- Type
- R|XPHB
- Rarity
- very rare
- Attunement
- Required
- Weight
- 2 lb.
- Damage
- 1d6 P
- Properties
- A|XPHB, 2H|XPHB
- Mastery
- Vex|XPHB
- Range
- 80/320
Energy Shortbow
ItemXDMGp. 2572024SRDvery rare
Raw data
{
"bow": true,
"dmg1": "1d6",
"name": "Energy Shortbow",
"page": 257,
"type": "R|XPHB",
"light": [
{
"dim": 40,
"bright": 20
}
],
"range": "80/320",
"srd52": true,
"__prop": "item",
"rarity": "very rare",
"source": "XDMG",
"weapon": true,
"weight": 2,
"dmgType": "P",
"edition": "one",
"entries": [],
"mastery": [
"Vex|XPHB"
],
"ammoType": "arrow|xphb",
"baseItem": "shortbow|xphb",
"property": [
"A|XPHB",
"2H|XPHB"
],
"_baseName": "Shortbow",
"_category": "Specific Variant",
"reqAttune": true,
"_baseSrd52": true,
"_baseValue": 2500,
"_entryType": "weapon ({@item Shortbow|Xphb})",
"_textTypes": [
"simple weapon",
"ranged weapon"
],
"lootTables": [
"Armaments - Very Rare|XDMG"
],
"_attunement": "(Requires Attunement)",
"_baseSource": "XPHB",
"_isEnhanced": true,
"bonusWeapon": "+1",
"_fullEntries": [
"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet.",
"This weapon has the following additional properties.",
{
"name": "Arrow of Restraint",
"type": "entries",
"entries": [
"Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a {@dc 15} Strength saving throw or have the {@condition Restrained|XPHB} condition for 1 minute. As an action, a creature {@condition Restrained|XPHB} by an arrow can make a {@dc 20} Strength ({@skill Athletics|XPHB}) check to try to break the restraint, ending the effect on itself on a successful check."
]
},
{
"name": "Arrow of Transport",
"type": "entries",
"entries": [
"As a {@action Magic|XPHB} action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. The arrow teleports the target to an unoccupied space you can see within 10 feet of you."
]
},
{
"name": "Energy Ladder",
"type": "entries",
"entries": [
"As a {@action Magic|XPHB} action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing."
]
},
{
"data": {
"item__mergedEntryTag": "type"
},
"type": "wrapper",
"wrapped": {
"name": "Range",
"type": "entries",
"entries": [
"A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have {@variantrule Disadvantage|XPHB} on the attack roll. You can't attack a target beyond the long range."
]
}
},
{
"data": {
"item__mergedEntryTag": "property"
},
"type": "wrapper",
"wrapped": {
"name": "Ammunition",
"type": "entries",
"entries": [
"You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost."
]
}
},
{
"data": {
"item__mergedEntryTag": "property"
},
"type": "wrapper",
"wrapped": {
"name": "Two-Handed",
"type": "entries",
"entries": [
"A Two-Handed weapon requires two hands when you attack with it."
]
}
},
{
"data": {
"item__mergedEntryTag": "mastery"
},
"type": "wrapper",
"wrapped": {
"name": "Mastery: Vex",
"page": 214,
"type": "entries",
"source": "XPHB",
"entries": [
"If you hit a creature with this weapon and deal damage to the creature, you have {@variantrule Advantage|XPHB} on your next attack roll against that creature before the end of your next turn."
]
}
}
],
"_variantName": "Energy Bow",
"otherSources": [
{
"source": "UtHftLH"
}
],
"_entrySubType": "simple weapon, ranged weapon",
"basicRules2024": true,
"genericVariant": {
"name": "Energy Bow",
"source": "XDMG"
},
"weaponCategory": "simple",
"_valueFromRarity": 4000000,
"_baseFreeRules2024": true,
"_attunementCategory": "Requires Attunement"
}