In the second era under the Empire of Cinoh, the first Aomoya emperor had four legendary royal guards, who each wielded a unique elemental weapon. Midori-no-Kaze is a part of this set of the Aomoya Elemental Guardians.
Midori-no-kaze was crafted by a human warrior named Yawarakai Midori. After him, it passed through countless generations of the Yawarakai family. However, after many centuries, the bow disappeared entirely.
martial ranged weapon, 1d8 piercing (150/600 ft), longbow, heavy, two-handed, legendary (requires attunement by a spellcaster)
A yumi-bow of green wind, this bow has been awakened to a part of its old power. You have a +1 bonus to attack and damage rolls made with this magic weapon. You can use this blade as a spellcasting focus.
Wind Wall. While attuned, you can use an action to cast wind wall at 3rd level, using your spell save DC or 11, whichever is higher. This feature of the bow can't be used again until the next dawn.
One with Clouds. While attuned to the bow, you gain a flying speed that matches your walking speed. Additionally, the bow fires magical arrows made out wind itself, requiring no ammunition.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
martial ranged weapon, 1d8 piercing (150/600 ft), longbow, heavy, two-handed, legendary (requires attunement by a spellcaster)
A yumi-bow of green wind, this bow has been awakened to a part of its old power. You have a +2 bonus to attack and damage rolls made with this magic weapon. You can use this blade as a spellcasting focus.
Wind Wall. While attuned, you can use an action to cast wind wall at 3rd level, using your spell save DC or 13, whichever is higher. This feature of the bow can't be used again until the next dawn.
One with Clouds. While attuned to the bow, you gain a flying speed that matches your walking speed. Additionally, the bow fires magical arrows made out wind itself, requiring no ammunition.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
martial ranged weapon, 1d8 piercing (150/600 ft), longbow, heavy, two-handed, legendary (requires attunement by a spellcaster)
A yumi-bow of green wind, this bow has been awakened to a part of its old power. You have a +3 bonus to attack and damage rolls made with this magic weapon. On a hit, the weapon does an extra 3d6 force damage. You can use this blade as a spellcasting focus.
Whirlwind. While attuned, you can use an action to cast whirlwind at 7th level, using your spell save DC or 18, whichever is higher. This feature of the bow can't be used again until the next dawn.
One with Clouds. While attuned to the bow, you gain a flying speed that matches your walking speed. Additionally, the bow fires magical arrows made out wind itself, requiring no ammunition.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.