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Coloursfall

jessbow

Nov 6th, 2019
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  1. Arkbow
  2. Weapon (longbow), artifact (requires attunement by a druid)
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  4. This bow is fashioned from as blend of solid wood and gleaming metal, and it's almost impossible to tell where one ends and the other begins. The grip of the bow is wrapped in dyed leather of a bright emerald-green, but it has no drawstring, and is apparently missing a place to put one.
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  6. When wielded by someone attuned to it, a thin line of green energy runs along the length the same ways a drawstring would, which can only be plucked by its attuned wielder. If they focus, the /Arkbow's/ wielder can hear the calls of dozens, maybe hundreds, of different animals, and feel their strength running through the bow.
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  8. Magic Weapon. The Arkbow is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
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  10. Champion of the Wilds. Whenever you reduce a creature to 0 hit points using the /Arkbow/, it automatically grains 2 charges.
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  12. Memory of the Wilds. While wielding the Arkbow, you can speak its command word and tap it on the ground four times to cause the front of the bow to unfold, revealing a brilliant green light inside. If a beast or monstrosity has died within 30 feet of you location in the past 10 minutes, you can spend 1 minute performing a ritual that seals the creature's soul within the bow. After doing so, the /Arkbow/ gains 1 charge. The creature's soul remains sealed within the bow indefinitely, or until it is released.
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  14. Invocation of the Wilds. While wielding the Arkbow, you can use an action on your turn to expend any number of charges from the bow, firing an arrow as you do so and summoning a creature whose soul has been stored within it, which appears in an unoccupied space of your choice that you can see within 120 feet. The summoned creature's CR must equal to or less than the number of the expended charges. The summoned creature is friendly to you and your allies, acts at the end of your turn, and obeys any mental commands you issue to it (no action, required). If not given a command, the creature defends both you and itself, but otherwise takes no action.
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  16. The creature gains a bonus to attack and damage rolls equal to your Wisdom modifier, is resistant to nonmagical damage, and immune to poison damage and the poisoned condition. The summoned creature disappears after 1 hour; if you or the creature are reduced to 0 hitpoints, knocked unconscious, or killed; if you drop the Arkbow; or if you use a bonus action to dismiss it.
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  18. Each day at dawn, if the Arkbow has less than 2 charges remaining, it regains charges until it has 2 remaining.
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