Bow of the Fey Queen (5e Equipment)
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Weapon (Longbow), Legendary (requires attunement)
A longbow made with an elven pine spine and golden dragon whiskers and unicorn hair for the bow string. It is a longbow with a elvish green, gold, and blue spine and golden and silver bowstring.
Eye of the Queen: A queen sees all and never misses her mark. User gains a +3 to hit and has no range limit so long as the user can see her target. (Does not have disadvantage to shoot within 5ft or point blank)
Voice of the Queen: A queen must be able to speak to her subjects regardless of the race or background. User is able to speak all languages and has advantages on insight checks to read any unknown language.
Unending Quiver: Magical enhancements in the dragon whiskers create arrows upon drawing the bow back and dismiss them if a shot is not fired when the bow is relaxed.
Aura of the Queen: The presence of the user radiates authority gaining dominance on both the battlefield and in diplomacy. (+4 to all Wisdom and Charisma skills and checks.)
Mercy of the Queen: The user offers mercy on a dying enemy. (When an enemy is at 10 or less hp, the user can roll a DC=player level+5 persuasion check to get the target to surrender, submit, or simply leave the battle.)
Normal Arrow: A simple, normal arrow, but it does count as magical for the purpose of overcoming resistances.
Ice Arrows: A shard of razor sharp ever-frozen ice is fastened to the end of an arrow. A hit from an Ice Arrow causes the area surrounding the wound to freeze for 1d4 hours.
Shock Arrows: A thundergem is sharpened into a point as this arrow’s head. Upon impact, the brittle gem shatters, releasing an additional 1d8 lightning damage in a 10′ radius.
Flame Arrows: A blazing tip for an arrow head. Upon impact, the arrow explodes in fire dealing 1d6 fire damage in a 5ft radius.
Acid Arrows: The glass head of this arrow shatters upon impact, spraying the target in corrosive acid. On a hit the target takes an additional 1d4 acid damage.
Light Arrows: These arrows deal radiant damage instead of piercing. They appear to be made out of pure light while emitting none at the same time. They leave a streak in the air, marking their path for up to an hour.
Splitting Arrow: An arrow that splits into 7 separate arrows mid-flight.
Vampire Teeth Arrows: While not actual vampire teeth, they look pretty close. These arrows deal necrotic damage instead of piercing. The teeth may be recovered after battle to gain the damage dealt with them as healing or temporary HP.
Deadweight Arrows: Once its stabbed into a surface, the target’s weight increases to 50 pounds.
Glass-Tipped Arrows: Either solid or hollow to fill with alchemy items.
Shadow Arrows: Arrows exposed to alchemy that allows it to go through an object or person and pierce something else.
Arrow of Teleportation: user is teleported to the impact site of the arrow.
Arrow of Anti-Magic: Arrow dispels all magic spells and effects within 10ft of it’s impact.
Silenced Arrows: An arrow with a fog-filled glass pearl instead of an arrowhead. It casts the silence spell in a 20 ft spherical radius lasting for 5 minutes where it strikes.
Flightstopper Arrow: A creature that is flying or attempting to fly must make a constitution save before using its movement. On failure, it cannot gain altitude and instead drops 60 feet. A flying creature does not take fall damage if it is forced from the sky by the flightstopper arrow. The throw is repeated every time the flying creature tries to use its movement. The effect lasts one minute or until the arrow is removed, whichever comes sooner.
Arrow of the Feywar: Upon a successful hit transports the victim to another point nearby or another point on the nearest continent (flip a coin to decide).
Ethereal Arrows: Upon using a command word, this arrow shifts between the material and ethereal plane. Can be used to shoot through allies without harming them or to shoot through covers.
Armor Piercing Arrows: Tipped with special metals that ignore AC, +2 to hit.
God Slayer Arrows:' These arrows have been imbued with anti divine magic and deal an extra 2d12 damage to any divine being. (These arrows also make the being's immunities become resistances.