This finely-crafted ebony longbow crackles with electricity when its magic is activated. It achieves its purposes from a safe distance, and at any cost.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Charge Shot. This bow has 3 charges, and regains spent charges daily at dusk. You can spend a charge to cause an arrow nocked into this bow to become wreathed in arcs of electricity, emitting dim blue light up to 5ft. A target hit by a charged arrow takes an extra 2d4 lightning damage. If the target is a creature, it also has advantage on ability checks, attack rolls and saving throws until the end of its next turn. Arrows remain charged for 1 minute or until dismissed as a bonus action on your turn.
Wrath of Talos. As an action on your turn when you can see the sky, you can spend a spell slot to reach up towards it and pull down lightning onto a charged arrow you can see within 300ft. Each creature within 10 feet of the arrow must make a Dexterity saving throw against your spell save DC. Each of these creatures takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. If the arrow is embedded in or otherwise attached to a creature, that creature automatically fails its save and is knocked prone. If there are two or more friendly creatures within 10 feet of the arrow, the lighting strike deals maximum damage to all creatures in range regardless of save.
The lightning ignites flammable objects in the area that aren't being worn or carried. The peal of thunder caused by the strike is audible up to 1 mile. The arrow is vaporized by the strike.
If any obstruction is between the charged arrow and the sky, the lightning strikes the obstruction instead, and the effect range is centered on the point of impact instead of the arrow.
At Higher Levels. When you spend a spell slot of 4th level or higher to call this lightning, the damage increases by 1d6 for each slot level above 3rd.
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: Bonus: Magic, Ranger, Damage, Combat, Ammunition, Heavy, Range, Two-Handed, Slow
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