Raynbow (and Rayrrows) + 3
Weapon (any bow), major, legendary, requires attunement
Six arrows (rayrrows) sprout from the colored eyes on this magical bow. As an action, you can withdraw and shoot one of these arrows, which becomes a magical ray as you fire it. If it normally requires an attack roll when cast as a spell, it uses the attack roll you used to fire it; if it normally only requires a saving throw(s), you must still hit the target with your attack roll for the magic to take effect, and if you do the target has disadvantage on the first saving throw forced by the spell. If the spell requires a saving throw the DC equals 8 + your proficiency bonus + your dexterity modifier. Rayrrows do not add your dexterity modifier to their damage. Each shot uses the raynbow's weapon range instead of the corresponding spell's range. A withdrawn rayrrow vanishes at the end of the turn it's withdrawn if it isn't fired.
At each dawn, roll 6d6. Each rayrrow whose number appears in the result at least once reappears.
| # | Color | Ray | # per minor uncommon item parcel * |
|---|---|---|---|
| 1 | Purple | Ray of enfeeblement** | 3 |
| 2 | Blue | Ray of frost (as 5th level spellcaster) | 6 |
| 3 | Green | Ray of sickness | 9 |
| 4 | Yellow | Guiding bolt | 6 |
| 5 | Orange | Chaos bolt | 6 |
| 6 | Red | Scorching ray*** | 3 |
.
* If distributed as a separate item, and are shootable as an attack, like normal arrows.
** Requires you to concentrate, as normal.
*** You get all three rays when you shoot this rayrrow, and can distribute them among multiple targets like normal. Roll a separate attack roll for each ray.
Raynbow Higher-Rarity Variants
Any of the following alterations increase the raynbow's rarity by one step (each):
- Quick fire: You can shoot rayrrows from the raynbow as an attack, instead of as an action.
- Hourly Recharge: The raynbow recharges rayarrows with the 6d6 roll (as described above) at the start of each hour, instead of only at dawn.
- Higher-damage rayrrows: The rayrrows are upgraded as follows:
- Ray of enfeeblement deals 1d8 necrotic damage on a hit in addition to its other effects.
- Ray of frost is cast as an 11th level spellcaster, instead of a 5th.
- Ray of sickness, guiding bolt, chaos bolt and scorching ray are cast at one higher slot level than their minimum.
- Antimagic eye: As an action, you may have the raynbow's central eye produce a 30-foot cone of antimagic emanating from that central eye for up to 1 hour. You must concentrate on maintaining this antimagic as if concentrating on a spell. At the start of each of your turns during the hour duration, you decide whether the cone is active for that turn or or not. The antimagic works against the raynbow's own rayrrows. Once this special action is used, it can't be used again until the next dawn.
Art credit and downloads
Art credit u/NobleCuriosity3. If you use the art, please credit me. The non-watermarked art, including a version of the raynbow with no rayrrows currently charged, is available on:
- Imgur: https://imgur .com/a/BHLqzl3 (remove the space before the .com)
- Google drive: https://drive.google.com/drive/folders/1oVPjdc2Db30AzDPZh7l3a4TE5pSvA_nQ?usp=sharing
Changes: type: Raynbow > Raynbow +3; rarity: rare > legendary