The Witch of the Woods granted a young hunter an enchanted bowstring with limitless potential to fire arrows imbued with Runic magic.
While attuned to this magic Bowstring, it appears on any bow you wield. You can switch between the following Runic enchantments as a bonus action, you can only have one active Runic enchantment at a time, each grants the following benefits;
Light of Alfheim. Your arrows shimmer with the white Light of Alfheim, to stun targets and trigger arcane runes.
- Your ranged weapon attacks made with a bow, while attuned to this Bowstring deal an additional 1d8 radiant damage.
- When you hit a target with a ranged weapon attack you can imbue it with more focused light. The target must make a DC 16 Constitution saving throw or become stunned until the end of your next turn. Once you use this feature, it can't be used again until the next dawn.
- When you shoot an arrow imbued with the Light of Alfheim, it can trigger magical traps and mechanisms that otherwise wouldn't be triggered by an arrow.
Hraezlyr's Lightning. The tooth of Hraezlyr imbues your arrows with lightning, that can paralyse targets.
- Your ranged weapon attacks made with a bow, while attuned to this Bowstring deal an additional 1d8 lightning damage.
- When you hit a target with a ranged weapon attack you can imbue it with Hraezlyr's Lightning. The target must make a DC 16 Constitution saving throw or become paralysed until the end of your next turn. Once you use this feature, it can't be used again until the next dawn.
Sonic Enchantment. Sonic energy imbues your arrows with magic to shatter your targets.
- Your ranged weapon attacks made with a bow, while attuned to this Bowstring deal an additional 1d8 thunder damage.
- When you hit a target with a ranged weapon attack you can imbue it with Sonic magic. The target must make a DC 16 Dexterity saving throw or become sheathed in sonic energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 5d8 thunder damage. Once you use this feature, it can't be used again until the next dawn.
Sigil Enchantment. Sigil arrows hex your targets making them vulnerable to follow-up attacks.
- Your ranged weapon attacks made with a bow, while attuned to this Bowstring deal an additional 1d8 force damage.
- When you hit a target with a ranged weapon attack you can imbue it with Sigil magic. The target must make a DC 16 Constitution saving throw or become hexed until the end of your next turn. Any attack roll you make against the hexed target is a critical hit on a roll of 19 or 20. The next time you or an ally of yours hits the hexed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the hex ends. Once you use this feature, it can't be used again until the next dawn.
Notes: Damage: Radiant, Damage: Lightning, Damage: Thunder, Damage: Force, Damage: Thunder, Stunned, Paralyzed
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