Halley's Comet Bow (5e Equipment)
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Weapon (longbow), artifact (requires attunement)
This longbow was the result of an extremely powerful artificer creating their own custom comet bow. Much like a standard comet bow, this weapon has a bright blue beam of magical energy in place of a bowstring, which still behaves as a bowstring should. However, unlike a standard comet bow, which looks bland beyond the magical bowstring, this weapon is very ornate, with round, curling guards to either side of the grip, and similarly swirling and curling parts at the tips, forming the shape of a recurve bow.
Magic Weapon. While attuned to this weapon, you have a +4 bonus to attack and damage rolls made with it. Otherwise, you have a +1 bonus to attack and damage rolls made with this weapon.
Halley's Comet Shot. Any arrows fired from this weapon transform into streaking bolts of bright blue magical energy. While attuned to this weapon, these projectiles deal 3d8 force damage instead of the piercing damage normal for a longbow. If fired when not attuned to this weapon, these projectiles deal 1d4 force damage instead of the piercing damage normal for a longbow. Either way, as a result, any ammunition fired from this weapon cannot be recovered.
Halley's Comet. Only while attuned to this weapon, the weapon's normal range is 200 feet and its long range is 800 feet instead of the ranges normal for a longbow.
Improvised Magic. Only while attuned to this weapon, if it is used to make a melee attack as an improvised weapon, then the bludgeoning damage it deals is considered magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.
Destroying the Halley's Comet Bow. When this weapon enters an area of anti-magic, its bowstring vanishes completely, preventing it from being fired. This persists while the weapon remains inside the area of anti-magic and for 1 minute after leaving such an area. While suffering these effects, if it is used to make a melee attack as an improvised weapon, then the attack roll is made at disadvantage, the attack and damage rolls must use Strength, and it only deals 1 non-magical bludgeoning damage on a hit. Beginning when this weapon remains within an area of anti-magic for 1 hour, it becomes exceptionally brittle and easy to break; this is the only time the weapon is not completely indestructible. This brittle state lasts until the weapon remains outside of any areas of anti-magic for 10 minutes, after which it reverts to its indestructible state. While in this brittle state, if the weapon receives even a single crack, the break rapidly spiderwebs across the entire weapon automatically, and causes the weapon to shatter to pieces.