Item

Nexus Bow & Quiver

Appearance

The weapon’s barrel is forged from a mysterious blackened metal with silver filament patterns depicting cloud swirls and lightning bolts. Its stock holds an intricate carving of Freyja, arms outstretched, channeling a storm.

Origins

Legend has it that Freyja, with the first prototype of the blunderbuss, climbed the highest peak during a storm and fired into the heavens, challenging the gods. The next lightning bolt struck her weapon, not destroying it, but imbuing it with the storm’s fury.

The rainbow aesthetic is a reflection of what came after the storm. Freyja was never seen again, but the Blunderbuss remained. Nobody has been able to recreate such a unique item since her disappearance.

Type: Longbows Quivers

Requires: Attunement; R,V,L.

Proficient: BARBARIAN FIGHTER MONK RANGER PALADIN ELF DWARF

Perks: ROUGE V

Source: Ancient War

Boss: Nil

ALL CLASSES

Stat Block (s)

Nexus Bow & Quiver
Type: Weapon, Longbow R V L

There are legends that the bow selects its user according to their connection with the elements. There is a belief that upon the bow striking a chord with the user’s essence, latent capabilities are revealed, enabling the wielder to execute sophisticated elemental manoeuvres. There are those who assert that beyond the primary three elements, there exist additional jewels that await the discovery of a truly deserving archer.

Rare (levels 5-15) Rouge

R Harmoinc Nexus Bow
Weapon: Longbow, Magical
Rarity: Rare (requires attunement)

| Martial weapon | Ranged weapon | 2lb |
| 1d8 piercing – ammunition (150/600 ft.) | Heavy | Two-handed |

Description:
The Nexus bow was forged during the convergence of the Elemental Planes with the whispers of the elemental essence heard by those attuned to this unique bow. The accompanying star-patterned quiver is made from the shadows of extinct war creatures and contains three prominent sockets showcasing enchanted gems. When touched, arrows are imbued with the Special elemental forces that pulse through each gem.

Properties:
The gems contained in the quiver are as follows;
Ruby Shard – A fractured gem that warms upon touch. It whispers tales of embers and flame.
Sapphire Fragment – A cool slither of a gem that follows with a cool breeze.
Fractured Citrine – A jagged stone that hums with a subtle, electrifying pulse.

Abilities:
Elemental Whisper – As a bonus action, the wielder can touch one of the gems before drawing an arrow, allowing it to briefly carry the gem’s element. The next arrow shot from the bow deals an extra 1d4 damage of that element ( fire, cold, or lightning). This effect lasts until an arrow is shot or for 1 minute.

Elemental Harmony – If the wielder hits a single target with all three elemental arrows within a duration of 10 minutes, the arrows resonate in harmony. The target suffers an additional 1d6 force damage as the energies combine and clash. Elemental Harmony can simultaneously apply to two targets when the Elemental Split Challenge ability is used.

Elemental Fatigue After the Elemental Harmony ability has been activated, the gems seem to lose their luster and cannot be used again until after a short or long rest.

Elemental Split Challenge – Once per long rest, the wielder can challenge the energies of the bow. They can decide to imbue two arrows with different elements and shoot them simultaneously at two different ( split ) targets. If the arrows hit, each target suffers 1d4 of the respective elemental damage and condition for one round:

Fire – Target is set on fire, taking an additional 1d4 fire damage at the start of its next turn.

Cold – The target’s movement speed is halved for 2 rounds. While the target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws.

Lightning – Target cannot take reactions (1 round) and flammable objects in the area that aren’t being worn or carried burst into flames in a 10ft radius (e.g. tables chairs and crates). All creatures, including friendly targets directly aside from burning objects, suffer 2d6 fire damage on a failed save.

Properties:
The gems contained in the quiver are as follows;

Stellar Inferno (Rouge perk):

Starting at the 14th level, you gain the ability to burn a target with the intense blaze of the stars when the quiver’s gems reflect the stars. When you hit a creature with an attack, you can use this feature to ignite the target in solar flames. The target takes 5d10 fire damage, is burned, and must make a Wisdom saving throw or become Frightened of you. At the end of each of its turns, the target must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, and the effect ends on a successful one. These magical flames can’t be extinguished by nonmagical means. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

While burned by the stellar inferno, the target’s movements and actions create bright, sparkling trails of Light, resembling shooting stars. These trails last for 1 minute and illuminate the area, creating dim Light in a 10-foot radius around the target. The Frightened target may repeat the Wisdom saving throw at the end of each of its turns, with the celestial awe ending on a success.

Once you use this feature, you can’t use it again until you finish a long rest.

Very Rare (levels 11-20)

V Nexus Bow of Elemental Overflow
Weapon: Longbow, Magical
Rarity: Very Rare (requires attunement)

| Martial weapon | Ranged weapon | 2lb |
| 1d8 piercing – ammunition (150/600 ft.) | Heavy | Two-handed |

Description:
The Nexus bow was forged during the convergence of the Elemental Planes. Confluently, the overflow of the elemental essence that resonates from the string when plucked, the star-patterned quiver resonates gems and entwines arrows in an elegant dance. The quiver is made from the shadows of extinct fighting creatures and contains three prominent sockets showcasing enchanted gems. When touched, arrows are imbued with the Special elemental forces that pulse through each gem.

Properties:
The gems contained in the quiver are as follows;
Fiery Conduit – Enshrouds arrows with fire, causing them to ignite upon release.
Blue Sapphire – Imbues the arrow in cold, causing a sheathing layer of frost to form at its tip.
Storm Topaz – Saturates arrows with lightning energy, making them crackle and spark.

Elemental Backlash – Using the Elemental Overflow ability exhausts the power of the gems. After using this ability, the Elemental Imbue cannot be used again until after a long rest.

Abilities:
Elemental Imbue – As a bonus action, the wielder can touch one of the gems before drawing an arrow, allowing it to briefly carry the gem’s element. The next arrow shot from the bow deals an extra 1d6 damage of that element ( fire, cold, or lightning). This effect lasts until an arrow is shot.

Elemental Harmony – If the wielder hits a single target with all three elemental arrows within a duration of 10 minutes, the arrows resonate in harmony. The target suffers an additional 2d6 force damage as the energies combine and clash. Elemental Harmony can simultaneously be applied to three targets when the Elemental Overflow ability is used.

Elemental Fatigue After using the Elemental Harmony ability, the gems seem to lose their luster and cannot be used again until after a short or long rest. Elemental fatigue also applies to Elemental Imbue.

Elemental Overflow – Once per long rest, as an action, the wielder can channel a maximum of three gems simultaneously, enveloping up to 3 single arrows in a whirlwind of elemental energies. Roll 1d4 to determine the number of gems you channel. Numbers 1 to 3 represent the number of channeled gems, while number 4 causes 1d6 damage from the drawstring to the user. Each arrow can target separate creatures and respectively adds an extra 1d6 fire, 1d6 cold, and 1d6 lightning damage. Elemental overflow cannot be used again until after a long rest.

Legendary (levels 17-20+)

L Gothic Bow of the Elemental Maelstrom
Weapon: Longbow, Magical
Rarity: Ledgendary (requires attunement)

| Martial weapon | Ranged weapon | 2lb |
| 1d8 piercing – ammunition (150/600 ft.) | Heavy | Two-handed |

Description:
The Nexus bow was forged during the convergence of the Elemental Planes. The bow’s legends stretch back eons, with tales of it turning the tide in apocalyptic battles, reshaping landscapes, and even once piercing the veil between realms. Its potency, however, can only be activated by possessing the corresponding Quiver.

The quiver is crafted from the shadows of a primordial beast used by Titans in ancient wars. A life force presumed to be the remnants of a mythical creature’s bond with its master. The shifting tapestry of dark matter is inlaid with gems that mirror the constellations at night. During the day, four iridescent gems, each holding a roaring elemental tempest within, appear to float on its surface and exhibit their own unique elemental hue. When touched, arrows are imbued with the Special elemental forces that pulse through each gem.

Properties:
The gems contained in the quiver are as follows;
Inferno Ruby: A blazing heart of the Elemental Plane of Fire, it churns with ceaseless flame.
Eternal Abyss Sapphire: Encapsulating the deepest cold of the Elemental Plane of Water, it’s a chilling void.
Tempest Topaz: A furious storm from the Elemental Plane of Air, always crackling, always restless.
Stalwart Stone Emerald: Grounding and unyielding, it represents the unwavering strength of the Elemental Plane of Earth.

Drawbacks:
Elemental Fatigue After using the Maelstrom Split Challenge ability, the gems seem to lose their luster and cannot be used until after a long rest. Elemental fatigue also applies to Elemental Imbue however can be used again after a short rest.

Abilities:
Elemental Imbue – As a bonus action, the wielder touches one of the gems to imbue their next shot. The arrow, when released, deals an extra 2d6 damage of the chosen element and carries an associated secondary effect:

1. Fire – Ignites the target, dealing 1d6 fire damage at the start of its next two turns. The target has a Disadvantage on concentration checks

2. Ice: Target’s movement speed is halved for 2 rounds. While the target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws.

3. Air: Upon impact, the arrow unleashes a powerful gust of wind. The target and any creature within a 5-foot radius of the impact point must succeed on a Dexterity saving throw or be pushed 10 feet away from the point of impact. Additionally, the gust of wind disperses fog, smoke, and other gases in the area, providing clear vision temporarily in that space.

4. Earth: The earth briefly rises as the arrow flies to its destination. Each creature in line, excluding you, must make a DC 16 Dexterity saving throw, taking 1d6 force damage if failed and half the damage if successful. The target hit by the arrow must make a Strength saving throw or be knocked Prone if the attack roll exceeds its AC by 5 or more, mimicking a heavier projectile.

Elemental Resonance – If the wielder hits a single target with arrows imbued by all four elements within a duration of 10 minutes, the target is enveloped by an Elemental Vortex, suffering 4d6 force damage and being Stunned until the end of its next turn.

Maelstrom Split Challenge – Four arrows are shot simultaneously dealing 2d6 fire, 2d6 cold, 2d6 lightning, and 2d6 bludgeoning damage to a single target. However, once per long rest, the wielder can challenge the energies of the bow. They can decide to imbue two arrows with unique elements and shoot them simultaneously at two separate ( split ) targets. If arrows hit, each target suffers 2d6 of the respective elemental damage. This can only be used once after a long rest.

Value
Wandering Wizard
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Common50 gp
Uncommon250 gp
Rare1750 gp
Very Rare2200 gp
Legendary5000 gp
Sell price to wandering Wizard
City Marketplace
RaritySale price
Common50 gp
Uncommon250 gp
Rare1750 gp
Very Rare2200 gp
Legendary5000 gp
Sell price to City Markets
Small Village Vendor
RaritySale price
Common50 gp
Uncommon250 gp
Rare1750 gp
Very Rare2200 gp
Legendary5000 gp
Sell price to vendor in small town
Magic item vendor
RaritySale price
Common50 gp
Uncommon250 gp
Rare1750 gp
Very Rare2200 gp
Legendary5000 gp
Sell price to magic item store keeper
Trademeet Market
RaritySale price
Common50 gp
Uncommon250 gp
Rare1750 gp
Very Rare2200 gp
Legendary5000 gp
Sell price to Trademeet Flea Markets
Goblin Tradepost
RaritySale price
Common50 gp
Uncommon250 gp
Rare1750 gp
Very Rare2200 gp
Legendary5000 gp
Sell price to Goblin’s tradepost
Shady Street Dealers
RaritySale price
Common50 gp
Uncommon250 gp
Rare1750 gp
Very Rare2200 gp
Legendary5000 gp
Sell price to “Shady Alley” street dealers
Journeying Heroes
RaritySale price
Common50 gp
Uncommon250 gp
Rare1750 gp
Very Rare2200 gp
Legendary5000 gp
Sell price to Adventurers
Gypsie Potion Merchant
RaritySale price
Common50 gp
Uncommon250 gp
Rare1750 gp
Very Rare2200 gp
Legendary5000 gp
Sell price to Gypsie Caravan
City Defence Caravan
RaritySale price
Common50 gp
Uncommon250 gp
Rare1750 gp
Very Rare2200 gp
Legendary5000 gp
Sell price to unknown caravan