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UncommonWeapon (shortbow)

Sanguine Vigil Bow

Level 3·Fighter

Forged in the aftermath of a battlefield so soaked in blood that the earth itself refused more dead, this bow was strung with sinew drawn from a fallen battlefield surgeon's own hand — a grim pact made to keep soldiers standing long enough to see dawn. The arrows it looses leave pale, quivering trails of faint radiance, less a light of hope than the last cold glow of a wound refusing to close. Those who wield it speak of feeling hollowed out with each draw, as though something vital is borrowed rather than spent.

Mechanics

A grim shortbow that can sacrifice the user's own vitality to mend wounds in allies struck by its pale, shuddering arrows.

Woundlight Arrow

Once per turn when you hit a creature with a ranged attack using this bow, you may choose to redirect the arrow's impact into hollow mercy. Instead of dealing damage, the arrow dissolves into a cold radiance on a willing creature within 30 feet of the target (including yourself). That creature regains hit points equal to 1d6 + your Strength or Dexterity modifier (your choice). The arrow still counts as fired and expended, but deals no damage. This effect has no action cost beyond the attack itself.

Penitent's Draw

As a bonus action, you can draw back the bowstring with grim intention, spending 1d4 hit points from your own pool (this loss cannot be reduced or prevented). The next attack you make with this bow before the end of your turn, if it hits, allows the target or any willing creature you can see within 30 feet to regain hit points equal to twice the number of hit points you spent this way. You may use this ability a number of times equal to your proficiency bonus per long rest.

DM Notes

Balance considerations: Woundlight Arrow trades a full attack's damage for a 1d6 heal, which is a meaningful sacrifice at low levels where damage output is premium — this keeps the ability situational rather than dominant. Penitent's Draw costs hit points directly, preventing abuse while rewarding tactical sacrifice; against a Fighter's large hit point pool at level 3 (typically 28–34 HP), 1d4 self-damage for up to 8 HP of healing is a minor but flavourful tradeoff. DMs should note that neither effect requires attunement, making this a shareable party asset. Recommend pairing this with a Fighter who leans on Second Wind as a safety net for the self-damage cost. The healing is intentionally suboptimal compared to a healer's dedicated spells, preserving class identity.

healingsupportradiantdarkgrittyrangedshortbowself-sacrificebattlefielduncommon

Generated with: Level 3 · Fighter · Arcane Archer · Weapon · Healing or support focused · Dark / Gritty · Radiant / Holy · Uncommon

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