Weapon (longbow), artifact (requires attunement by a Ranger, any alignment works.)

*As A Note, This Bow Is Not Intended For Actual Play, But Rather Something I Considered Would Be Fun To Make.*

Lore (There's a Lot of It):

Istus, Lady of Our Fate, the Colorless, and the All-Colored, could do nothing to alter her lovers tragic fate, or so the other gods believed. In an act of desperation, she decided she must forge him a weapon that would allow him perfect control of his fate, always staying out of harm, if he so choose. First, going to Silvanus, the Forest Father, she asked for the finest piece of wood he could give her. He obliged for Istus had been kind to the forest's fate for thousands of years. Reaching up to the wooden crown he wore, Silvanus grabbed the Heart of Wood in the center that he had cherished for a millennia, and gave it his blessing before offering it to the goddess. To this kindness she shed a single tear, which fell onto the wood, turning it a beautiful shade of midnight black. Istus then journeyed to a less welcoming place, the Demonweb Pits, to meet Lolth, Queen of Spiders. The goddess knew that it would take a great bargain to acquire Lolth's silk, but in promising that Lolth could use Istus own golden spindle for two strings, the Queen agreed. One string, Istus would keep, the other Lolth. After hours of hard work, the Spider Queen finished her masterpiece, and gave the string to Istus. The string glowed a deep royal purple, with depictions of thousands of fates inside them. Having gathered all the necessary components of her bow, Istus sought out Gond, the Lord of All Smiths. Gond accepted the task without hesitation, for he knew that he would never be able to use finer materials again. Out of a desire for perfection, the God reached into the starry sky grabbed two purple stars that glowed with an incontestable beauty. He affixed them at the top and bottom of the bow, where they would stay for eternity. When all was finished, the God wept, and as he handed it to her, he begged she let him fire simply one arrow. Istus smiled then, and said only after her visit with Mystra. The Mother of Magic, having followed Istus' trials from the beginning, already had a beautiful enchantment in mind. Mystra was handed the bow, and so she began. Days later, Mystra returned with the bow, and handed it to Istus. The goddess' bow was complete, Wyrdbringer had been forged.

 

Attunement Abilities:

 

Istus' Gift: Wyrdbringer unlocks the fate of the wielder, effectively giving the reader three wish spells that must be used in such a way that falls in line with the characters most profound desires, as well as their past. The bow is now completely entwined with the wielder's fate, allowing the wielder to recall the bow anytime it is lost, this will take an action to do so.

Silvanus' Blessing: Wyrdbringer is blessed by the Forest Father, granting it's wielder all knowledge of everything that goes on around it when in nature. When attuned, the player can role for insight, perception, nature, or investigation. Giving all roles an extra +5, and roles for insight, perception, nature, and investigation a +20.

Faithstring: When pulling back the bow, it's wielder sees three fates of the arrow. From the knowledge of what is viewed, the wielder gains a double advantage to the attack, rolling three dice and choosing whichever one is best.

Stars of Gond: The two stars affixed to the top and bottom of Wyrdbringer  gift their energy in order create whichever arrow the wielder can imagine. The arrows, along with having normal stats deemed by the wielder, also glow a purple hue, adding +10d5 damage. The wielder can also chose the have the arrow heal the target. The heal is equal to what would have been the damage.

Mystra's Teardrop: The bow is enchanted with the spirit of two deities, on of Pure Good the other of Pure Evil. When demanded of the wielder, one of three things will happen:

        1. On an attack, the two spirits will work together in perfect tandem. An arrow fired will have a very clear black and white orb spin around it, creating a trail of dark and light. When the arrow hits an enemy, the evil spirit forces their physical body randomly to one of the Planes of Existence. The spirit of good, on the other hand, takes the soul to the god of the dead and demands he weigh it. If the soul is found to be impure then it is subject to Kelemvor's discretion, but if it is found to be pure, it returns to it's physical body, no matter the Plane of Existence the body now resides on.

        2. When rolling a saving throw, if the saving throw is successful the two spirits present two options. The spirit of evil allows you to dodge or avoid whatever it is entirely, and instead, have the same effect or damage it would have done to you done to the attacker. The good spirit allows you to instead, look into this spirits past, finding all moments that lead to this action that harms you, and allows you to remove one of them. The creature will cease to be in the altercation, but nothing else about the present will be altered no matter the effect the creature had leading up to the present.

        3. When moving, the two spirits again give two options. The evil spirit allows the wielder name a spot, and fire an arrow into the air once it has. The arrow will, without fail, land on that spot. The wielder will instantly move through the shadows to that spot. If at any point the arrow were to hit a creature of any kind, the arrow will simply pass right through. The spirit of good allows you to effectively momentarily freeze time around you, as you safely travel at the speed of light. During this time, which is as long as the wielder wishes, no damage or attacks can be done. This can be done as a reaction to a visible attack.

Non-Attunement Abilities:

The bow has a default damage of 25d8+10. When attuned any and all proficiency bonus' will apply.

This bow is desired by all, and up until attunement, anyone who sees the wielder with the bow will likely challenge the wielder. There will also be attempts to steal the bow, if the thief considers themselves to be poor in combat, but the thief will have to role 5d20-5, and chose the second worst role from it.

You have a +3 bonus to attack and damage rolls made with this magic weapon. If one is proficient with Longbows, then they are allowed to add their proficiency bonus to attack and damage roles.

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: Ranger, any alignment works., Ammunition, Heavy, Range, Two-Handed, Slow

TwistedProphet

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