The orb at the handle of this crossbows spins and radiates every color imaginable. It never ceases, and does not seem to have any set pattern or reason, it’s chaos can be felt by those in close proximity as a playful mischievous aura.
The Archfey’s Gift gains +3 to attack and damage rolls.
The projectiles this bow fires depends entirely on the mood of the chaotic orb at its handle. This bow ignores the loading property as it’s ammunition is generated magically by the orb. Upon a successful hit, roll a d8 and reference the following table for effect:
1. Fire bolt - the bow unleashed a bolt of fire dealing 1d12 fire damage.
2. Arc - the bow strikes the target with lightning dealing 1d8 lightning damage to the target and up to 3 other creatures within 5ft of each other.
3. Sonic Boom - the bow shoots a wave of sound dealing 2d6 thunder damage and pushing the target back 5ft.
4. Ice Knife - the bow fires a shard of ice dealing 1d10 cold damage to the target and 1d6 cold damage in a 5ft radius around the target as the shard explodes (including the target).
5. Acid Arrow - the bow shoots an acid arrow dealing 3d4 acid damage to the target now and 2d4 acid damage at the beginning of the targets next turn.
6. Holy Shot - the bow fires a bolt of radiant energy dealing 1d8 radiant damage, doubled against fiends or undead.
7. Black Death - the bow fires a dark beam of necrotic energy dealing 1d8 necrotic damage and preventing all healing on the target until your next turn.
8. Spider Bite - the bow shoots a poison tipped barb dealing 1d6 piercing damage and the target must make a DC 17 CON saving throw. On a failure the target suffers 1d12 poison damage.
Proficiency with a Hand Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Bonus: Magic, Ammunition, Light, Loading, Range, Vex
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