Weapon (crossbow, hand), legendary (requires attunement by a by the one, who wants to reunite it with Apollo's Muse)

This cypress crossbow is adorned with engraved dogs chasing a deer whose horns pass into bow.

Sentience. The Artemis's Deer  is a sentient neutral good weapon with an Intelligence of 16, a Wisdom of 18, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The sword can speak, read, and understand Common and Sylvan, and it can communicate with its wielder telepathically. Its has calm male voice. It knows every language you know while you’re attuned to it.

Personality. The crossbow wishes to reunite with Apollo's Muse more than anything, and counts as enemy those, who wishes to separate them. It likes anyone, who shows kind and compassionate to the wild nature and shows his/her mastery in hunt.

Dormant

The Artemis's Deer grants the following benefits in its dormant state:

  • You can speak, read, and write Sylvan
  • You gain a +1 bonus to attack and damage rolls made with this magic weapon. Crossbow bolt fired from this weapon deals non-magical damage, if it wasn't magical before shooting.
  • You gain advantage on attacks made with this weapon, if you can see a moon from the place you are standing at (if it's a new moon phase, you just have to be outside, in the darkness).

If you also attuned to Apollo's Muse, you gain the following benefit:

  • You can perform a ritual to bound a quiver to crossbow. If you do so, bolts from this quiver magicaly appear in a crossbow, charged. You can ignore the Loading property, and you don't need a free hand to reload it, if bound quiver is no more than 10 feet from you. You can bound both Artemis's Deer and Apollo's Muse to the same quiver or different ones.

Awakened

When Artemis's Deer reaches an awakened state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +2. Crossbow bolt fired from this weapon deals non-magical damage, if it wasn't magical before shooting.
  • You gain proficiency in Survival and gain advantage on Wisdom (Survival) checks.
  • While holding Artemis's Deer, you can use a bonus action to speak its Sylvan command word to make it flicker with cold light. While the crossbow flickers, bolts fired from it deal an extra 1d6 cold damage to any target they hit. This effect lasts until you use a bonus action to speak the command word again or until you are no longer holding the crossbow.

If you also attuned to Apollo's Muse, which is also in awakened state, you gain the following benefit:

  • You can ignore the Ammunition property, as the crossbow itself creates a golden bolt made of moonlight after each of your's attacks. It counts as a magical ammunition.

Exalted

When Artemis's Deer reaches an exalted state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +3. Crossbow bolt fired from this weapon deals non-magical damage, if it wasn't magical before shooting.
  • When you light an Artemis's Deer, you can choose radiant damage instead of cold. You can shift between damage types using a bonus action. Also, while crossbow is lit with radiant type of damage, it deals radiant damage instead of piercing.
  • While holding Artemis's Deer, you can cast one of the following spells from it: moonbeam (as a 3rd level spell), pass without trace, [Tooltip Not Found] (as a 5th level spell). Once a spell has been cast using the crossbow, it can’t be used to cast that spell again until the next dawn.

If you also attuned to Apollo's Muse, which is also in exalted state, you can use an action to become a Twin-Archer Avatar for 1 minute, gaining the following benefits for the duration while holding both of crossbows:

  • Your attack rolls score a critical hit on a d20 roll of 19 or 20.
  • When you score a critical hit against a creature, you gain a number of temporary hit points equal to the damage dealt.

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: Language: Sylvan, Bonus: Magic, Advantage: Ranged Attacks, Ignore Weapon Property: Loading, Advantage: Survival, Damage: Cold, Damage: Radiant, Replace Damage Type: Radiant, Bonus: Temporary Hit Points, by the one, who wants to reunite it with Apollo's Muse, Ammunition, Light, Loading, Range, Vex

TerraDestroyer

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