Weapon (longbow), legendary (requires attunement by a Exclusive to Rangers, Pact of the Blade Warlocks, and Fighter Eldritch Knights)

The legendary longbow of Daylum Kiell. The longbow radiates with a subtle energy, like force waiting to be in motion. Indecipherable runes and glyphs run along the almost metal like surface of the bow, which is a smooth material of unknown quality but undeniably some form of wood. A metal wire stretches from both ends of the bow to create a firm, yet flexible nocking point. The aged look of the bow suggests it has been in use for a long time. The initials, DK, are etched firmly onto the metal like surface of the bow.


The bow has an enhanced range, longer than that of most Longbows due to its design. The range of the bow is (200/650).

When wielding this bow, have a +3 to attack rolls. 

(1d12) Piercing Damage. (Conditional) Another 1d12 Piercing Damage if target has Hunter's Quarry.


Because of the unique magical enhancements designed into the bow, the bow is able to use specially designed arrows while attuned to the user. The runes engraved onto the bow fill the user's mind with the knowledge to craft and use three types of arrows:

Acid Splash Arrows: On hit, all targets must make a Dex saving throw in a 10 ft circle from the point of impact (15). (2d12 acid damage). On save, only take half damage. On fail, take full damage and get the Acid Drenched status effect until the end of your next turn. While being Acid Drenched, you suffer a -2 to AC.

Thunderboom Arrows: On hit, all targets must make a Dex Saving throw in a 10 ft circle from the point of impact (15). (2d12 thunder damage). On save, only take half damage. On fail, take full damage and get the Off Balance status effect until the end of your next turn. While being Off Balance, all attacks have advantage on you, and you have disadvantage on all dexterity checks.

Decay's Embrace Arrows: On hit, target must make a constitution saving throw (15). 2d12 Necrotic Damage. On save, only take half damage. On fail, take full damage and get the Rotten Core status effect until the end of your next turn. While having Rotten Core, you're unable to regain hit points and all attacks have disadvantage.


 

Hunter's Precision Strike

The bow's energy reaches it's peak. The runes and the glyphs begin to glow as the bow begins to unleash its true potential.

Linking to the user, you spend one turn in total concentration as the bow begins to power up. Before the start of your next turn, if you take damage, you must roll a concentration saving throw. On fail, your concentration is broken and the bow powers down. On save, you continue powering up with the bow.

On your turn, when the bow is finally powered up, you jump into the air, ignoring elevation penalties regardless of height, and fire a precision arrow at one target. Make a ranged attack role. On hit, target takes (5d10) piercing damage. If the damage downs someone, then they instantly die. 

After this, the bow powers down completely in that aspect and you must roll a 1d6 for how many turns you must wait before using it again. 

If the target also has Hunter's Quarry, then they take an additional 2d20 piercing damage. 

Proficiency with a Longbow 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.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Exclusive to Rangers, Pact of the Blade Warlocks, and Fighter Eldritch Knights, Ammunition, Heavy, Range, Two-Handed, Slow

TheNightmareJackal