A hand crossbow passed down from elder to elder in the Temujai Clan, Ataraxia embraces the ferocity of each and every Temujai Warrior. Capable of felling foe after foe in the right hands, this hand crossbow possess the sheer will power of its previous owners. It is a weapon that can be wielded only by those deemed worthy of it, and it bestows upon them the knowledge of its predecessors.
This Hand Crossbow fires four bolts with each attack dealing 4d6 damage. As a bolt is fired out of this crossbow it splits into 4 smaller bolts that impact into the target. Bolts cannot target multiple enemies.
While wielding this Hand Crossbow, the user is capable of enchanting the bolts with arcane energy. The user will have access to three arcane shots ranging from the Arcane Archer subclass. DC 19
Banishing Arrow: You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. A target also takes 2d6 force damage when the arrow hits it.
Beguiling Arrow: Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 4d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
Bursting Arrow: You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 4d6 force damage each.
Enfeebling Arrow: You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 4d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your turn.
Grasping Arrow: When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 4d6 poison damage, its speed is reduced by 10 feet, and it takes 4d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your DC. Otherwise, the brambles last for 1 minute or until you use this option again.
Piercing Arrow: You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage.
Seeking Arrow: Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 2d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
Shadow Arrow: You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 4d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
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: Bonus: Magic, By one deemed worthy from the Temujai Clan, Damage, Combat, Ammunition, Light, Loading, Range, Vex
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