Description
Combining Goldoros' flaming bow and the legendary
Solar Shards used to briefly break Akhenfólas, God of the Consuming Blaze, free from his prison, before the Exotics severed his link to the world and Talsia appeared to return him to his chains.
Mechanics
Charges
This item has 18 Charges, and regains 2d8+2 charges each day at Noon. These charges may be used for various purposes, listed below.
Flaming Arrows
This bow grants a +3 magical bonus to attack and damage roles made with it, and you may use your Strength to calculate attack and damage rolls instead of Dexterity. You may draw the bow without nocking an arrow, summoning an arrow made of pure heat to loose instead. When you attack in this way, the bow deals Fire damage instead of Piercing damage. All weapon attacks you make with this bow, whether they use arrows or not, deal an additional 1d6 Fire damage.
Upgrade - Making the bow always have a +3 means you can use magical arrows with it without losing your bonus
Spellfire
You may use this bow as a spellcasting focus, and may use your Intelligence to calculate attack and damage rolls rather than Dexterity, if desired. You gain a +3 bonus to any ranged spell attack you make, as the spell is fired through the bow. When you do, you perform any somatic component for the spell by drawing the bow. In addition, when you cast a spell with a range of 5 feet or greater, its range instead becomes 600ft, unless it was already higher.
Upgrade - Allows for cantrips to get the range buff as well
Spellcasting
While holding this bow, you may use an Action to expend charges and cast one of the following spells (DC 21, +13 to hit. This already includes the +3 from the Spellfire feature):
- Produce Flame (0 Charges)
- Light (0 Charges)
- Daylight (2 Charges)
- Fireball (3 Charges)
- Thunder Step (3 Charges, deals Fire damage instead of Thunder
- Investiture of Flame (5 Charges)
- Dawn (5 Charges)
- Immolation (5 Charges)
- Sunburst (8 Charges)
Wildfire Volley
You may use an action to expend up to 5 charges at once, casting Produce Flame (+13 to hit) a number of times equal to 1 + the number of charges expended. (1 charge gets you 2 attacks, 5 charges gets you 6 attacks)
Upgrade - Simplified wording compared to Solar shards. Otherwise just a higher built in bonus to hit
Comforting Warmth
You may use an action to expend up to 10 charges at once to create a triangle of healing light within 600ft. With 1 charge, the cone is 5ft wide and heals for 2d8 hit points. Each further charge expended increase the size of the cone by 5ft and the healing done by 2d8 hit points.
Upgrade - Simplified wording and number calculation. Scales much better at higher charge usage
Burning Cage
You may use an action to expend up to 10 charges at once to cast a special version of Wall of Force. When you cast the spell in this way, it lasts for a number of rounds equal to the charges expended, without requiring Concentration. Further, you designate one side of the wall to harm those near that side (or trapped within if you create a container around them). It deals 5d8 Fire damage to each creature within 10 feet of the damaging side of the wall when it appears, and again to any creature that ends its turn in the area each round.
Upgrade - Combined two of the solar shard functions, made them simpler to understand. Duration scales better with charges now
Dancing Bow
You may expend 3 charges to toss the bow into the air and have it magically hover up to 30ft away you for 1 minute. While it hovers in this way, you may use a bonus action to have it make one attack against a creature you can see within range. It uses your attack rolls and ability score modifiers to damage rolls, but does not benefit from additional class abilities or features such as
Sharpshooter.
Once the minute ends the bow flies back to your hands. You may end this duration early and call your bow back at any time (no action required).
New ability: Combines the Solar Shards being able to be moved telekinetically with the bow
Sunsteps
When you take the Dash or Dodge action, you may create an afterimage that explodes with light after a brief moment. You may expend 1 charge when you take one of these actions to force creatures within 10ft of you to make a DC 21 Constitution saving throw, taking 2d8 radiant damage and becoming Blinded until the end of their next turn on a failure.
New ability: Works with Goldoros' step of the wind and general playstyle so far
Solar Flare
As an action, you may overdraw the bow and expend all remaining of charges to fire a colossal arrow of sunlight. You create a line 150ft long and 10ft wide. Creatures in that line make a Dexterity saving throw (DC 21) or take 2d8 Radiant damage per charge spent, halved on a success.
You may use this property once per day, and regain the ability to do so again at Noon.
New ability - Big arrow, big damage, big fun
Wreathed in Fire
As a bonus action you may split the bow and wrap the two pieces around your arms, turning it into a set of studded, magical handwraps. You unarmed attacks while wearing these handwraps deal 1d4 piercing damage (unless they were already higher), and gain a +3 magical bonus to attack and damage rolls.
Unarmed attacks made with these wraps also benefit from the additional 1d6 Fire damage mentioned in the Flaming Arrows property. The Spellfire and Dancing Bow properties are supressed while this property is active. You may use a bonus action to return the bow to its true form.
Minor Artifact
Though it was neither crafted nor blessed by the Gods, this item is nevertheless an artifact of power. It has 2 Random Minor Beneficial properties, and 1 Minor Detrimental Property.
Upgrade Ideas
- Make attacks set targets on fire until they waste an action putting it out
- Let Dancing Bow feature use all of your features
- Exploding arrows?
- Radiant/fire damage swap
- Solar flare can heal allies?
Comments