Wondrous Item, artifact (requires attunement)

Ammunition (range 200/900), light, reload (8 shots)

This weapon does 2d10 piercing damage and you may make an extra attack when you take the attack action. You gain a +3 bonus to attack and damage rolls with this weapon.

While attuned to this weapon, you may spend one charge to alter the shots you take. This weapon has 10 charges that you regain on a short or long rest. If an option requires a saving throw, your save DC equals 8 + your proficiency bonus + your Dexterity modifier.

Banishing Shot. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the attack must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach the 18th level, a target also takes 4d6 force damage when the arrow hits it.

Beguiling Shot. Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the attack takes an extra 3d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 6d6 when you reach the 18th level.

Bursting Shot. You imbue your attack with force energy drawn from the school of evocation. The attack detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 3d6 force damage each.

The force damage increases to 6d6 when you reach the 18th level.

Enfeebling Shot. You weave necromantic magic into your attack. The creature hit by the attack takes an extra 3d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 6d6 when you reach the 18th level.

Grasping Shot. When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the attack takes an extra 3d6 poison damage, its speed is reduced by 10 feet, and it takes 3d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 6d6 when you reach the 18th level.

Piercing Shot. You use transmutation magic to give your attack an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the bullet fires forward in a line, which is 1 foot wide and 60 feet long, before disappearing. The bullet passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the attack, plus an extra 3d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 6d6 when you reach the 18th level.

Seeking Shot. Using divination magic, you grant your attack the ability to seek out your target, allowing the attack to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The bullet flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the bullet to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the attack, plus an extra 3d6 force damage and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 6d6 when you reach the 18th level.

Shadow Shot. You weave illusion magic into your attack, causing it to occlude your foe’s vision with shadows. The creature hit by the attack takes an extra 3d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 6d6 when you reach the 18th level.

Previous Versions

Name Date Modified Views Adds Version Actions
8/13/2023 9:43:34 PM
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8/13/2023 10:31:05 PM
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peanutgoblin75

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