Shooting Star

The Griffon's Saddlebag: Book Two p. 160 (Third Party)

Type
Ranged Weapon
Magic
Yes
Rarity
longbow, very rare (requires attunement)
Weight
2
Damage
1d8
Damage Type
piercing
Range
150/600
Properties
munición, pesada, a dos manos, cuerpo a cuerpo

Description

Tiny specks of starlight gleam from the dark surface of this magic longbow at night. The bow is strung with an invisible string that appears only when it's drawn. When pulled, the string emits a soft yellow glow as motes of starlight appear and float around the bow's frame. Drawing the bow without first nocking an arrow creates a magic arrow of pure starlight in its place and intensifies the bow's glow. The starlit arrow shines bright light in a 20-foot radius and dim light for an additional 20 feet. You gain a +2 bonus to attack and damage rolls made with this weapon when you use a starlit arrow, which deals radiant damage instead of piercing damage. Hit or miss, the starlit arrow disappears immediately after the attack.

Falling Stars: As an action, you can speak the bow's command word and fire a starlit arrow into the air above you, choosing a point that you can see within 60 feet of you. The arrow immediately vanishes and creates a shower of tiny, magical stars that fall and land in a 30-foot-radius circle on the ground centered on the point you chose. Each creature of your choice within the area must make a DC 16 Dexterity saving throw. A target takes 3d6 radiant damage and 3d6 force damage on a failed save, or half as much damage on a successful one, as a shower of magical stars slam into the ground around them. This property can't be used again until the next dusk. In addition, when you use a starlit arrow and roll a 20 on an attack roll made with this weapon, a tiny magical star appears and strikes the target. The target must make a DC 16 Dexterity saving throw, taking 1d6 radiant damage and 1d6 force damage on a failed save, or half as much damage on a successful one. Immediately after a falling star hits the ground or a target, it disappears.

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.

Proficiency: martial, longbow Source: The Griffon's Saddlebag: Book Two p. 160 (Third Party)

Modifiers

weapon attacks +2

weapon damage +2