Weapon (shortbow), legendary (requires attunement by a ..)

This ancient shortbow is of Elven make which was created in preparation for a great war. The Bowyer wanted to craft something that was more than just a simple bow, so he travelled far and wide to meet with elementals who would bless the bow with their power. He found an earth, fire, ice, and poison elemental in his journeys and paid a steep price for their contribution to the bow. The bow has Elvish symbols carved into it along with a distinct brand from each of the elementals. The shortbow's appearance is constantly fluctuating between the colours of the elements.

Elemental Influence

This weapon has 4 charges that reset on a long rest. You can expend 1 charge to infuse an arrow with one of the four elements within the bow. Each element lasts 1 minute or until you lose concentration (as if concentrating on a spell).

Fire

Following the path of the arrow, the ground below ignites and lights on fire. Any creature caught in the initial path must make a Dex save, or take 4d10 fire damage (half on a save). The line of arcane fire lasts for up to one minute, and anyone who tries to cross it will take 4d8 fire damage.

Ice

Following the path of the arrow, the ground below freezes and is covered with ice. Any creature caught in the initial path must make a Dex saving throw or takes 4d10 cold damage (half on a save) and fall prone. Any creature that moves across the path has to make a DEX saving throw. On a failed save the creature falls prone.

Poison

Following the path of the arrow, the air fills with a cloud of poisonous gas. Any creature caught in the initial path must make a Con saving throw or take 4d10 poison damage (half on a save). Any creature that moves across the path has to make a CON saving throw. On a failed save the creature takes 4d10 poison damage and has disadvantage on attack rolls and ability checks until their next turn.

Earth

Following the path of the arrow, the ground shakes and cracks as stone spikes erupt throughout. Any creature caught in the initial path must make a Dex saving throw or take 4d10 piercing damage and has to make a DEX saving throw (half on a save). On a failed save the creature has its movement halved. Any creature that moves across the path has to make a DEX saving throw. On a failed save the creature takes 2d10 piercing damage. The path is now difficult terrain and will stay that way until cleared.

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: Bonus: Magic, .., Ammunition, Range, Two-Handed, Vex

Tsiome

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