Ionbreaker, the Tempest's Reach
Alter: This bow was crafted by a powerful djinni in the Stormheart: a perpetual maelstrom of wind and electricity in the Elemental Plane of Air. Lost to time, it has remained in the storm for untold centuries absorbing the volatile magic that runs rampant there. You gain a +3 bonus to attack and damage rolls made with this magic weapon.
A Storm Is Coming: While the bow is on your person, you can add a d10 to your initiative at the start of every combat.
Fast as Lightning: When you take the Attack action, you can make one attack with the bow as a bonus action.
Discharge: A target and any creature within 5 feet of it takes 1d8 lightning damage the first time that target is hit by a ranged attack with the bow on your turn. A creature can only take this lightning damage from this property once per round.
Chained Conduits: When you hit a target with a ranged attack with the bow, that target becomes a conduit for electricity for 1 minute. You can speak the bow's command word as a bonus action to cause all conduits wihtin 60 feet of you to electrify. When you do, 5 foot wide lines of electricity arc between all electrified conduits that are within 30 feet of each other. Each conduit takes 2d8 lightning damage, and all other creatures within the lines of electricity must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage, or half as much on a successful one. Once a conduit or object can only take lightning damage from this property once each round.
Maelstrom Marksman: Once on each of your turns when you miss a target with a ranged attack with the bow, you can reroll the attack against a different target you can see within 30 feet of the first one. You have disadvantage on this attack.
Zephyr Step: While holding the bow, you gain a flying speed equal to your walking speed, and can hover up to 20 feet off the ground.
Embrace the Storm: While you're attuned to the bow, you're subjected to the chaotic magic of the Stormheart whenever you take lightning damage. When you do, roll a d8 and use the table to determine the resulting effect.
Attunement: Yes
Rarity: Artifact
Type: Longbow
Cost: ???
A Storm Is Coming: While the bow is on your person, you can add a d10 to your initiative at the start of every combat.
Fast as Lightning: When you take the Attack action, you can make one attack with the bow as a bonus action.
Discharge: A target and any creature within 5 feet of it takes 1d8 lightning damage the first time that target is hit by a ranged attack with the bow on your turn. A creature can only take this lightning damage from this property once per round.
Chained Conduits: When you hit a target with a ranged attack with the bow, that target becomes a conduit for electricity for 1 minute. You can speak the bow's command word as a bonus action to cause all conduits wihtin 60 feet of you to electrify. When you do, 5 foot wide lines of electricity arc between all electrified conduits that are within 30 feet of each other. Each conduit takes 2d8 lightning damage, and all other creatures within the lines of electricity must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage, or half as much on a successful one. Once a conduit or object can only take lightning damage from this property once each round.
Maelstrom Marksman: Once on each of your turns when you miss a target with a ranged attack with the bow, you can reroll the attack against a different target you can see within 30 feet of the first one. You have disadvantage on this attack.
Zephyr Step: While holding the bow, you gain a flying speed equal to your walking speed, and can hover up to 20 feet off the ground.
Embrace the Storm: While you're attuned to the bow, you're subjected to the chaotic magic of the Stormheart whenever you take lightning damage. When you do, roll a d8 and use the table to determine the resulting effect.
Attunement: Yes
Rarity: Artifact
Type: Longbow
Cost: ???
Griffons Saddlebag, Vol 1
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Random Properties: Ionbreaker, the Tempest's Reach has the following random properties:
Destroying the Bow: The bow can be destroyed if it's struck by lightning in the Stormheart at the same time as its hit by a hammer of pure adamantine against a similarly adamantine anvil by a creature attuned to the bow. Once destroyed, all creatures within 60 feet of the bow take 10d10 force damage. If a creature is reduced to 0 HP by this damage, its immediately turned to ash and can be revived by a wish spell.
- 1 minor beneficial property
- 1 major beneficial property
- 1 minor detrimental property
- 1 major detrimental property
Destroying the Bow: The bow can be destroyed if it's struck by lightning in the Stormheart at the same time as its hit by a hammer of pure adamantine against a similarly adamantine anvil by a creature attuned to the bow. Once destroyed, all creatures within 60 feet of the bow take 10d10 force damage. If a creature is reduced to 0 HP by this damage, its immediately turned to ash and can be revived by a wish spell.
d8 | Result |
---|---|
1 | You are vulnerable to lightning damage until the end of your next turn. |
2 | You are thrown 20 feet in a random direction and knocked prone. |
3 | You are deafened for 1 hour. |
4 | You can't take reactions for 1 minute. |
5 | You cast fog cloud, centered on a point within 5 feet of you, without requiring concentration that remains for 1d4 rounds. |
6 | Up to three random creatures within 10 feet of you takes 1d8 lightning damage. |
7 | Your speed is doubled until the end of your next turn. |
8 | You are immune to lightning damage until the end of your next turn. |
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