Weapon (crossbow, hand), legendary (requires attunement by a by the one, who wants to reunite it with Artemis’s Deer)

This silver crossbow is decorated with images of the sun, chariots and lyres.

Sentience. The Apollo's Muse is a sentient chaotic good weapon with an Intelligence of 12, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The sword can speak, read, and understand Common and Celestial, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you’re attuned to it.

Personality. The crossbow wishes to reunite with Artemis's Deer more than anything, and is fierce and destructive to those, who wishes to separate them. It likes to hear praise and courtesy, kind and compassionate to those who seeks it's help.

Dormant

The Apollo's Muse grants the following benefits in its dormant state:

  • You can speak, read, and write Celestial
  • 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 stand outside, in the sun (natural daylight, non-magical).

If you also attuned to Artemis's Deer, 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 Apollo's Muse 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 Medicine and gain advantage on Wisdom (Medicine) checks.
  • While holding Apollo's Muse, you can use a bonus action to speak its Celestial command word to light the crossbow. While the crossbow is lit, bolts fired from it deal an extra 1d6 fire 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 Artemis's Deer, 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 light after each of your's attacks. It counts as a magical ammunition.

Exalted

When Apollo's Muse 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 Apollo's Muse, you can choose radiant damage instead of fire. 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 Apollo's Muse, you can cast one of the following spells from it: branding smite (can affect only ranged attacks made with Apollo's Muse), healing word (as a 3rd level spell), prayer of healing (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 Artemis's Deer, 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: Celestial, Bonus: Magic, Advantage: Ranged Attacks, Ignore Weapon Property: Loading, Advantage: Medicine, Damage: Fire, Damage: Radiant, Replace Damage Type: Radiant, Bonus: Temporary Hit Points, by the one, who wants to reunite it with Artemis’s Deer, Ammunition, Light, Loading, Range, Vex

TerraDestroyer

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