Weapon (longbow), legendary (requires attunement by a Fighter, Ranger or Druid of 9th Level or greater)

A gift to an adventurer of 9th Level or greater which is usually found on an ancient stump or other remnant of an ancient tree, an Arcane Bow of Cyranna's Favor allows the bearer to channel various arcane effects into their attacks. When a bow is fired, the bearer has a +2 bonus to attack and damage rolls made with this magic weapon. The wielder's Critical threat range while using this weapon is  a roll of 19 or 20. Additionally, ammunition is imbued by the wielder up to a number of time's equal to the wielder's level per day with a property of the archer's choosing from the following list:

Piercing Arrow - The wielder uses transmutation magic to give the arrow an ethereal quality. When this option is used, an attack roll isn't required. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow 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 arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 if the wielder becomes 18th level or greater.
Grasping Arrow - When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 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 a save DC equal to 8 plus Proficiency Modifier plus Wisdom modifier. Otherwise, the brambles last for 1 minute or until this option is again chosen. The poison damage and slashing damage both increase to 4d6 if the wielder becomes 18th level or greater.
Bursting Arrow - The wielder imbues an arrow with force energy drawn from the school of evocation. The energy detonates after the attack roll as the arrow strikes the target. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 if the wielder becomes 18th level or greater.
Banishing Arrow - The wielder is able to imbue the arrow with abjuration magic to try to temporarily banish the target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s 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. If the wielder becomes 18th level or greater, a target also takes 2d6 force damage when the arrow hits it.
Seeking Arrow - Using divination magic, the wielder imbues the arrow the ability to seek out a target. When using this option, an attack roll is not needed. Instead, the wielder chooses one creature they have seen in the past minute (six rounds if in combat). The arrow 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 arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and the wielder learns the target’s current and exact location. On a successful save, the target takes half as much damage, and its location remains unknown. The force damage increases to 2d6 if the wielder becomes 18th level or greater.
Beguiling Arrow - The wielder imbues the arrow with enchantment magic causing the arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and the wielder chooses one of his or her 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 the wielder's 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 4d6 if the wielder becomes 18th level or greater.
Enfeebling Arrow - The wielder is able to weave necromantic magic into the arrow. The creature hit by the arrow takes an extra 2d6 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 the wielder's next turn. The necrotic damage increases to 4d6 if the wielder becomes 18th level or greater.
Shadow Arrow -The wielder is able to weave illusion magic into the arrow, causing it to occlude the foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 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 the wielder's next turn. The psychic damage increases to 4d6 if the wielder becomes 18th level or greater.
 

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, Fighter, Ranger or Druid of 9th Level or greater, Damage, Combat, Ammunition, Heavy, Range, Two-Handed, Slow

Item Tags: Damage Combat

OneTrueAlabasterKnight

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