The idea of this bow is to adapt the idea of karma into the attacks. It absorbs some of the “bad karma” dealt by an enemy and is able to turn it into minor good karma, or impactful force damage. The effects have been slightly based on the Rod of Absorption, Absorb Elements, the spell provided, bow stabilizers, and my knowledge on karma.
Bow of Karma (any bow, attunement)
This elegant elvish bow was made with wood that grew in a graveyard: yew and ash limbs that are connected to an aspen riser (handle) which houses up to 20 jade orbs the size of peas. With the extra 1lbs weight, one can truly feel the weight of one’s actions using this bow, and strength in the archer’s resolve.
When the wielder is attacked by magic not exerted by the environment, the bow absorbs half the damage and stores it as pure energy within the jade orbs, filling one orb per the attack’s level and attributing 1/2 orb to cantrips and breath weapons. For the absorption to occur, at least one orb must be left empty.
If the archer is attuned to the bow, they can see dots of light along the limbs whenever an orb is filled and can use the energy as spell slots on the following spells, as long as they are equal to the wielder’s own level.
Spare the dying: 1 spell slot
self: When the wielder’s HP reaches 0, the bow automatically casts Spare the Dying on them as long as they have the bow in hand.
ally: with a direct line of attack within the bow’s normal range (distance range with sharpshooter feat), the wielder can cast this spell on any creature as if touching them, by dry loosing their bow.
Conjure Barrage 3 spell slots
This attack deals a cone of force damage at the bow’s normal range (distance range with sharpshooter feat) by loosing a mundane arrow. The blows are forceful enough to the creatures within the area of effect must succeed a DC17 saving throw or be stunned until their next turn.
Conjure Volley 5 spell slots
By shooting one mundane arrow in the air and picking an area of attack, a volley of force arrows descends with enough impact that the terrain becomes difficult to navigate. Each creature within the area of effect must make a DC 17 saving throw or be stunned until their next turn. If they are stunned, they become unconscious for the next 3 turns.
Additionally, this bow’s extra weight acts like a stabilizer, granting the archer +2 proficiency in attack rolls.
I was also thinking that casting Spare the Dying on an undead creature would break it free from their summoner’s control (if summoned through magic) and give them the option to either rest or seek revenge, but I think this would be an unsourced stretch.
All in all, I would like to know if this bow seems well balanced, if there are concepts I am missing in balancing a magical item, and if there are some concepts that would work better for such a bow.