Webgrip Hand Crossbow

The Griffon's Saddlebag: Book Two p. 188 (Third Party),

Tipo
Arma a distancia
Mágico
Sí
Rareza
rare (requires attunement)
Peso
3
Daño
1d6
Tipo de daño
perforante
Alcance
30/120
Propiedades
munición, ligera, recarga, cuerpo a cuerpo

Descripción

Ammo: crossbow bolt

This 8-armed bow uses the remains of a spindly spider's legs and maw. The bow has 3 charges and regains all expended charges daily at dawn. When you make a ranged attack with the bow, you can expend 1 of its charges to lace it with sticky spider silk. On a hit, the arrow magically sheds the silk and releases it as a net-like web. If the target is a Medium or smaller creature, it and each Medium or smaller creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or be restrained until the end of your next turn. If the target is a Large creature, only it must succeed on the saving throw instead. Huge and larger creatures are unaffected by the web.

Summon Spiders: While holding the weapon, you can use an action to speak its command word to summon 2 swarms of insects (spiders) or 1 giant spider, which appear in unoccupied spaces that you can see within 10 feet of you. The GM has the creatures' statistics. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. A summoned creature disappears when it drops to 0 hit points, after 1 hour, or when you end the effect early as a bonus action. Once this property of the bow has been used, it can't be used again until the next dawn.

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. 188 (Third Party), Player's Handbook (2014) p. 149