Weapon (crossbow, heavy), varies (requires attunement)

This weapon is fashioned from abyssal iron and traced with veins of pulsing ichor that shed dim light in a 5-foot-radius. The malign energies within the weapon seem to radiate and empower the wielder with skill they might otherwise lack. While attuned, this weapon gains +1 to hit and damage rolls and grants proficiency with a heavy crossbow.

Prior to attacking you may activate the poison contained within the crossbow. The next bolt fired gains +1d12 poison damage or +3d12 poison damage if the target is a humanoid. Once damaged in this manner, the target must make a DC13 constitution saving throw or be poisoned. They may repeat this saving throw at the end of their turns. You may do this three times per day. Charges reset at dusk. 

Any humanoid either killed by an attack made with this weapon or killed while poisoned by it has its soul funneled into the Abyss, where the soul is either devoured or used by the demon lords to mold and create their demonic minions. Which demon lord the soul belongs to depends on where the weapon was originally crafted.

Recruiter weapons such as this one grow in strength the more souls it claims.

Curse Tier 1: This weapon is Cursed, and claiming a soul through its use extends the curse to you.

  • As long as you remain Cursed, you are unwilling to part with the crossbow, keeping it within reach at all times. If a creature dies while attuned to this item, their soul is likewise funneled into the Abyss and can only be resurrected with a wish spell. 

Curse Tier 2: The souls captured by this weapon have increased its power and awoken its hunger.

  • The weapon’s bonus to attack and damage rolls increases to +2 and the DC raises to 14.
  • While wielding the crossbow, you gain darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the crossbow increases the range of your darkvision by 60 feet.
  • As an action once per day you may use the crossbow to cast Sickening Radiance (DC 14) in the form of an enchanted crossbow bolt at an area you can see within 120ft. Creatures killed while affected by the spell are "recruited". 
  • This weapon now requires a quota of souls to maintain efficacy. The weapon must claim a minimum of one soul every 10 days or will begin to siphon your power to sustain itself. For each day spent beyond the weekly quota without claiming a soul, you gain 1 level of exhaustion. A long rest cannot remove exhaustion levels gained in this way. Your exhaustion level returns to 0 once a soul is recruited, resetting the quota timer back to five days.

Curse Tier 3: Your bond with this weapon has increased both its power and appetite.

  • The power of this weapon is increased to +3 and the DC raised to 15. Your soul quota is doubled to two humanoids per 10 days. 
  • While carrying the crossbow, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can’t be caught in webs of any sort and can move through webs as if they were difficult terrain.
  • While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can’t be used again until the next dusk.

Proficiency with a Heavy 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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Damage: Poison, Proficiency: Crossbow, Heavy, Bonus: Magic, Damage: Poison, Damage, Combat, Ammunition, Heavy, Loading, Range, Two-Handed, Push

Item Tags: Damage Combat

Jwasian

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