Arach'teaghrán: Storm of Brandehild There’s a certain contradiction at work in this longbow. Its handle and limbs are fashioned from pristine white dragon bone and scales, banded in silver and ivory. The bowstring, however, is a thick, dark strand of sinew. It bears the blackness of an empty midnight. Dark burns mark the top and bottom of the bow’s nocks, as if some great conflagration had seared this foul string into place. The Volley of Oakheel Brandehild Oakheel was a wise and patient elf, and prominent arcane archer. She spent much of her life with those that shared her ardor for knowledge, discovery, and, above all, justice. It was these passions of Brandehild that led her directly into the depths of Hell of itself, in the company of some of the strongest adventurers the world had ever known. Brandehild and her companions had tasked themselves with recovering a relic, guarded by none other than an Archduke of Hell, swearing not to rest until it was reclaimed. The elf was never far from her iconic longbow, and from the weapon, Brandehild launched volley after volley of arrows, each imbued with some of her magical power. It’s unknown what fate befell Brandehild and her allies, or whether or not they were successful in their endeavor, but one thing was known: at some point, Brandehild’s bowstring was severed. In a grand, and gruesome act of desperation, Brandehild restrung her longbow with the only option available – a fibrous ligament from a slain dracolich. Henceforth, the elf called her weapon Arach'teaghrán, meaning Dragon String, and it served her until her dying day. Arach'teaghrán Wonderous Item, (+1 Bracers/Longbow) legacy, (requires attunment) When you attune to this item, the seared portions of the bracers flare with heat and red embers, occasionally producing tufts of ash. A sudden rush of magical energy spews forth and a longbow of similiar material to the bracers emerges in your palm. While wearing these bracers, as a bonus action you can summon forth the longbow of Brandehild Oakheel: Arach'teaghrán. It deals 1d8 piercing damage and all attacks made with this weapon are magical. Whenever this weapon secures a kill, the bowstring gets an ember glow with smoke escaping its surface. Arach'teaghrán is a Weapon of Legacy with a history of triumph and anguish. There is a mysterious and ancient power that seems to be locked in the bow. Only those who have proven their worth are bestowed the secrets within. Dragon's Gift - By pulling upon the bowstring, the weapon magically conjures an arrow, nocked into place, ready to shoot. 1

The Hunt of Tuile Arach'teaghrán feels you might be a worthy successor of Oakheel adn you hear the voice of a beautiful yet commadnign female voice speak to you. Many people throughout the realm have been slighted and wronged. An adventurer takes on all tasks both monstrous and miniscule, helping all those that comes across their path. Lend your aid and enact justice upon those deserving To reveal its first form, you must have used this weapon to enact a feat of justice, such as chasing down a wanted man, slaying a known murderer, assisting in a local plight or reaching level 5 (DM's discretion). Once you have done so, the following attributes are unlocked: Dragon's Breath - You can choose an arrow conjured from Arach'teaghrán to deal cold, fire, or lightning damage instead of piercing damage, determined before the attack roll is made. Warden - While holding this weapon, you can use it to cast protection from evil and good targeting yourself only. This ability cannot be used again until the next dawn. The Hunt of Laire To be a hunter of legend is to perform acts that others marvel at and to possess skills beyond the ordinary. Prove that your skill is unmatched and that their is none that rival you To unlock the second form of Arach’teaghrán, you must use the weapon to win a contest, challenge, or test of skill or reach level 8 (DM's discretion). Once you have done so, the following attributes are unlocked: The bow grows in length with extravagant carvings now etched into the shaft while the sinew string thickens and moves about as if squirming to free itself. Dragon's Eye - While holding this weapon, you have advantage on Wisdom (Perception) checks that rely on sight. Slayer - Dragons and fiends hit by this weapon take an extra 1d10 radiant damage. The Hunt of Quelle Who, where, and what start your journey. Choosing your prey might be the most important task for a hunter yet the choice is not always clear. In order to see the true monster, at times, it is better to free then punish. To unlock the third form of Arach'teaghrán, you must spare the life of a person or creature that has wronged you or reach level 11 (DM's discretion). Once you have done so, the following attributes are unlocked: Your connection to Arach’teaghrán has deepened and formed a magical bond, signified with a glowing mark on the back of your hand that you can hide or display at will. You no longer need to be wearing the bracers to summon the longbow and can now call forth Arach’teaghrán as a free action. You gain a +2 bonus to attack and damage rolls made with this magic weapon and it now deals 2d8 damage per arrow. True Dragon's Breath - You can now choose acid and thunder as types of damage. The Hunt of Hrive To feel the rush and thrill of the hunt is beyond compare, yet those around you are the true treasure and reward. Do not take those closest for granted for they are the ones that keep you alive. To unlock the fourth form of Arach'teaghrán, you must selflessly sacrifice your life or put yourself in grave danger to save someone close to you or reach level 14 (DM's discretion and if the first requirement is chosen, the wielders health is restored to half their max HP at the unlocking of this 4th form to continue fighting). Once you have done so, the following attributes are unlocked: When in pursuit of an evil-doer, or used in battle against dragons or fiends, the bow seems to shimmer with an opalescent aura. Blessing of Oakheel - As long as you are not blinded, deafened or incapacitated, you have advantage on Dexterity saving thrown against effects you can see (ex. traps and spells) Master Warden - While holding this weapon, you can also now cast death ward. Once used, the spell cannot be used again until the next dawn. 2