Weapon (shortbow), artifact (requires attunement by a Ranger)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

This Weapon has 5 charges. After a Long Rest you restore 1d4+1 charge. You can cast the following Spells:
Misty Step (1 charge), Gaseous Form (2 charges), Pass Without Trace (1 charge), Invisibility (2 charges)

Windscattered. Once per turn, when hitting with an attack with this weapon, you teleport 30 feet as if having cast the Misty Step spell. However, you do not expend neither a Bonus Action nor a Spell Slot.

Mist Stalker. While being attuned to this weapon, you count as invisible for enemies that haven't taken their turn in combat. Additionally, when casting Misty Step you may attack once as part of that Bonus Action (This does not trigger Windscattered). When casting Pass Without Trace by expending charges of this Bow, you do not need to concentrate on the Spell, but rather the Bow concentrates on it.

Sentient Magic Item. This Item comes from a different age. It does not talk about it's past, except in metaphors or mysterious phrases. A keen listener might realize that those metaphors and stories are as accurate as they can get. It's stories and metaphors are littered with images of Red Robed Wizards, a giant eye in the Sky and a terrible nightmare that reemerged from the darkness to claim its place in the Pantheon of an old world.

It has a Wisdom of 22, Intelligence of 10 and Charisma of 14. Its alignment is Chaotic Good and it has Trueseeing and hearing to a range of 60 feet. After 1d4 days it will start to emulate the voice of the person most revered by the wielder. It's first voice is female, soothing and supportive of actions of good. However, whenever the wielder tries to barter, they have disadvantage on any Charisma Check made to barter.

This Weapon has 2 Minor Magical Benefits from the table in the Dungeon Masters Guide.

Proficiency with a Shortbow 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, Ranger, Teleportation, Damage, Buff, Combat, Ammunition, Range, Two-Handed, Vex

Previous Versions

Name Date Modified Views Adds Version Actions
9/22/2019 12:52:50 AM
11
5
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Coming Soon
9/22/2019 12:54:12 AM
10
1
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Coming Soon

Item Tags: Teleportation Damage Buff Combat

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