Weapon (crossbow, light), rare

Your first attack with this weapon each turn deals an extra 1d10 acid damage.  You may forfeit this damage and instead attach a small item, such as holy water, a flask of alchemist's fire, or a bag of up to 200 ball bearings. The item is used as part of the attack, centered on the target, with the DM deciding if the attack must hit or not to apply.

The Carbine has 4 charges, and regains 1d4 charges at midnight. you can expend charges as an action for the following effects:

1 charge: Pick a point within the crossbow`s range, all creatures within 10ft of that point must make a DC15 dexterity saving throw or take 3d8+2 Fire damage or half as much on a successful save.

1 charge: make an attack with the crossbow, a creature takes the normal effects of the attack (including bonus acid damage) and must make a DC15 Strength saving throw or take 1d8 thunder damage, be pushed 15ft away from you, and be knocked prone if it is large or smaller. 

2 charges: Pick a point within the crossbow`s range, this creates a 10ft radius sphere of poison gas, any creature that starts its turn in the gas or enters it for the first time must make a DC 15 Constitution saving throw or take 2d10 Poison damage or half as much on a successful save.

 

Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Damage: Acid, Ammunition, Loading, Range, Two-Handed, Slow

Jakkafang

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