This shortbow is a masterwork of artificer engineering, crafted from alchemically treated darkwood reinforced with infernal steel components. The bow's mechanical limbs are adorned with precision-crafted gears and crystalline focusing lenses that glow with contained hellfire. Etched copper conduits run along the grip, channeling arcane energy through a series of miniature infernal engines. The bowstring appears to be woven from devil's silk threads interlaced with fine mithril wire.
Magic Weapon. You gain a +1 bonus to attack and damage rolls made with this weapon.
Silent Mechanism. This bow's advanced dampening systems make all shots completely silent. Additionally, when you make a ranged attack with this weapon while hidden, you have advantage on Dexterity (Stealth) checks made to remain hidden.
Infernal Resonator. This weapon contains 3 energy cells that recharge daily at dawn. As a bonus action, you can expend 1 energy cell to activate the bow's infernal resonator for your next attack. On a hit, the attack deals an extra 2d8 necrotic damage as hellish energy courses through the target, and the target must succeed on a Constitution saving throw (DC 15) or have their vocal cords temporarily paralyzed by infernal magic until the start of your next turn. A creature that can't speak can't cast spells that have a verbal component.
Phasing Projectile System. As an action, you can activate the bow's dimensional phase array to fire a projectile that exists partially in multiple planes. Choose a target you can see within the weapon's normal range. The target must make a Dexterity saving throw (DC 15). On a failed save, the target takes 6d10 fire damage as the projectile materializes inside them in a burst of hellfire. On a successful save, it takes half as much damage. This attack ignores cover and can target invisible creatures (though you must still know their location).
Proficiency with a Shortbow 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, Advantage: Stealth, This weapon has 3 charges and regains all expended charges daily at dawn. As a bonus action, you can expend 1 charge to imbue your next attack with infernal power. On a hit, the attack deals an extra 2d8 necrotic damage, and the target must succeed on a Constitution saving throw (DC 15) or be unable to speak until the start of your next turn. A creature that can't speak can't cast spells that have a verbal component., fighter, monk, ranger or rogue., Damage, Combat, Artificer, Ammunition, Range, Two-Handed, Vex
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