Sunwing Light Repeating Crossbow (Rare)

Heliana's Guide to Monster Hunting - Part One p. 448,

Type
Ranged Weapon
Magic
Yes
Rarity
rare (requires attunement by a spellcaster)
Weight
5
Damage
1d8
Damage Type
piercing
Range
40/160
Properties
munición, a dos manos

Description

Ammo: crossbow bolt

This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.

Sinew harvested from a suneater owlbear's spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Sunshot: While in sunlight, this bow doesn't need ammunition. If you draw this weapon's bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon's normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target.

Irradiation: A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.

Optional Attunement: If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn's light, it regains all expended charges instead.

Solar Beam: As an action, you can expend 1 charge to fire a beam of solar energy in a 5-footwide, 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 radiant damage on a failed save, or half as much damage on a successful one.

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.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: simple, light repeating crossbow Source: Heliana's Guide to Monster Hunting - Part One p. 448, Out of the Abyss p. 224

Modifiers

weapon attacks +2

weapon damage +2