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Prerequisite: Prerequisite: Intelligence score of 15 or higher.
 

You are a great crafter of crossbows, and have studied your art for years.

You can create a crossbow during downtime with the following rules:

Select if you are making a simple crossbow for 20 gp or martial crossbow 40 gp.

Your crossbow starts with the following statistics and properties: 1d4 piercing damage. Ammunition (range 30/120). Loading. Two-handed.

Select 3 of the following weapon properties:

  • Brutal. Increase the damage die from d4 to d6. You can select this property again to increase the damage die of a martial weapon to a d8.
  • Heavy. (Martial only.) Increase the damage die from a d4 to a d8, a d6 to a d10 or a d8 to d12. This weapon gains the Two-handed property if it didn't have it already. Small creatures have disadvantage on attack rolls with this weapon.
  • One-handed. Remove the Two-handed property. Optional Limitation: This counts as two properties for a simple weapon.
  • Rapid-fire. Remove the Loading property.
  • Sniping. Increase the range of a simple ranged weapon to 80/320. Increase the range of a martial ranged weapon to 150/600.
  • Reload (X). Weapon can be fired a number of times equal to (X) before needing to be reloaded. (X) starts at 6. You can select this property again to increase (X) to 12. Optional Limitation: When this weapon has to be loaded, it must take an action, and isn't affected by features that ignore the loading property.

Note: optional limitations from selected properties will be applied at DM's discretion.

The following weapon properties are flawed properties, and for every 1 flaw you take you may take an additional positive property, or lower the cost by 5 gp.

  • Misfire. When you roll a natural 1 or 2 on an attack roll with this weapon, it breaks and must be repaired for 15 gp and takes 1 hour before being able to be used again. You may take this flawed property again to increase the misfire rate to 1-4.
  • Cumbersome. You may only add up to 2 for your dexterity modifier to attack rolls, and take a -1 to damage rolls.
  • Kick. Every time you attack with this weapon, you take 1 point of damage. You may take this flaw again to increase the damage to 2 points of damage, and yet again for 6 points of damage. 

The following properties do not cost any weapon property points, but have alternative costs.

  • Bayonet. (Alternate cost: 1 dagger or piton.) You can use the weapon as a melee weapon that deals 1d4 piercing weapon. This damage die is not affected by the Brutal property.
  • Magical. (Alternate cost: Arcane focus and 25 gp) The damage from this weapon is counted as magical.
  • Scope. (Alternate cost: a telescope) You get +1 to hit creatures within 10 ft of the weapons maximum range.

You may also upgrade crossbows you have made. Adding properties costs 15 gp per property for a simple crossbow, and 25 gp for a martial crossbow. You may only have 2 extra properties when modifying a crossbow you have made. Though, as usual, flawed properties and alternate cost properties do not count towards your weapon's property total.

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