Requires attunement, you have a +1 bonus to attack and damage rolls made with this magic weapon.
In addition, once per day, you can use a Wyvernbloom arrow. Before making an attack roll, you must declare that you are using this arrow. When the arrow strikes a target, it deals an additional 2d6 poison damage and becomes lodged in the target. If the attack misses, the arrow lands in a random space within 15 feet of the target. At the start of your next turn, the arrow blooms, affecting all creatures within a 15-foot radius sphere around it. All creatures within range must make a DC 14 Constitution saving throw, made with disadvantage if the arrow is lodged in it, or suffer one of the following effects (determined by rolling a d6), repeating the saving throw at the end of each of its turns.
- Necrosis: The creature cannot regain hit points.
- Confused: The creature is affected as if by the Confusion spell.
- Poisoned: The creature is poisoned and takes 1d6 poison damage at the start of each of its turns.
- Slowed: The creature's speed is halved.
- Blinded: The creature is unable to see.
- Weakened: The creature's attacks deal half damage.
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, Damage, Combat, Ammunition, Heavy, Range, Two-Handed, Slow
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