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Bow (any), rare (requires attunement)

With a handle of brass and gold, this stringless bow harnesses the power of the celestials’ feathers from which it is formed. The stories of this weapon’s origin differ; some say it is a gift from an angel, while others say its components were garnered from the remains of a murdered seraph. Either way, it grants its wielder the power to spring to or fall from great heights, assuring safety in angels’ lofty halls.

This bow has 7 charges and regains 1d6 + 1 charges daily at dawn. This bow has no string. Instead, an attuned wielder can mime pulling back on a string causing a bolt of pure sunlight to form in place of an arrow. This weapon requires no ammunition and deals radiant damage instead of the usual piercing damage.

Feathers. As a reaction when you are falling, you can expend 1 charge to cast the feather fall spell on yourself.

Soulspear. As an action, you can spend 3 charges to cast the soulspear* spell (save DC 15).

Springstep. As a bonus action you can expend 1 charge to triple your jumping distance until the end of your current turn.

*Will be available on patreon.

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Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the number of charges to 4 and the recharge to 1d4. Remove the Soulspear property.

Very rare variant. You have a +2 bonus to attack and damage rolls you make with this magic weapon. Increase the number of charges to 10 and the recharge to 1d8 + 2. The weapon gains the Soulspear property (save DC 16). When you cast soulspear using this weapon, the length of the beam is doubled to 60 feet. When you activate the Feathers or Springstep properties, you can spend 1 additional charge to affect up to 5 creatures of your choice within 60 feet of you.


Soulspear

2nd-level evocation spell

Casting Time: 1 action

Range: Self (30-foot line)

Components: V, S

Duration: Instantaneous

Mechanism: Damage; Dex save

Class: Cleric, Sorcerer

A bolt of radiant energy lances forth from your palm, piercing through all creatures in a 5-foot-wide, 30-foot-long line. Each creature must make a Dexterity saving throw, taking 3d8 radiant damage on a failure, or half as much damage on a success.

At Higher Levels. When you cast this spell at 3rd level or higher, the damage increases by 1d8 per slot level above 2nd.

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Comments

Kevin

LootTavern

I don't see what you're talking about :p

Ben Corbett

is there supposed to be a +1 bonus to attack and damage for the rare version?