The body and limbs of this sleek weapon have been crafted in the image of an emerald dragon. When it steeps in a dragon’s hoard, it retains the psychic energy of an emerald dragon’s breath weapon and deals damage of that type with its special properties.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target, and may be treated as a Psychic Blade for the purposes of features related to the Soulknife Rogue subclass.
Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 psychic damage. Whenever you have one or more unspent Psionic Energy dice, you may have this weapon deal psychic damage instead of piercing damage, and you know the exact location of this weapon whenever you are within 60ft of it.
Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, this weapons deals an extra 1d6 psychic damage.
Stirring Psionic Resonance: As a bonus action, you can resonate some of your psionic power with the weapon by expending one Psionic Energy die. Until the start of your next turn, the extra damage dealt by the weapon increases by one Psionic Energy die, and you may add a number of d6s to your Sneak Attack roll equal to one-third of the size of your Psionic Energy dice (rounded down). Rolling Psionic Energy dice this way does not expend them.
Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 psychic damage on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
Wakened Psionic Resonance: As a bonus action, you can resonate more of your psionic power with the weapon by expending two Psionic Energy die. Until the start of your next turn, the extra damage dealt by the weapon increases by two Psionic Energy dice, you may add a number of d6s to your Sneak Attack roll equal to two-thirds of the size of your Psionic Energy dice (rounded down), and the save DC of the cone of destructive energy increases by 2. Rolling Psionic Energy dice this way does not expend them.
Ascendant (Legendary).The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
Ascendant Psionic Resonance: As a bonus action, you can fully resonate your psionic power with the weapon by expending three Psionic Energy dice. Until the start of your next turn, the extra damage dealt by the weapon increases by three Psionic Energy dice, you may add a number of d6s to your Sneak Attack roll equal to the size of your Psionic Energy dice, and the save DC of the cone of destructive energy increases by 3.
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: Bonus: Magic, Damage: Psychic, Damage: Psychic, Damage: Psychic, Ammunition, Heavy, Range, Two-Handed, Slow
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