[Ranger] Weapon - Stormcall
🕑 Added 2022-08-31 14:00:10 +0000 UTCNew month! I have to say I was a lil surprised the Ranger book made a comeback but boy am I excited. More bows, a couple arrows, and more for the class that needs the most love. Though this month is ranger-focused, I did my best to make some of them branch out to other appropriate classes. These first couple items will theme around several conclaves of rangers, starting with the Storm Speakers, culminating with a superbow.
This item was supposed to come out Monday, but it's actually a pretty busy next couple months for me - sorry for the delays!
About this bow - I had a different name for this bow earlier, but Stormcall was simpler and fit the free nature of the Storm Speakers much better. This is an exciting bow - aside from my favorite ribbon that its arrows do extremely well despite stormy weather (makes for an excellent image), it also creates small storms in a variety of ways for flexibility.
edit: I changed the Storm Dancers to Storm Speakers after building the subclass
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The strange properties of this bow renders its ammunition untouched by the wild sway of storms. Each time an arrow is fired from it, the bowstring continue to vibrate and emanate a low stormy rumble that lingers long after. This bow passes between champions from the mighty ranger conclave of Storm Speakers, equal parts graceful and chaotic in the right hands.
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Stormcall
Weapon (shortbow), very rare (requires attunement by a chaotic character)
You have a +1 bonus to attack and damage rolls made with this magic weapon, whose normal and long range double when fired in rainy or stormy weather. Ammunition fired from this magic bow counts as magical for purposes of overcoming resistance or immunity to nonmagical attacks and damage.
Stormborne. Ammunition fired from this weapon is immune to stormy weather or gusting winds, such as those produced by a wind wall spell, for the duration of its trajectory. If you are a ranger or a storm-themed character, you can replace any save DC required by this weapon with your ranger spell save DC or other class DC chosen by your GM.
Charges. This bow has 5 charges for the following properties and regains 1d4+1 expended charges daily at dusk. When you hit a target with ammunition fired from this bow, the target takes damage as normal and you can expend the necessary number of charges to magically produce a storm effect. If an effect requires a save DC, it is 15 unless replaced by the weapon's Stormborne property. The effects are as follows:
- Fog (1 charge). You cast fog cloud centered on the target.
- Gust (2 charges). You summon a burst of strong wind that pushes the target away from you. The target must succeed on a Strength saving throw or be pushed 10 feet away from you. Huge or larger creatures have advantage on this save. If the creature fails the save by 5/10/15/20 or more, it is instead pushed 20/30/40/50 feet away, respectively.
- Lightning (1 charge). The target takes 2d6 lightning damage and lightning arcs from the target to another creature of your choice up to 10 feet away. That creature must succeed on a Dexterity saving throw or take 2d6 lightning damage. Each time a creature fails this save, the lightning arcs again to another creature of your choice up to 10 feet away that has not yet taken this damage this turn, forcing them to repeat this saving throw. The lightning can arc up to a number of creatures equal to your proficiency bonus.
- Sleet (2 charges). The ground in a 15-foot radius circle centered on the target transforms into icy difficult terrain, and a creature that ends its turn inside the area takes 1d8 cold damage. This area lasts for 1 minute.
- Thunder (1 charge). Each creature within 10 feet of the target must succeed on a Constitution saving throw or be pushed 10 feet away from the target. The target also makes this save, with disadvantage, and is pushed 10 feet in a direction of your choice (including vertically).