The Azmaruthi, a Southern forest-dwelling tribe, are known for their deep respect and harmony with the animal inhabitants of their home. While they are some of the most skilled hunters in the Vast Kingdom, their appetite for killing only extends as far as their needs demand.
The Azmaruthi believe that each beast they put down becomes a part of them. This belief is evident in their clothing, dwellings and most especially their armament which are decorated to resemble animals. It is a common belief among Azmaruthi hunters that the spirits of their quarry come to reside in their weapons. Whether that is true or not, there are credible accounts of Azmaruthian swords and bows growling, hissing, and squawking.
Mechanics
Once per day, you can mark a creature you can see. You deal an extra 1d6 damage to the marked creature whenever you hit it with an attack from this weapon, and you have advantage on Perception and Survival checks to find it.
Additionally, each Azmaruthian Bow takes on the characteristics of a beast. You gain one of the following characteristics from the table below when you first attune to the bow either randomly or as prescribed by the DM.
Type: Rare
Rarity: Bow
Requires: Attunement
Spirit | Ability | |
1 | Bear | Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. |
2 | Boar | Relentless. Once per day, If you take 7 damage or less that would reduce you to 0 hit points, you are reduced to 1 hit point instead. |
3 | Crocodile | Hold Breath. You can hold your breath for 30 minutes. |
4 | Owl | Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. |
5 | Toad | Standing Leap. Add 10 ft to your long jump and 5ft to your high jump with or without a running start. |
6 | Wolf | Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing. |