The bow's wood is smooth and seamless with no marks from working, the wood is extremely dark with an unusual yet beautiful grain. The wood flows up into the odd bone like structures that make up both ends of the bow. The bone structures are stronger and harder then steel but lighter then true steel. The two hand guards are made from the same boney material. The bow is much lighter then it appears and the lightness beguiles the draw weight achieved by the combination of materials.
Weapon chargers equal Wis mod + proficiency bonus
Mycelium String
When attuned to the bow the Hunter gains the ability to use their Bonus Action to summon or vanquish a bow string made from many strands of Mycelium. These strands grow in a fraction of a second tensioning the bow as they weave together. When released they fall to the ground dissolving almost instantly. Starting at level 5 dropping the strands can be performed as a free action. Re-growing the strands either takes 1 charge and free action or requires the hunter to focus on their bow preventing the hunter from doing anything else on their combat turn. The exception to the free action requirement is Parrying Instinct as the reaction and charges used covers this free action.
Ze-row's Instinct
Starting at level 6 the when attuned to the bow the user gains the ability to ignore penalties for close fire. The user is so attuned with the hunt that they have them almost a sixth sense while in combat. This sense allows them to anticipate where and when a enemy will move such that they can choose not suffer a penalty for firing the bow at close range. This focus expends 1 charge per round (if used once all attack actions taken with the bow have no penalty).
Tidal Surge of the Moon-Ria,
Starting at level 7 when attuned to the bow the hunter can choose to use their action to fire a bolt of water From the Moon-Ria at a target. The nature of the bolt limits the range of this bolt to 50'/100'. This shot deals 1d6+dex bludgeoning damage and delivers enough water to extinguish a 1.5x'1.5' fire. If the target if vulnerability to water the damage is changed to 1d6+4+dex. This action requires 1 charge. At level 11 you can choose to spend 3 charges increasing the range to 60'/120' , extinguishes 8'x8' fire, Vulnerability bonus changes to plus 8. On the full cycle of the moon some of the magic properties are carried form from the magical waters the bolt is sourced from.
Grappling Growth,
Starting at level 8 when attuned to the bow the hunter can choose to use their action to fire a bolt of pure Feyrezz fires from the bow. When it hits its target if the target is touching ground which contains any roots or plant matter it causes the plant to grow in an instant what might take months or even years normally. The growth will follow the path of the magical energy causing the plant to grow up and around the target. This bolt deals 1d6+dex slashing, when the bolt hits the target it can choose to make a STR savings through VS your spellcasting DC. On a failed save the target is restrained but can still use any limbs not in direct contact with the ground. On each of the targets turns it can choose to do a strength check as an action to free it's self, this effect lasts for 4 rounds. At level 11 you can choose to spend 3 charges to increase the area of effect to a 15'x15' cube centered on the target, the terrain is now consider difficult and the duration is extended to 6 rounds you also receive a +2 to your spell DC for the purposes of the the Str check. This attack requires 3 charges. Only the primary target target damage as per the lower level version of the spell.
Mycelium Step
Starting at level 9 the Hunter may call upon the nature of the Zurkhwood bow. Calling back to the roots the spawned the mighty shroom. This deep connection allows the hunter to fire a shoot up to 60' while in a natural setting. This setting must also be one that has root structures though out it. The shot anchors the Rake and thus the hunter though the roots under their feet to the spot where the bolt landed. This shot takes 1 action and 3 charges. Starting at level 11 if the Hunter chooses to they can delay teleportation and instead use a reaction and an additional charge on a subsequent round to teleport, imparting disadvantage on an attack, this must be declared before the outcome of the attack is known. If the hunter moves out of the 60’ range the tether is broken and the effect wasted.
Hunters Dedication
Starting at level 10 the Hunters endless dedication and focus allows them to add a x2 multiplier to the brackets in your weapon charges equation. Please remember to remind the DM to edit your charges!! Thanks!
Culling the Herd
Starting at 12th level the Hunter can choose to expend charges to shoot the bow additional times at close range targets. These attacks must each target a separate target. The targets must also be with in the range of 20/40. The first such shot cost 2 charges while all subsequent cost 1 charge. No other feats, class features or spells maybe applied to these attacks by the hunter the only exception to this rule is the use of Ze-row’s instinct. Such is the intensity of the hunters focus, only the arrow.. the bow.. the kill exist..
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: Proficiency: Longbow, Ignore Weapon Property: Heavy, Ignore Weapon Property: Heavy, Attuning to this bow allows the welder to channel the magic of the nature to their will. The users ability to channel the power of the bow is directly related to their character level that can be tied to it's nature., Ammunition, Heavy, Range, Two-Handed, Slow
Comments