Arcane Bow (5e Equipment)

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Weapon (any bow), Very rare (major) (requires attunement)

An arcane bow is a magical bow made of an unknown clear material that changes color depending on element it is channeling.

Elemental Arrows. As a bonus action, you can choose a damage type between fire, cold, poison, acid, lightning,thunder, necrotid, radiant, psychic,or force. Until you use a bonus action to choose another damage type, arrows fired from the bow to deal an additional 1d6 damage of the chosen elemental damage type.

Evoke Element. Once a turn, when you hit a target with an arrow from this weapon while you have elemental arrows active, you may have the arrow explode in elemental energy, in an area of ​​30 feet. Depending on the elemental channeled, the exploded arrow has differing effects based on the current active damage type of elemental arrows as described in the Evoke Elementals Damage Effect table below. This property may be used 7 times, and this weapon regains all expended uses daily at dawn.

Evoke Elementals Damage Effect
Damage Type of Elemental Arrows Effect
Fire The target must make a DC 17 Dexterity saving throw. A target takes 4d4 fire damage on a failed save and is set on fire. While set on fire, the creature takes 1d8 fire damage at the start of their turn. The flames can be extinguished as an action by the creature on fire or by another creature within 5 feet of the creature on fire. On a successful save, the target takes half as much damage, and is not set on fire.
Cold The target and all creatures within 5 feet of the target must make a DC 17 Constitution saving throw. A target takes 3d8 cold damage and their movement speed is reduced by half until the end of their next turn on a failed save, and they take half and do not have their movement speed reduced as much on a successful one.
Poison For 1 minute, at the start of the target's turn they must make a DC 17 Constitution saving throw or take 1d8 poison damage and be poisoned until they make a save against this effect. A target has advantage on their saving throw against this poison if they have already succeeded on the saving throw at least once during the poison's duration.
Acid The target must make a DC 17

Dexterity saving throw. A target takes 6d8 acid damage on a failed save, and they take half as much on a successful one.

Lightning The target must make a DC 17 Constitution saving throw. A target takes 4d8 lightning damage and has disadvantage on their attack rolls until the end of its next turn on a failed save, and they take half as much and do not have disadvantage on their attack rolls on a successful one.
Thunder The target and all creatures within 10 feet of the target must make a DC 17 Constitution saving throw. A target takes 3d8 thunder damage and is deafened for 1 minute and it can't take reactions until the start of its next turn on a failed save, and they take half as much and are not deafened or lose their reaction on a successful one.
Necrotic The target must make a DC 17 Constitution saving throw. On a failed save, it takes 5d8 necrotic damage and cannot regain hit points until the end of its next turn. On a successful save, it takes half as much damage and is unaffected by the healing defect.
Radiant The target must make a DC 17 Wisdom saving throw. If it fails, it takes 3d12 radiant damage and is blinded until the end of its next turn. If successful, he takes half damage and is not blinded.
Psychic The target must make a DC 17 Intelligence saving throw. If it fails, it takes 5d6 psychic damage and cannot cast or concentrate on spells until the end of its next turn. If you pass it, you take half the damage with no additional effects.
Fuerza The target must make a DC 17 Strength saving throw. On a failed save, they take 6d8 force damage and are pushed 20 feet directly opposite the archer. If it collides with an object or creature, both take 2d6 impact damage. If he succeeds, he takes half the damage and is not pushed back.

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