The gift of a greatful Treant. Long had Dimitree wished to be a hivebearer once more. With his purpose renewed, he gifted this bow, bearing the wisdom of his years, to the generous Swarmkeeper. The recurve of the bow is formed from supple green vines which strike with nature's indomitable fury. Its sturdy oaken core houses a colony of bees. From this mobile throne, the colony's queen can deploy her forces to aid the bow's wielder.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
While attuned to this bow, you can cast Hunter's Mark without requiring your concentration to maintain. You can cast the spell in this way a number of times equal to your Wisdom Modifier.
This bow has 10 charges. You can spend a number of charges to activate the following abilities:
Bee-vasive Maneuvers. (1 Charge) When you move on your turn, your swarm dances around you, obfuscating your actions. Until the start of your next turn, attacks of opportunity have disadvantage againts you and you gain a +2 bonus to AC. The next attack roll you make has advantage and deals an additional 1d10 piercing damage on a hit.
S.T.R.I.P.E Force. (2 Charges) As a Bonus Action, you mobilise a squadron of your swarm and send them out to a point within 60 feet of you. The cluster is a Large intangible swarm of insects, persists for 1 minute and requires your concentration to maintain unless you spend 2 additional charges when you activate this ability, in which case it lasts for the duration or until you are incapacitated. You have Advantage on Strength saving throws while you’re within 5 feet of the squadron, and when you move on your turn, you can also move the squadron up to 30 feet to an unoccupied space you can see.
Whenever the squadron moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the squadron or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 2d10 Piercing damage or half as much on a success. A creature makes this save only once per turn. You can spend additional charges to increase the damage by 1d10 for every 2 charges spent.
Apialachian Mount. (3 Charges) You cast Find Greater Steed. The steed takes the form of a giant bee and uses the Peryton statblock. You can spend 2 additional charges to make the steed Large and grant it additional Maximum Hit Points equal to your 1d10+ your Ranger level.
Swarm Walk with Me. (4 Charges) As a Bonus Action, you merge with your swarm, blurring the boundary between Barry and Bee. The transformation lasts 1 minute or until you are incapacitated and requires your concentration to maintain. While transformed you gain the following benefits:
- You gain a fly speed of 40 feet.
- You gain Temporary Hit Points equal to 2 x your Ranger level. While you have these temporary hit points, damage cannot break your concentration on this ability.
- Ranged weapon attack rolls made against you have disadvantage.
- You make Dexterity and Wisdom-based attack rolls with advantage.
- The space within 15 feet of you is difficult terrain for your enemies.
You can spend additional charges to increase the fly speed by 5 feet and temporary hit points gained 5 per charge spent.
No Place Like Comb. (5 Charges) You cast Druid Grove using the bow as the material component, which is not consumed. If you cast this spell in the same area every day for 3 months, the spell lasts until dispelled.
The bow regains all charges at dawn.
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, Ranger or Druid, Damage, Combat, Ammunition, Range, Two-Handed, Vex
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