his magic weapon has 6 charges and regains 1d4 + 2 charges daily at dawn. As a bonus action, you can expend a charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramblestrike or Splinterstrike arrow.
Bramblestrike. On a hit, this magic arrow deals the weapon’s normal damage and the target must succeed on a DC 15 Strength saving throw or become restrained by magical vines for up to 1 minute as per the ensnaring strike spell (no concentration required).
Splinterstrike. On a hit, this magic arrow deals the weapon’s normal damage and then erupts in a storm of splinters and thorns. Each creature within 5 feet of the target must succeed on a DC 15 Dexterity saving throw or take 1d10 piercing damage.
Overgrown. As an action, you can expend three charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow creating an effect identical to the wall of thorns spell, dealing 4d6 damage instead of 7d6.
Uncommon version: The weapon has 5 charges and regains 1d4 + 1 charges. Remove the Overgrown property and decrease all DCs to 13.
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: Ammunition, Range, Two-Handed, Vex
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