Riptide Crossbow
The Griffon's Saddlebag: Book Two p. 148 (Third Party)
- Type
- Ranged Weapon
- Magic
- Yes
- Rarity
- heavy crossbow, rare (requires attunement)
- Weight
- 18
- Damage
- 1d10
- Damage Type
- piercing
- Range
- 100/400
- Properties
- munición, pesada, recarga, a dos manos, cuerpo a cuerpo
Description
This magic crossbow has 3 charges and regains 1d3 expended charges daily at dawn. As an action, you can expend 1 of the crossbow's charges to speak its command word and fire a bolt at a point on the ground you can see within the weapon's normal range. The bolt creates a magical vacuum in a 20-foot-radius circle centered on that point, causing strange, spectral tides to pull creatures toward it. Each creature in the area must make a DC 15 Strength saving throw. A creature is pulled up to 15 feet toward the point on a failed save, or only 5 feet on a successful one. Until the start of your next turn, the area becomes difficult terrain. At the start of your next turn, the point erupts, sending out a powerful wave of water in a 20-foot radius that extinguishes all nonmagical flames within the area. The water then vanishes. Any creature in the area when the point erupts must make a DC 15 Strength saving throw. On a failure, a creature takes 3d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
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.
Two-Handed: This weapon requires two hands when you attack with it.
Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Proficiency: martial, heavy crossbow Source: The Griffon's Saddlebag: Book Two p. 148 (Third Party)