Weapon (crossbow, light), legendary (requires attunement by a Can only be attuned to creatures of Avian descendant)

A customizable bow carved from Red Oak, making it a lightweight weapon. It can be loaded with no more than 2 bolts at a time, Separate side by side triggers can be used to fire both bolts at the same time if desired. or you can target 2 separate targets by pulling triggers selectively. 

Designed by the Owlin for easy use while in flight to battle at great distances. Beak shaped stirrup, Feathered Red Oak Heartwood barrel, Feathered Wing Limbs, and Feathered Tail Stock, one slot on top of the stock for hit/damage modifier 2 slots on each side for gemstone mods. Creating the stones is no longer common knowledge to the Owlin and now requires those trained in the arts to manifest the power into the stones. Most common was the bloodstone created with the blood of the weapons bearer. 

From the Blood of our bodies, fired through the Wings of those high, you will be pierced by the Talons of the Owlin.

A Magical & Elemental enhanced crossbow with the ability to fire 2 crossbow bolts simultaneously or in rapid succession for 2 separate targets (second bolt requires a bonus action if fired at separate target. All attacks with this bow have the added effect of the damage modifier gem + one of the Magical/Elemental gemstones, that gemstones power is activated as you load the bolts onto the bow and whisper the word of power for that gemstone. (Example- call upon the power of the sunstone to deal Radiant damage) If both bolts are firing separate elemental abilities at the same time, then a D20 will need to roll to see if the bolts will both power up a 1-2 means bottom bolt fails to empower, 3-4 says the top bolt fails to empower meaning only basic damage is dealt from the bolt.

Bow can be enhanced with 1 hit/Damage modifier gem, and up to 4 magic, elemental enchanted gems. All Gemstones can be removed and replaced. 

Damage

  • 1D8 piercing damage per bolt 
  • Range 100 (400)
  • Can fire a solo Bolt or
  • Both Bolts can be fired at same target or
  • Keensight (you can fire a second bolt at a second target as a bonus action if you are flying).
  • Can fire common standard crossbow bolts or
  • can fire Talon Bolts for additional damage, and range.

Equipped Gemstones 

  • empty
    • empty
    • empty
    • empty
    • empty

 Changing of loaded gemstones require an action.

If a 1 is rolled upon the hit dice the Magical/Elemental gemstone being activated shatters and cannot be repaired by you. and also renders the bow inoperable until a successful DC 15 Dexterity. If a 1 is again rolled during repairs the bow will be beyond your ability to repair. and must be taken to someone skilled in creating or repairing of magical items.

Enhancement gemstones must be purchased or created at discretion of the DM

Damage Modifier Gem

  • Tigers Eye - You have a +1 bonus to attack and damage rolls made with this magic weapon.
  • Dark Bloodstone - 2 charges, can only replenish every 3 days after final charges used or when plunged into fresh blood. Target activated Gemstone (s) attack is strengthened by 5 dice of its attack. This Gem can only be created using the blood harvested by a necromancer who is a shadow in history. It is rumored that this blood is from the Lord of a forgotten lands darkest point in history. (See Cursed Blood Sword & Blood of Strakkenhold & Robe of the Blood Lord ). This blood has been crystalized into a stone and formed into this "Dark Crimson Gem".
  • Moon Sapphire - You have a +1 bonus to all attack and damage rolls made, and all attacks made beyond 30 feet are with advantage.

Magical/Elemental Gemstones that can be enchanted.

  • Ametrine - Target takes an extra 1D4 Force damage if it is large and is pushed 20 feet back, 1d8 Force Damage if it is of medium size and is pushed 40 feet back. Small creatures take 1D12 Force damage and are knocked 40 feet back and 40 feet up into the air then they fall taking another 1D12 Bludgeoning Damage and must make a Constitution saving throw of 12 to avoid getting knocked prone. Fall damage can be avoided if the creature can make a successful Dexterity DC12 save. creatures large then large are unaffected by this attack, unless you're lucky enough to get blow dirt in their eyes with a D20 Hit. and then damage or effect is determined by the DM.
  • Aquamarine - Target is hit with a bolt of Water in addition to basic Piercing damage and becomes soaked, the creature must make a Wisdom DC11 or believe it is drowning. this DC can be raised 1 point for every 5 feet of water within 60 feet of the archer. A failed DC causes an additional 1D10 damage. A soaking wet creature gains weakness to lightning damage. Creatures that can breathe under water are immune to this attack.
  • Bloodstone - deals an extra 1D4 Piercing damage when player reaches level 3, deals an extra1D8 piercing at level 6, deals an extra 1D12 piercing at player level 9, deals an extra 2D8 piercing at player level 12, deals an extra 2D12 piercing at player level 15, deals an extra 4D8 piercing at player level 18, deals an extra 2D20 piercing at player level 20. any attacks made using the bloodstone above level 9 can stun the target for 1 round, with a Con saving throw of 14 to avoid getting stunned, 
  • Diamond - This attack deals an additional D6+2 Psychic damage, and the target must make a Wisdom saving throw on a failed save the target believes that they are resting in a peaceful setting with nothing to worry about. They are in this state until jarred, attacked, or splashed with water. Any melee attack made with the hit dice are considered a success and deal max damage for the attack, if it's a ranged attack then you gain +5 to hit, and again a success is for max damage. (D20 still needs rolled in both instances). Once the attack is over the target is jarred back into the Here & Now. If there was a subsequent bonus attack, then it has a bonus 2 to hit, not a guarantee, and damage is played as normal.
  • Emerald -  On a hit, the target takes 4D4 Acid Damage immediately and 2D4 acid damage at the end of its next turn, in addition to the damage taken the creature must make a Constitution saving throw of DC12, on a failed hit the creature drops all weapons or items in their hands to try to wipe away the acid on them, and the items become deformed and weakened do to the acid corrosion, items can be regained during the creatures turn with an action, (unless someone else recovers the items first, or knocks them out of range).any damaged items gain a -2 to damage dealt until the weapon is restored.
  • Obsidian - Deals an extra 1D8 Necrotic damage to any creature hit and not undead or a construct. at the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success.
  • Onyx - On hit the target takes 1D12 Drow Poison damage and is immediately poisoned. Drow poison is more potent, and a creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Melee attacks made against the unconscious gain a +3 to hit and damage. Poisoned creatures have disadvantage on all ability checks and attacks.
  • Peridot - Requires both boltsEarth damage requires both bolts fired simultaneously, Top bolt impacts the target creature while the secondary targets the ground at their feet. Bolt 1 deals additional 1D8 Force Damage, Secondary bolt throws the ground into turmoil, and causes stones to start jutting out in a 15-foot radius all creatures caught in this radius must make a Dexterity saving throw, all creatures that fail take 3D8 damage and are knocked prone, all creatures that make a successful save take 3D4 Bludgeoning Damage. Flying creatures are immune to Earth damage unless they are on the ground.
  • Rose Quartz  - Call forth the rose quarts, to send a healing bolt to any ally within range, DO Not place a bolts on the chamber, Speak the healing powers to your bow and the name of the intended recipient, point and fire, 2 healing bolts seek out the intended target, they gain 2D8  health + your spell modifier, this cannot target an ally that has already been magically healed or has Hit-Points at or below 0. Bolts cannot reach a target that is more then 400 feet away, completely submerged, or blocked by an earthen wall. Must roll a 2-20 to hit.
  • Ruby - On Hit the target takes 3D6 Fire damage and must make a Dexterity Saving throw DC11. On a failed save the target will become burning and suffer 1D6 damage until a successful save. If target has weakness to fire, then the saving throw will be an automatic failure. Any areas exposed to the flames also catch fire and all normal burning rules apply to scenario. A target can use an action to extinguish the flames, even with a fire weakness at cost of 1D6 damage.
  • Sapphire - On Hit deals 1d10 Ice (cold) damage. Target creature must make a D12 constitution saving throw, on a fail the creature begins to freeze, and its movements are slowed giving it disadvantage on all attacks it makes until a successful throw has been made. and any attacks made against him have advantage. If an attack is made and a 20 is rolled on hit then it means the creature was frozen solid and it shattered, killing it on impact. (At Discretion of the DM, if the creature was not able to be instantly killed then it takes an additional 6D8 damage). A successful Constitution DC12 will Slow movement by 1/4. Weakness to ice damage Deals an additional 1D6 damage and increases Constitution DC to 15
  • Smoky Quartz - Target takes 1D8 Poison damage and must make a DC10 Constitution saving throw, on a failed save the target becomes poisoned. DC can be retried each time its players turn. Poisoned creatures have disadvantage on all ability checks and attacks.
  • Sunstone - Deals an additional 2D4 Radiant damage to any creature or deals an extra 2D8 Radiant damage to any fiend or undead. Targets hit by these bolts shed out bright light for a 20ft radius and dim light for an additional 20ft.
  • Topaz - When these bolts strike the target takes 1D8 Lightning damage. and must make a strength + intelligence DC15 Saving throw, on a failed save the target becomes stunned and cannot move from where they are at, until they shake out of it, every time you are hit or on your turn you can make a DC, on a success your speed is halved for 2 turns. If target is still stunned on its turn it takes an additional 1D6 resonant lightning damage which will be cumulative until it is moved out of range from the original contact zone. Any creatures adjacent to target are also exposed to 1d4 lightning discharge damage and must make a Dexterity DC check of 10 to avoid speed being halved for 1 turn. Any targets with a lightning weakness take 1D12 damage instead of 1D8, and 1D6 resonant instead of 1D4.
  • Unknown - 

Talon Bolts made with bone tips and Owlin feathers give a bonus to accuracy and damage when used in this Bow (+1Hit, +1 Damage) with a higher range 120/450. bonus is only effective with the Blood, Wings, & Talon Bow.

 

 

Proficiency with a Light 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.

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, Can only be attuned to creatures of Avian descendant, Damage, Combat, Ammunition, Loading, Range, Two-Handed, Slow

Previous Versions

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11/20/2022 6:17:46 PM
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Item Tags: Damage Combat

LrdGwydion

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