additionally, once per day, as an action, you can allow Iceblood to speak through you, causing creatures within its attack range to make Wisdom saving throws (DC 14). On a failed saving throw, a creature is frightened of you for 1 minute.
And here's a magic sling, as a bonus:
Ricochet Sling. If your attack roll exceeds the target's AC by 5 or more, you can immediately repeat the attack against another target within range. This feature uses only one piece of ammunition, and if it's magic ammunition, it retains its magic until after the final attack. Roll each attack and damage separately. Attack the same creature no more than twice this way.
It would be awesome to have more magical bows. Rangers especially have need of something powerful.
Examples might be:
1. A bow that in combination with a certain quiver, fires arrows that have the effects of a fireball, lightening or magic missile.
2. A bow that does +3 for accuracy and damage, 3d10 with no matter what arrow is fired. It has a great distance of 200 feet and has the ability to spot good and evil targets.
3. A bow that is +3 for accuracy and damage, 3d10 against undead, fiends, demons or dragons.
Here is a little collection of magic weapons for those players who lament the relative lack of ranged options in the catalogue.
The designs are all based on my own rough estimates of what would be appropriate for my campaigns, at various power levels. Feel free to alter anything about them. But if you make them into swords, I will be mad at you.
Let's begin!
1. Harpoon Crossbow. This heavy crossbow shoots iron spikes that are drawn back to it with arcane force. A creature hit by an attack from this weapon must make an opposed Strength check against you. You win ties. The loser gets pulled 30ft towards the winner. Additionally, once per day you can shoot it at a wall or ceiling within 30ft. You are immediately pulled 30ft towards that surface.
2. Bow of Memories. Nonmagical arrows shot from this bow become invisible, silent, and intangible, dealing no damage, and not revealing the attacker if hidden. A creature hit by an attack from this bow feels its memories being siphoned. It makes an INT save (DC 14). On a failed save, it forgets 1d6 spells it knows (its choice) and, if applicable, you learn one ideal, bond, or flaw you don't already know about it (DM's choice). It remembers the spells after 1 minute. On a successful save, it takes 1 psychic damage.
3. Hurricane Bow. When you score a critical hit with this bow, a strong wind erupts in a 10ft wide area centered on the target. Each creature of your choice in the area must make a DC 20 STR saving throw or take 3d6 bludgeoning damage and be thrown 60ft directly away from you, landing prone. On a successful save, a creature takes half damage and isn't knocked prone. Unsecured objects in the area are also thrown.
4. Matchmaker's Bow. You can cast Charm Person 1/day, DC 15. Additionally, once per turn, you can cause one creature you hit with an attack from this bow to be charmed by a creature you both can see until the end of its next turn.
5. Crossbow of Retribution. When a hostile creature deals damage to you, this crossbow glows with white-hot energy until the end of your next turn. While it glows, you have truesight 120ft, and attacks you make with the crossbow ignore all cover except full cover. In addition, you score a critical hit on a roll of 19 or 20.
6. The Arkbow. When you reduce a non-humanoid creature to 0 HP with this bow, you can capture a sliver of its essence. As an action, you can release a creature's essence from the Arkbow and summon a living copy of the creature in an unoccupied within 30ft. The copy uses the same statistics as the creature, and it vanishes after 10 minutes. As long as you maintain concentration, the copy is friendly to you and your allies, and it obeys your verbal commands (no action required). If your concentration ends, however, the copy becomes hostile.
7. Timekeeper's Crossbow. This +1 crossbow was built by modrons, and automatically maintains itself. Once per hour, on the hour, the crossbow enters a time-agnostic maintenance period for 1 turn. During this time, it loses the loading property, and when you use the Attack action to shoot it, you can make an additional attack as part of that same action. You can attempt to start combat in sync with this maintenance period by making an INT check (DC 20). You have advantage if you use a clock. On a success, the maintenance period is your first turn. On a failure, it's 1d4 turns after that.
8. Double Crossbow of Double-Crossing. As an action, you can cause this crossbow to become invisible and feather-light. It returns to its ordinary state after you make an attack with it. You have advantage on attack rolls you make with this weapon against creatures who are friendly to you. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you attack a creature using this weapon during that turn.
9. Elementalist's Bow. When you make an attack with this bow, if the arrow passes within 5ft of an area of ongoing acid, cold, fire, lightning, or thunder damage, the attack deals an additional 2d6 damage of that type on a hit.
10. Guardian's Bow. Hostile creatures provoke a Special Bow Opportunity Attack (a ranged weapon attack using this bow, that counts as an opportunity attack) from you, when they move out of your Special Bow Reach. Your Special Bow Reach is a 10ft area around you.
11. Bow of Destiny. Cursed. While cursed, you can't break your attunement to the bow. Further, you imagine that you can perceive the remaining lifespans of creatures around you, and that your own is infinite. The bow has a secret number of charges (d20). As a bonus action, you can spend a charge from the bow to gain advantage on attack rolls, ability checks, and saving throws this turn. When the last charge is expended, you must make a DC 25 CON saving throw or die. The bow then crumbles to dust.
12. Handheld Ballista. This +1 heavy crossbow is a siege weapon, permanently reduced in size to be usable by a Medium creature. It deals double damage to objects.
13. Nightmare Bow. Cursed. While cursed, you can't break your attunement to the bow, and if you sleep, you suffer nightmares of being torn apart by monsters, and wake screaming, though this doesn't prevent you from sleeping. This is a +2 weapon. You can't be immune to the frightened condition, and while you are frightened, you have advantage on attacks you make with this bow, instead of disadvantage.
14. Quill Shooter. Bolts shot from this light crossbow become ink pens. Attacks made with this weapon deal an additional amount of damage equal to the number of hours you've spent writing today. If you have written for more hours than your CON bonus, you must make a CON save each hour you write (DC 10 + the number of hours) or gain a level of exhaustion.
15. Lodestone Bow. A creature hit by an attack from this bow has its speed reduced by 5ft for 1 minute. This effect is cumulative.
16. Stitcher. This crossbow's bolts are needles followed by intangible threads that trail off into nothingness. When you hit a creature with an attack from this, choose one of the following effects:
- Tether to Reality: Until the end of your next turn, if the target would teleport or change planes, it does not. The attempt is wasted.
- Unravel the Weave: Until the end of your next turn, each time the target takes damage, it loses its lowest level spell slot and rolls on the Wild Magic Surge table.
17. Hunter's Bane. This cursed bow inflicts a -10 to attack rolls you make with it. While cursed, you cannot make attacks with other weapons unless they are natural weapons. When you hit a creature with an attack from this bow, that creature becomes attuned and cursed instead of you. If it is already attuned to its maximum number of items, it chooses one to break attunement.
18. Mad Warrior's Bow. You can use any melee weapon as ammunition for this longbow. If you do, instead of rolling damage normally, roll damage as though you had hit with a melee attack using that weapon, using two hands for weapons with the versatile property.
19. Shadowseeker. The last creature you hit with an attack from this light crossbow can't see you.
20. Iceblood. This sentient longbow can sense fear. You know the location of any frightened creatures within the bow's range, and you can see them as if they were in bright light and as if you had truesight out to that same range. Additionally, once per day, as an action, you can allow Iceblood to speak through you, causing creatures within its attack range to make Wisdom saving throws (DC 14). On a failed saving throw, a creature is frightened of you for 1 minute.
And here's a magic sling, as a bonus:
Ricochet Sling. If your attack roll exceeds the target's AC by 5 or more, you can immediately repeat the attack against another target within range. This feature uses only one piece of ammunition, and if it's magic ammunition, it retains its magic until after the final attack. Roll each attack and damage separately. Attack the same creature no more than twice this way.
It would be awesome to have more magical bows. Rangers especially have need of something powerful.
Examples might be:
1. A bow that in combination with a certain quiver, fires arrows that have the effects of a fireball, lightening or magic missile.
2. A bow that does +3 for accuracy and damage, 3d10 with no matter what arrow is fired. It has a great distance of 200 feet and has the ability to spot good and evil targets.
3. A bow that is +3 for accuracy and damage, 3d10 against undead, fiends, demons or dragons.
Very interesting !
My Homebrew: Spells Subclasses