Medzo's Crossbow

The Griffon's Saddlebag: Book Two p. 122 (Third Party)

Tipo
Arma a distancia
Mágico
Sí
Rareza
hand crossbow, rare
Peso
3
Daño
3d4
Tipo de daño
perforante
Alcance
30/120
Propiedades
munición, ligera, recarga, cuerpo a cuerpo

Descripción

This crossbow once belonged to a savage gambler. Scoring a critical hit with this magic weapon doesn't double the weapon's damage dice, and when you roll a 1 on an attack roll made with it, the weapon jams and can't be used again until the end of your next turn. A target hit with a ranged attack from this crossbow takes 3d4 piercing damage, instead of its normal damage. When you hit with an attack using this weapon and roll three of the same number on its damage dice, use the matching number to determine what effect occurs using the table below. When this happens, the target takes an extra 1d6 piercing damage.

Medzo's Crossbow:

Matching NumberEffect
1You can reroll one of the weapon's damage dice, even if it was a matching number. You

must use the new roll.

2The next attack roll made against the target before the end of your next turn has advantage.
3The target has disadvantage on attack rolls it makes until the end of your next turn.
4If the target is a hostile creature, 30 gp magically appears at your feet.

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: martial, hand crossbow Source: The Griffon's Saddlebag: Book Two p. 122 (Third Party)