Wrymshide Bow
The Griffon's Saddlebag: Book Two p. 193 (Third Party)
- Tipo
- Arma a distancia
- Mágico
- Sí
- Rareza
- shortbow, rare (requires attunement)
- Peso
- 2
- Daño
- 1d6
- Tipo de daño
- perforante
- Alcance
- 80/320
- Propiedades
- munición, a dos manos
Descripción
This bow is crafted with delicate dragon scales and strung with a fiber from a dragon's heart. While holding the bow, you can use a bonus action to speak its command word and channel the energy of the dragon within. When you do, the bow forms a draconic cowl of elemental energy around you. For the duration of the cowl, you gain the following benefits:
- You gain 25 temporary hit points, which last for 1 minute.
- You have resistance to damage of the same type as the elemental energy of the cowl. The type of energy is determined by the kind of dragon that provided the bow's scales, as shown on the table below.
- On a hit, the bow deals an extra 1d8 damage of the same type as the cowl's energy. If the target is a dragon, this extra damage ignores any resistance or immunity it has against that damage type.
The cowl remains until you lose all these temporary points. Once this property has been used, it can't be used again until the next dawn or until the bow is used to slay or help slay a Large or larger dragon. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Wrymshide Bow:
| Dragon | Resistance |
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
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.
Proficiency: simple, shortbow Source: The Griffon's Saddlebag: Book Two p. 193 (Third Party)