Arc of the Alicorn
The Griffon's Saddlebag: Book Two p. 37 (Third Party)
- Type
- Ranged Weapon
- Magic
- Yes
- Rarity
- longbow, very rare (requires attunement)
- Weight
- 2
- Two-Handed Damage
- 1d8
- Damage Type
- piercing
- Range
- 150/600
- Properties
- cuerpo a cuerpo, munición, pesada, a dos manos
Description
Ammo: arrow
This magic ivory bow is sculpted to look like a pair of curved unicorn horns and is strung with the finely braided hair of a pegasus' mane. This bow's damage die is a d10 instead of a d8. The bow has 4 charges for the following properties. It regains all expended charges daily at dawn.
Flight: While holding the bow, you can use a bonus action to expend 1 of its charges to cause small wings to appear on your feet that last until the end of your turn. For the duration, you have a flying speed of 90 feet. While the wings remain, you can choose to expend another charge from the bow at the end of each of your turns (no action required) to extend the wings' duration until the end of your next turn.
Healing Horn: While holding the bow, you can use a bonus action to expend 1 of its charges to fire a magical arrow of pure light at a creature that you can see within 60 feet of you, causing that creature to regain 2d6 + 2 hit points.
Trampling Arrow: When you make a ranged attack with the bow, you can expend 1 of its charges to cause the fired arrow to transform into a spectral, charging pegasus. On a hit, the target takes an extra 3d6 force damage and must succeed on a DC 16 Strength saving throw or be knocked prone. If the target of the attack is already prone, you ignore the normal disadvantage imposed on ranged attack rolls against prone creatures and make the roll with advantage instead.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons").
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Two-Handed: This weapon requires two hands when you attack with it.
Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.