A player in my group rocks the the ol' XBE+ hand crossbow combination but hasn't gotten a magic weapon yet. I want something more interesting than just a hand crossbow +X so I'm toying with the following: Splintershot crossbow (magic hand crossbow, rare) You have a +1 bonus to attack and damage rolls made with this weapon. This weapon has 6 charges and regains 1d6+1 charges each dawn. When you hit a target with this weapon you can use up to 6 targets to cause the bolt to splinter and hit nearby enemies. For each splinter choose a target no more than 10 feet from the original target to be hit by a splinter. Each splinter makes 1d6 points of piercing damage. The ammunition used is destroyed and cannot be recovered.
Does it work? Is it too powerful? Should it require attunment? Right now the party is at level 6 so even if you use up all six charges to potentially hit seven target the chances of killing all of them is zero unless they have already been severely hurt. Maybe restrict the use of the special ability to once per turn?
So, basically a versatile 10ft diameter aoe cantrip that can be used once per day, or rationed.
I like it.
I don't know how I'd rank it in terms of power, but if the player enjoys it, you should be safe. At low level, it'll be exciting, but it won't scale as well as other options.
Given the plethora of other area damage at level 6, I can't say being able to hit six other targets for 1d6 is going to wind up super powerful. Depending on your players, you might need to clarify that damage bonuses to the main attack don't apply to the splinters.
So, basically a versatile 10ft diameter aoe cantrip that can be used once per day, or rationed.
I like it.
I don't know how I'd rank it in terms of power, but if the player enjoys it, you should be safe. At low level, it'll be exciting, but it won't scale as well as other options.
Thanks. The idea is just that, you can help mess up a few other enemies and maybe cause a concentration check or two. It's always nice to have a magic weapon to help overcome resistances and I'm curious to see what the player will do with it.
Given the plethora of other area damage at level 6, I can't say being able to hit six other targets for 1d6 is going to wind up super powerful. Depending on your players, you might need to clarify that damage bonuses to the main attack don't apply to the splinters.
Yeah, I'll make sure to clarify that.
How about the need for attunement? Is it necessary or not?
I'd require a separate attack roll against each target, otherwise you get the situation where you roll a 13, hitting a Goblin, and the splinter flies off to hit the AC 21 plate armour+shield knight next to him. Alternatively, add the caveat "For each splinter choose a target no more than 10 feet from the original target that has an AC equal to or lower than the attack rollto be hit by a splinter," to prevent low attack rolls hitting creatures they shouldn't.
I'm not sure that this is really a very good item, though, and inflicting 4 damage to a non-primary target isn't going to achieve much as the PCs scale upwards.
I'm not sure that this is really a very good item, though, and inflicting 4 damage to a non-primary target isn't going to achieve much as the PCs scale upwards.
This is why I didn't think a separate attack roll was necessary for the splinters.
I like to steal from existing spells. I like the concept of the crossbow, and love the name. I would keep the charges but have the user able to cast hail of thorns with the number of charges used being the spell level. It will make it powerful at lower levels true, depening on if the player uses all the charges once or spreads them out. I feel at higher levels it will balance, and still be usable. I would make it require attunement personally. Oh and keep it as a +1 or +2 standard weapon as well.
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A player in my group rocks the the ol' XBE+ hand crossbow combination but hasn't gotten a magic weapon yet. I want something more interesting than just a hand crossbow +X so I'm toying with the following:
Splintershot crossbow (magic hand crossbow, rare)
You have a +1 bonus to attack and damage rolls made with this weapon.
This weapon has 6 charges and regains 1d6+1 charges each dawn. When you hit a target with this weapon you can use up to 6 targets to cause the bolt to splinter and hit nearby enemies. For each splinter choose a target no more than 10 feet from the original target to be hit by a splinter. Each splinter makes 1d6 points of piercing damage. The ammunition used is destroyed and cannot be recovered.
Does it work? Is it too powerful? Should it require attunment? Right now the party is at level 6 so even if you use up all six charges to potentially hit seven target the chances of killing all of them is zero unless they have already been severely hurt. Maybe restrict the use of the special ability to once per turn?
So, basically a versatile 10ft diameter aoe cantrip that can be used once per day, or rationed.
I like it.
I don't know how I'd rank it in terms of power, but if the player enjoys it, you should be safe. At low level, it'll be exciting, but it won't scale as well as other options.
Given the plethora of other area damage at level 6, I can't say being able to hit six other targets for 1d6 is going to wind up super powerful. Depending on your players, you might need to clarify that damage bonuses to the main attack don't apply to the splinters.
Thanks. The idea is just that, you can help mess up a few other enemies and maybe cause a concentration check or two. It's always nice to have a magic weapon to help overcome resistances and I'm curious to see what the player will do with it.
Yeah, I'll make sure to clarify that.
How about the need for attunement? Is it necessary or not?
Since a Wand of Magic Missile isn't attunement, I wouldn't bother making this attunement.
Good point.
I'd require a separate attack roll against each target, otherwise you get the situation where you roll a 13, hitting a Goblin, and the splinter flies off to hit the AC 21 plate armour+shield knight next to him. Alternatively, add the caveat "For each splinter choose a target no more than 10 feet from the original target that has an AC equal to or lower than the attack roll to be hit by a splinter," to prevent low attack rolls hitting creatures they shouldn't.
I'm not sure that this is really a very good item, though, and inflicting 4 damage to a non-primary target isn't going to achieve much as the PCs scale upwards.
This is why I didn't think a separate attack roll was necessary for the splinters.
I like to steal from existing spells. I like the concept of the crossbow, and love the name. I would keep the charges but have the user able to cast hail of thorns with the number of charges used being the spell level. It will make it powerful at lower levels true, depening on if the player uses all the charges once or spreads them out. I feel at higher levels it will balance, and still be usable. I would make it require attunement personally. Oh and keep it as a +1 or +2 standard weapon as well.