Weapon (longbow), artifact (requires attunement by a Any class or race that can cast spells, is proficient with Martial weapons, and has a Charisma Score of 17 or higher. )

"A Magical Compound Bow once used by a charismatic dictator from long ago. They used this weapon to dominate the battlefield and blast waves of armies away, while using its magical properties to enhance their charisma and bring together the masses under a tight rule. No one knew where the weapon came from or how it was made, and its magical properties were never able to be recreated. One day the dictators entire nation vanished without a trace, all that was left was the bow, lodged into the ground on a barren field. No one was able to move or pick up the bow from the spot it lay. It stayed lodged there, as if waiting for the right person to one day find and wield it, and use its power to build a new empire with absolute authority. 

Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:

  • 1 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property
  • 1 major detrimental property

-Curse of the Unfit: Anyone who attempts to pick up this weapon will not meeting the attunement requirements will fail to do so weather by magical, non-magical, direct, or indirect means, as if the weapon is frozen in time where it sits. If said person/creature attempts to pick it up a second time, they must roll a charisma saving throw (DC: 20). On fail, the person/creature will be blasted back 25 ft. by a magical force, taking 3d6 bludgeoning damage and be paralyzed for 1 hour. If said person/creature attempts to pick the weapon up a third time, they must roll another charisma saving throw (DC: 20). On a fail, they will instead be teleported to the Astral Plane for 24 hours, where if they survive, they will be teleported back to their original spot. This curse is only lifted as long as this weapon and the person/creature attuned to it are on the same plane of existence. 

While attuned to this weapon:

---You have a +3 to attack and damage rolls

---This weapons damage is 3D10 + Dex. Modifier

---This weapon has the returning weapon and endless arrows features. If it is ever forcibly removed from your person, it reappears on you based on how you store it and requires no physical ammunition as it creates arrows of pure magic when the bow string is drawn back. 

-Magical Focus: This weapon can be used as a magical focus

-Dictators Aura: You have advantage on Charisma based checks and saving throws

(The following effects can only be used once per turn and can only be used on no more than 1 attack action)

-Rulers Command: This bow has access to all spells of the Enchantment school of magic, of which it can use a number of its 10 charges to cast the spells. Each spell will cost a different number of charges based on the level of the spell. To use a spell, state which spell you intend to imbue into the bow, then use your main action to make a ranged attack. If the attack hits, the spell you choose will act as written. Spells that are activated as a reaction or bonus action can still be done so without making an attack, but will still use the required number of charges. Charm and Buff spells can be done without doing damage if called before hand. Ritual casting is not possible through the bow. 
  -1 Charge: Cantrips/1st Level Spells
  -3 Charges: 2nd/3rd Level Spells
  -5 Charges: 4th/5th Level Spells
  -7 Charges: 6th Level Spells
  -9 Charges: 7th/8th Level Spells
  -10 Charges: 9th Level Spells
Regain a number of charges equal to 1d4 + 1 daily at dawn. 

-Strategic Blitz: You can use the Bows charges to add extra damage to your ranged attacks made with this weapon. Each charge used will add an extra 1D10 + Cha. Modifier to the arrows damage.

-Warlord's Ethereal Call: You can use available charges on the bow to summon apparitions of warriors from the Ethereal plane (or any plane of existence the DM chooses). The first apparition will cost 1 charge but each subsequent summon will cost double (1,2,4,8). These apparitions will fight alongside you until defeated or combat ends. Each apparition acts immediately after your turn and has an AC of 15, 20 + x2 your Charisma score HP, a walking speed of 25 and can do 1 melee attack or ranged attack:
---Melee attacks use your STR or DEX modifier + Proficiency to hit and do 3d6 + your chosen modifier magical slashing damage
---Ranged attacks use your DEX modifier + Proficiency to hit and do 4d4 + modifier magical piercing damage

[Collapse of an Empire:] If all 10 charges of this weapon are used, make a Charisma saving throw (DC: 20). On a success, nothing happens. On a fail, the weapon will teleport you to the Astral Plane (or any plane of existence the DM chooses). The bow will stay behind and teleport to a random location on the material plane and you will be trapped forever unless summoned back by a wish spell.

 

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, Any class or race that can cast spells, is proficient with Martial weapons, and has a Charisma Score of 17 or higher. , Ammunition, Heavy, Range, Two-Handed, Slow

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