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  • Writer's pictureDoug

Artifacts - The Bow of Auramar

Updated: Jul 22, 2019

This series of posts will cover the re-worked and updated 5th edition stats for the marvelous items that the Crimson Reavers possess. My hope is that at some point I can continue with this awesome heroic group in 5th edition.



The Bow of Auramar:

The Bow of Auramar is a somewhat iconic artifact in the elven history of Cormanthor.  Every elf-child is told the stories of the mysterious and heroic elven maiden Auramar ip Marellanon and her fantastic exploits defending the elven kingdom from evil.  She was a free willed creature who served the nation of elves but would follow no King.  She would ride in on her magnificent white horse Anaharae, firing mystic bolts of power from her enchanted bow to save the day - saving the king and nobles on many occasions, though the king had branded her an outlaw because of her wicked tongue and chaotic ways.  Her exploits were many and always exciting - captivating the minds of those hearing of her stories.


The ivory colored bow was said to have been made millennia ago, in the deepest depths of elf time, from a fallen branch of the ancient father tree, Aradoness (‘Great Peacekeeper Arael'lia – ‘Heart Oak’) by Rillifane Rallathil himself. Those who wield the bow are considered Arael’Sha (Heart Friend) and only a true hero may ever wield this potent weapon.  The bow has a strong pull and is carved with intricate elven runes and woodland scenes along its shaft.  Interspersed therein are mystic runes which glow with a brilliant blue when the bow is fired or a power is activated.  New runes appear as more powers are unlocked. The wielder of this weapon is destined to be a famous archer and hero, regardless of their class.


When the bow fires - an arrow shaped bolt of mystic blue energy shoots forth into the target, discharging a small blast of energy upon impact.  The arrows are solid appearing yet if pulled out of a target they become insubstantial and dissipate into a blue mist.  If not removed from the target, they will stay solid for 10 -30 minutes before dissipating.



 

LEVEL 1:

PROFICIENCY -

USES: Active when the bow is held and ready. Uses no action.


The weapon gives proficiency with this weapon regardless of class restrictions and the user also gains the Archery Fighting Style (+2 to hit). The Bow's ranges are as a Long Bow.


 

LEVEL 2:

SHARPSHOOTER -

USES: Available to use when bow is held and ready. Used with attack action.


The bow grants the Sharpshooter feat to the user.

** Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

** Your ranged weapons ignore half cover and three-quarters cover.

** Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.


 

LEVEL 3:

WEAPON BONUSES -

USES: Active when bow is used in an attack action.


The weapon is a +1 weapon. This increases to a +2 weapon at 7th level and finally a +3 weapon at 11th level. The arrows are charged with eldritch energy and discharge 1d4 additional force damage upon a hit.


At 4th level: the bow no longer needs arrows as the bow creates mystic arrows as it fires.


At 6th level: Chance to root on a critical hit, determined by a d6 roll. On a 5-6 they must deal with the root effects described under that 5th level power.


TRANSFORM -

USES: At will, as a use item action


At will the bow can be called forth from bracelet form into the Bow of Auramar or from bow to bracelet. This transformation is instantaneous, even at any point during a combat round.


 

LEVEL 4:

ELVEN MOUNT -

USES: At will. As spell action.

Casting Time: 1 action

Range: 60 feet

Duration: Max 12 hours per day.


Summons the noble horse - Anaharae. AC 12. (33 hp). 60 foot movement. Horse can understand Elven and can understand complex instructions - and can communicate with the user through empathic communication. She can appear with or without saddle. She grants her rider Animal Handling. If the rider already has this skill he can use it with advantage (As she works as hard as the rider to keep the rider on her).


The horse can be summoned or dismissed at will and may be active for a total of 12 hours in a given day. The horse takes 2-7 combat turns to appear.


At 7th level: it gains the following benefits: Hooves do not touch the ground and can travel unimpeded over muddy terrain, snow and even water. Leaves no tracks and ignores rough terrain. Will not tire for as long as 12 hours' continuous riding per day.


At 10th level: It gains the following benefits: Anaharae gains flight at movement rate 90 feet. Her active duration on a given day is now 18 hours. Once per week the horse may be called upon to extend it's duration to 48 hours of mostly continuous riding, but then must rest for a full day before it can reappear again.


SPLIT SHOT -

USES: Once per short rest. As a spell action.

Casting Time: 1 action

Range: 60 ft.

Duration: Instant


As part of the action used to activate this power, you must make a ranged attack with the weapon against up to 3 targets within the powers range, in a forward arc. Roll to hit and damage for each target. This is a spell action and supersedes the regular attack action. (As example: green flame blade)


At 5th level: Each target may suffer an additional effect (As Root Power), determined by a d6 roll. On a 5-6 they must deal with the root effects described under that 5th level power.


At 6th level: you gain an extra use of this ability per short rest.


 

LEVEL 5:

RAPID SHOT -

USES: Available in a combat turn, as part of the attack action.


Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.


ROOT -

USES: Once per short rest. As a spell action.

Casting time: 1 action

Range: 90 feet

Duration: 1 minute


As part of the action used to activate this power, you may make your normal number of attacks as an attack action against a ranged target (or 5 foot square) within range. The wielder must announce at start of their turn the intent to use this power. The first successful hit he achieves activates the root power upon that target.


Writhing bands of blue energy grab and entwine within a 5-foot square with a point of origin that you choose. The area becomes difficult terrain. When the spell ends, the blue tendrils dissolve away.


If a creature is standing in the area when you cast the spell it must pass a Strength save, using the character's spell DC or DC 16, whichever is better, or be restrained. A restrained creature can release itself by using its action to attempt another Strength save, being freed on a success. This is a spell action and supersedes the regular attack action. (As example: green flame blade)


At 8th Level: you gain one more use of this ability per short rest.


ADDITIONAL ATTACK -

USES: Active when bow is used in an attack action.


Gains extra attack as a 5th level fighter class. If already has this ability, it does not grant more than 2 attacks.


 

LEVEL 6:

NET -

USES: Once per day. Recharges at dawn. As a spell action.

Casting time: 1 action

Range: 90 feet

Duration: Conc. Up to 1 minute


Once per Day. As per Root ability, but filling a 20 foot square.


At Level 10: You gain one more use of this ability per day.


 

LEVEL 7:

CRITICAL STRIKE -

USES: Once per day. Recharges at dawn. As a spell action.

Casting time: 1 action

Range: Self

Duration: 1 combat turn.


As part of the action used to activate this power, you may make your normal number of attacks as an attack action against a ranged target. The wielder must announce at start of their turn the intent to try for a critical strike. The first successful hit he achieves can be made into a critical hit. As long as one of the attacks hits, it will be a CRIT. If none of the attacks that turn hit, it still uses up the power regardless. This is a spell action and supersedes the regular attack action. (As example: green flame blade)


At 11th level: you gain one more use of this ability per day.


 

LEVEL 8:

EAGLE EYES -


The user has advantage on Wisdom (Perception) checks that rely on sight. In Conditions of clear visibility, you can make out details of even extremely distant creatures and Objects as small as 2 feet across.

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