Widowmaker Item in Amanor | World Anvil

Widowmaker

The Widowmaker is a god-forged bow once wielded by a deity known as Khepri. He was a dark and murderous deity loosely associated with the Empyreal Gods, and across the planes his dark legend had many names, such as the Black Widow, the Inescapable and The Kiss of Death.   Khepri was a masterful dealer of death capable of killing the mightiest of planar beings with the deadly arrows fired by this very weapon. Fearing that his terrible powers would combine poorly with his unruly spirit and unstable mind, the Pantheon directed Khepri to combating the extraplanar Old Gods. He was eventually lost in Carcosa to an unknown fate.   The Widowmaker is forged from a silvery metal of unknown name but clearly of primordial origin. To a mortal, the design of the weapon appears overly decorative to the point of impracticality, and the bow even lacks a bowstring. However, the Widowmaker crackles with magical power at the whim of its wielder, forming up to three strings of energy from thin air, which let loose screaming arcs of arcane magic that seem to seek their marks as if driven by a hidden sentience.
Material
Unknown
Creator
Unknown

Magical properties

Divine Weapon. The quality of the weapon is beyond mortal ability. It is considered a silvered longbow that deals 1d10 damage and has an enhancement bonus of +10.
Arc Bow. The weapon deals lightning damage. Additionally, it deals full damage to targets with resistance to lightning damage (instead of half damage), and it deals half damage to targets with immunity to lightning damage (instead of no damage). It does not require ammunition to fire, and ammunition cannot be used with it.
Endless Range. Missiles fired by the weapon fly straight until they hit something. Thus, the weapon has no innate range penalties. Instead, its effective range is determined by the perception and skill of its wielder.
Nemesis. The weapon deals an extra 5d10+5 damage to Aberrations, Undead and Monstrosities. It cannot be wielded or even carried by such creatures.
Charged Multi Shot. As an action, you can “prepare” an Attack action against a target you can see. On your next turn, you can then make two separate Attack actions: one against the target you picked last turn and one against any target you can see. Alternatively, this ability can be used to “prepare” up to one more attack, meaning that on the 3rd consecutive turn you can unleash the maximum amount of 3 attacks (against 1 target or 2-3 different targets). You can apply your Sneak Attack die to each of these attacks that meet the requirements of Sneak Attack. Any attacks “prepared” with this ability are lost when you move or if you do not use this ability on 2 or 3 consecutive turns. At any time during another creature's turn, any attacks currently prepared can be released using a Reaction.
Prey Sight. The weapon has up to 6 charges. It regains 1d4+2 charges daily at dawn. You can expend 3 charges as a free action to name a race (such as Human, Elf or Demon). For the next 30 seconds (5 rounds), you can see all creatures of that race as blood-red silhouettes even through solid matter. This vision has a range of 600 feet and penetrates any amount of stone, metal, wood, dirt, or lead. Alternatively, you can expend 1 charge to name a specific creature (such as Ulric III Pendragon but not "the king of this nation") to apply the same effect on them (and them alone) for 5 rounds. The 600 ft. range applies here as well.

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