Description:
This finely crafted longbow is a blend of wood and metal, intricately designed with mechanical gears and ancient runes. The bowstring hums with energy, and the gears subtly shift with each draw, enhancing the power of the arrows released. The bow comes with 5 magical arrows that return to their quiver after being fired.
At the start of your day after a long rest you can choose to tune your bow for one of the following magical effects. Additionally, as long as you are attuned to the bow when you gain a level, you become more familiar with your bow and are able tune an additional effect per long rest.
- Hail of Arrows
- Effect: Once per long rest, you can use an action to unleash a barrage of magical arrows in a 20-foot radius centered on a point you can see within 120 feet. Each creature in that area must make a Dexterity saving throw (DC 15). On a failed save, a creature takes 4d6 piercing damage and is knocked prone; on a successful save, it takes half damage and is not knocked prone.
- Gear-Driven Precision
- Effect: Once per short rest, the wielder can activate the bow's mechanical gears, granting them advantage on their next attack roll. When this feature is used, the gears emit a faint, rhythmic clicking sound, and the next arrow flies with unnerving accuracy.
- Rune-Forged Arrows
- Effect: Once per short rest, you can fire an arrow that becomes spectral in nature. It can pass through objects up to 15 feet thick before reaching it's intended target
- Clockwork Barrage
- Effect: Once per long rest, the bow can be wound up using its intricate gears, allowing the wielder to make an additional attack as part of the same action. The extra attacks represent the bow's clockwork mechanisms temporarily increasing the draw speed of the bowstring. However, the next attack after using this feature has disadvantage as the gears reset.
- Guided Arrows
- Effect: The ancient runes on the bow grant the wielder the ability to fire arrows that curve and twist mid-air, homing in on their target. Once per long rest, the wielder can declare an attack with the bow on a target that they can see or a target that is marked by Hunters Mark. As long as the target is within one mile the arrow will find it, twisting and turning through any available space that an arrow can fly. If the attack roll misses or the target is completely enclosed in an area blocking the arrows flight, then the arrow disintegrates as soon as it leaves the bow.
- Eldritch Snare
- Effect: The bow can be used to fire a special snaring arrow once per short rest. When this arrow hits a target, the gears and runes activate, causing spectral chains to erupt from the arrow and ensnare the target. The target must succeed on a DC 15 Strength saving throw or be restrained. The chains last for 1 minute or until the target breaks free (which they can attempt at the end of each of their turns).
- Windcaller’s Arrow
- Effect: The bow can summon and control the wind. Once per long rest, the wielder can fire an arrow that calls forth a powerful gust of wind. The arrow creates a 10 foot high 30-foot line of strong wind that lasts for 1 minute. The wind pushes creatures caught in the line back 10 feet on a failed DC 15 Dexterity saving throw, extinguishes flames, and imposes disadvantage on ranged weapon attacks besides yours that pass through it. The wind also boosts any of the the wielder's ranged attacks that pass through the line of wind, giving an additional 1d4 force damage.
- Arcane Overcharge
- Effect: The gears on the bow can overcharge the next arrow with magical energy. Once per long rest, the wielder can charge an arrow, doubling its damage dice. However, the bow becomes temporarily unstable, and the wielder must succeed on a DC 15 Constitution saving throw or take 1d8 force damage from the bow's backlash.
- Bolt of Dissonance
- Effect: The bow can be tuned to the frequency of the target's soul. Once per long rest, the wielder can fire an arrow that resonates with dissonant energy. On a hit, the target takes an additional 1d6 psychic damage and must succeed on a DC 15 Intelligence saving throw or be confused (as per the Confusion spell) until the end of it's next turn.
- Aetheric Pulse
- Effect: The bow has the ability to send out an aetheric pulse. Once per short rest, when the wielder hits a target with an arrow, they can activate this pulse. The arrow releases an energy wave upon impact, dealing 1d6 thunder damage to all creatures within 10 feet of the target and forcing them to make a DC 15 Constitution saving throw or be knocked prone.
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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