You have a +1 bonus to attack and damage rolls made with this magic weapon.
Vows: Each vow must be made in the environment the corresponding Ancient attunes themself.
Nivalis - Vow of Preservation
- Elemental Attunement: Add 1d8 cold damage to attack.
- Winter's Grasp: Once per long rest, you can shoot a freezing bullet that creates frozen ground (20-foot radius) halving movement and imposing disadvantage on attack rolls for anyone within.
- Eternal Chill: Enemies struck by cold damage from Ashen Vow cannot regain hit points until the end of your next turn.
Drakkarath - Vow of Resolve
- Elemental Attunement: Add 1d8 fire damage to attack. You gain resistance to fire damage.
- Blazing Shot: Once per long rest, you can fire a bullet that explodes in a 10-foot radius, dealing 3d6 fire damage to anyone in range.
- Fury of the Inferno: When critically striking, the target is set ablaze taking 1d6 fire damage at the start of their next turn unless they spend an action to extinguish the flames.
Terrornar - Vow of Renewal
- Elemental Attunement: Add 1d8 necrotic damage to attack.
- Verdant Shot: Once per long rest, you can fire a bullet that explodes in a burst of life energy, creating a 10-foot radius area of rejuvenation. Allies in the area heal for 2d6 HP, and enemies take 2d6 necrotic damage. When you critically strike with Ashen Vow, choose one: You and an ally within 30 feet regains HP equal to half the damage dealt.
- Regenerative Pulse: When you critically strike with Ashen Vow, choose one:
- You and an ally within 30 feet regains HP equal to half the damage dealt.
- You create a 10-foot patch of difficult terrain covered in vines or stone that lasts for 1 minute.
Vespera - Vow of Clarity
- Elemental Attunement: add 1d8 poison damage to attack
- Propelled Strike: Once per long rest, you can fire a bullet that passes through its target. Damage to 2nd target hit is doubled.
- Winds of Insight: When you miss a shot, you can reroll the attack once per short rest, as the revolver subtly adjusts its aim.
Azurea - Vow of Persistence
- Elemental Attunement: On hit, that target is knocked prone (fails a DC 13 Str save).
- Tide's Endurance: Gain temporary hit points equal to your proficiency bonus at the start of your turn if you have fewer than half your max HP remaining. You have advantage on saving throws to resist exhaustion.
- Wave's Resilience: When an attack reduces you to 0 hit points, you can use a reaction to make one final attack with Ashen Vow before falling unconscious.
Solarius - Vow of Truth
- Elemental Attunement: Add 1d8 radiant damage to attack.
- Solar Resilience: The wielder is bolstered by Solarius gaining the following:
- resistance to radiant and cold damage
- gain advantage on saving throws against fear and charm effects
- Lightbearer's Blessing: Once per long rest, you can cast Daylight without expending a spell slot. The area of light created also reveals invisible creatures and objects.
Umbra - Vow of Shadow
- Elemental Attunement: Add 1d8 necrotic damage to attack.
- Shadowmeld: Once per long rest, you can cast Invisibility without expending a spell slot.
- Eyes in the Dark: You gain darkvision out to 120 feet. You can now see in magical darkness as if it were dim light.
Proficiency with a Pistol 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Bonus: Magic, Resistance: Cold, Resistance: Radiant, Resistance: Fire, Prone, Damage, Combat, Loading, Range, Ammunition (Firearms), Vex
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