Weapon (crossbow, heavy), artifact (requires attunement)

Arclight is a Chaotic Nuetral sentient magic weapon that can take the form of any crossbow or bow with a INT of 13, CHA of 11, and WIS of 17. It speaks with a rumbling, deep male voice.

Once attuned to Arclight, the wielder is considered to be at the Dormant stage of Arclight's Reputation. If the wielder un-attunes to Arclight, their Reputation is reset to Dormant, and Arclight will be reluctant to further their reputation if attuned again. The three steps are Dormant, Awakened, and Exalted, in that order. Further steps are unlocked as the GM rules the wielder has progressed their relationship with Arclight in a meaningful way.

Arclight can be wielded as a magic weapon that grants a +1 bonus to attack and damage rolls made with it. You do not require ammunition for this weapon.

Arclight has 2 Storm Charges when attuned and has no maximum. It resets to 2 charges at dawn. Arclight gains a charge when one of your damage dice Surge.

Surging Tempest (Dormant). All d4s used in effects and attacks using Arclight may Surge. When dice roll their maximum value they Surge, granting a bonus d4 to the effect. These Surge Dice can also Surge, and there is no limit to the amount of Surge Dice any of these effects may generate.

Levin Bolts (Dormant): Arclight deals 2d4 lightning damage with attacks instead of regular damage. You cannot deal critical hits with Arclight (rolls of a 20 are still considered automatic hits). As a free action, you may spend a Storm Charge to deal 1d4 additional damage with an attack.

Shear (Dormant). If a creature attacks you, you may use your reaction to spend a Storm Charge to add 1d4 to your AC and reduce damage you take from attacks by 1d4 until the start of your next turn.

Storm Wall (Awakened). You may use a ranged attack as an attack of opportunity. As an action, you may spend a Storm Charge to designate a 5 ft by 20 ft area you can see within range. Any creatures that enter or exit that area take 1d4 cold damage and trigger your attack of opportunity if available. This effect lasts until you dismiss it or your are knocked unconscious.

Hurricane Force (Exalted). As a bonus action, you may spend your Storm Charges for any of the following effects:

Arcing Bolts (1 Charge): Until the end of your turn, when your damage dice from attacks Surge, instead of adding the Surge die to the damage total you may roll another attack on another creature in range and- on a success- deal that damage to them instead.

Ice Bite (2 Charges): Until the end of your turn, replace all your d4s with d8s, d8s can Surge, and all damage you deal is cold damage.

Static Chill (3 Charges): The next creature you hit with an attack with Arclight must make a DC 18 Constitution Saving Throw. On a failure, they take an additional 1d4 damage from all sources for 1d4 rounds. On a success, there is no effect and you regain 2 Storm Charges.

Eye of the Storm (3 Charges): A creature you touch gains a Fly Speed of 20 ft. for 2d4 rounds. When this effect ends, if the creature would fall, they do not take damage from the fall.

Proficiency with a Heavy 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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Ammunition, Heavy, Loading, Range, Two-Handed, Push

Donkeyohtay