A framework for a crossbow, the bow itself was forged in light by an ancient and holy bard. Music is constantly coming from the weapon, which can be changed by the wielder once they are attuned to the music. Lighter than an average crossbow, this one may be wielded one-handed, but the healing benefits can only be used while in combat.
As a weapon made of light and sound, instead of doing 1d8 Piercing damage like a normal crossbow, it does 1d4 Force damage, 1d4 Thunder damage and 1d4 Radiant damage in a single shot.
- Damage: 1d4 Force + 1d4 Thunder + 1d4 Radiant
- Damage Type: Force, Thunder, Radiant
- Properties: Loading, Range, One-Handed, Repeating
- Range: 10/165
- Weight: 1
- Capacity: 20 bolts
- Loading a new case of 20 bolts is a full-round Action that provokes Attacks of Opportunity.
Perfect IV: This weapon can only fire up to four shots in one attack, and each shot must be rolled for separately.
Soundwave: This weapon has the ability to fire a singular, concussive shot at an enemy who is within 25ft. The enemy must make a saving throw of DC15 or be knocked back 50ft, or half as far on a success. A critical success negates any knockback. This does 1d6 Force damage, 1d6 Thunder damage and 1d6 Radiant damage, or original damage rolls on a critical success saving throw (1d4 Force + 1d4 Thunder + 1d4 Radiant). It takes a full round to recharge before this ability can be used again.
Spider Scurry: This weapon is imbued with an enhanced version of Spider Climb. While the wielder is on a wall, their speed is increased by 15ft. They may attack while on the wall, and their aura is still in effect. However, they cannot hang upside-down.
Crossfade: This weapon's music creates a circular aura that can be heard by all allies up to 40ft. away within eyesight. The wielder can change the effect as a bonus action:
Heal: While this aura is active, on the wielder's turn, all allies within the field heal for 1d6+1, and the wielder heals for 1d4+1, up to max health.
Speed: While this aura is active, all allies within the field have an increased movement speed of +5. Should an ally move outside of the aura on their turn, they finish their movement with the enhanced speed.
Belt: Once every three rounds, the wielder may have their weapon belt out the song, increasing the effectiveness of whichever aura is active for one full round.
Heal: All allies within the field heal for 1d12, and the wielder heals for 1d10, up to max health.
Speed: All allies within the field have an increased movement speed of +20. Should an ally move outside of the aura on their turn, they finish their movement with the enhanced speed.
Barrier: Once per Long Rest, the wielder may amplify the music of the weapon to its maximum potential. The music carries to all visible allies in a 100ft. radius, and for one full round gives them 6d12 of extra health. At the end of the wielder's next round, any leftover excess health vanishes.
Proficiency with a Hand 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: performing a free concert for underprivileged or enslaved people. This weapon cannot be used in any aspect until attuned, and only a bard may wield it., Healing, Damage, Buff, Combat, Warding, Bard, Ammunition, Light, Loading, Range, Vex
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