This longbow was sung out of a now-extinct tree and was kept in the halls of the Silverwood as a relic until it awakened to the presence of a chosen potential wielder. It is made out of whole, beautiful greenish wood that still thrums with life. Only bowstrings of the strongest caliber can be used with the bow without breaking. The grip and guard were added after creation, and are of molded adamantine, engraved with the bow’s name: Animus.
Attunement. Animus requires attunement over the course of a short rest, as normal. At the beginning of the first turn in which the attunement process has begun, however, its user suddenly feels indescribable agony before they black out and are knocked unconscious.
Over the course of the attunement process, Animus traps the attuning creature into a shifting dreamscape of the bow’s control in which the creature must prove to Animus that it has the will to persevere and stand for what it believes. If it succeeds, the attunement is successful and the creature wakes up at the end of the hour attuned to the bow. If it does not meet the now’s criteria, it remains unconscious for 24 hours before waking up and does not attune to the bow.
It should be noted that the bow only allows creatures it believes may pass the test of character to attempt attunement; all other attempts fail.
Unerring. You have a +3 bonus to attack and damage rolls made with this magic weapon.
Living Wood. The bow’s wood still lives, and its unending life extends to the user. You have resistance to necrotic damage. At the start of each of your turns, you regain 10 hit points if you have fewer than half your hit points remaining. Additionally, any healing you receive, magical or otherwise, always restores the maximum amount of hit points.
Adamantine. Any attack you make with the bow against an object that hits is a critical hit.
Arc of Eventide. The bow’s deadliness grows in intensity the more you use it correctly. Each time you hit with an attack using the bow, each following attack you make with the bow on that turn deals an additional 1d8 force damage. This effect stacks with each successful attack you make.
Random Properties. The bow has 1 minor beneficial property and 1 major beneficial property, each determined by rolling on the Minor and Major Beneficial Properties tables in chapter 7 of the Dungeon Master’s Guide.
Sentience. Animus is a sentient, chaotic good entity with the Intelligence, Wisdom, and Charisma of a dryad. It communicates with its wielder telepathically. Animus follows one rule: “Stand, and do not think to kneel.” Animus has hearing and can see with darkvision out to a range of 30 feet.
Destroying the Bow. Animus cannot be broken or destroyed by any normal means. However, it is broken instantly if its attuned creature surrenders to someone they consider to be an enemy.
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, Resistance: Necrotic, Damage: Force, creature that the bow decides may be a worthy wielder, Healing, Damage, Buff, Combat, Warding, Sentient, Ammunition, Heavy, Range, Two-Handed, Slow
Comments