Ballista Prosthesis

The Griffon's Saddlebag: Book Two p. 41 (Third Party)

Type
Ranged Weapon
Magic
Yes
Rarity
hand crossbow, uncommon (requires attunement by a creature missing an arm, forearm or hand )
Weight
3
Two-Handed Damage
1d6
Damage Type
piercing
Range
30/120
Properties
munición, ligera, recarga

Description

Ammo: crossbow bolt

A ballista prosthesis is a magical weapon composed of numerous complex mechanical pieces that allow it to act as a functional prosthetic arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow has an internal magazine that can hold up to 20 bolts. While there are bolts in the magazine, the crossbow does not have the loading property. It takes 1 minute to reload the magazine. The prosthesis attaches to your arm at the elbow or the shoulder, and it can't be removed against your will as long as you're attuned to it. To attune to this item, you must hold it against your arm for the entire attunement period. While attuned to the prosthesis, you can use an action to remove or reattach it. As a bonus action, you can retract the crossbow's limbs to the side of your hand or extend them from there. While retracted, the crossbow is concealed and functions identically to a normal hand. A creature can use an action to make a DC 13 Intelligence (Investigation) check, identifying its crossbow components and determining that it's a concealed weapon on a success. While extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons").

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: simple, hand crossbow Source: The Griffon's Saddlebag: Book Two p. 41 (Third Party)

Modifiers

ranged attacks +1

ranged damage +1