[Ranger] Weapon - Reignbow
Added 2022-09-12 14:01:02 +0000 UTC
This weapon came together first from the name pun, followed by the idea of seven arrows representing the colors. It's inspired by Nylea's bow (with its four arrows of seasons). From there, the idea for each arrow representing one of seven ranger conclaves came together, now representing the weapons/items elsewhere in the collection.
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This weapon was crafted by master bowyers of the Elder Guardians, made for a time before the world cosmology was fully explored. Each of the seven conclaves gifted a special arrow and imbued the bow with their unique color of druidic magic. Together, the weapon empowers its chosen wielder to repel even the most dangerous of threats from the planes.
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Reignbow
Weapon (shortbow), legendary (requires attunement by a Ranger)
You have a +2 bonus to attack and damage rolls made with this magic bow. Ammunition fired from this weapon counts as magical for purposes of overcoming resistance or immunity to nonmagical attacks and damage. Additionally, you gain a +1 bonus to your ranger spell save DC.
Arrows of the Elders. This weapon is magically intertwined with seven unique arrows, each marked with a color that represents each conclave. When first found, the GM decides how many arrows the bow is currently intertwined with and whether the remaining arrows (if any) need be found. Once per turn, in place of an attack you make with this weapon, you can summon one of the seven arrows into your hand and fire it. The arrow produces a unique effect when fired and disappears when it ends. Once used, that arrow cannot be summoned again until the next dawn. Any save DC caused by these arrows equals your ranger spell save DC. The arrows are as follows:
- Red (Fiendish Mask). You can target a creature with this arrow by making a ranged attack roll as normal. If you hit a target this way, it takes an extra 2d10 fire damage and has disadvantage on the next ability check or saving throw it makes before the end of its next turn.
- Orange (Dawn Seeker). You can fire this arrow at a surface you can see within 80 feet of you, no attack roll required, and the arrow sheds bright light out to 20 feet from that point and dim light for an additional 20 feet. The light lasts for 1 minute and is sunlight. A creature that starts its turn in the bright light or moves into it must make a Constitution saving throw. On a failed save, it is blinded and cannot benefit from invisibility until the end of its turn.
- Yellow (Storm Dancer). You can fire this arrow at a creature you can see within 80 feet of you, no attack roll required. The arrow deals no damage but produces a burst of thunder originating from the target in a 30-foot cone facing away from you. The target and each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage on a failed save and is pushed 20 feet away from the origin of the cone; on a successful save, the creature only takes half as much damage and isn't pushed. Unsecured objects are also automatically pushed. This thunderous boom is audible out to 300 feet.
- Green (Primeval Scion). You can fire this arrow at a nonmagical tree within 80 feet of you, no attack roll required, and transform it into an awakened tree. In combat, it takes its turn directly after yours, obeying your verbal commands as best it can. The awakened tree remains for 10 minutes or until it dies, after which it transforms back into a normal tree.
- Blue (Deep Lurker). You can target a creature with this arrow by making a ranged attack roll; this attack's normal and long range is multiplied by 5. If you hit a target this way, it takes an extra 4d6 cold damage and its speed is halved until the end of its next turn.
- Indigo (Veil Watcher). You can target a creature with this arrow by making a ranged attack roll as normal. An attack roll is not required for willing or dying targets. On a hit, the arrow deals no damage, but marks that target for the veil between life and death. For the next minute, the target takes an extra 1d6 necrotic damage whenever it is hit with an attack roll, but also immediately stabilizes whenever it would be dying. An affected creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a successful save.
- Violet (Cogwork Marshal). You can fire this arrow at a surface you can see within 80 feet of you, no attack roll required, and cast slow centered on that point target up to 3 creatures instead of 6.