You have a +1 bonus to attack and damage rolls made with this magic weapon.
Through artificer ingenuity and infused magic, this prosthetic arm is able to change into multiple equipment.
The left arm has two different capabilities It can either be used as a shield +2 AC or has the ability of shooting projectile bolts. Each bolt does 1 D8 + modifier. It can be loaded with 8 bolts at a time and takes a bonus action to reload.
Regular bolts can be shot in of 2 per action but special bolts can only be used once.
Types of bolts
Hammerhead Bolts: Deals bludgeoning damage. Variant: these arrows do 1 1d8 but on a critical hit these arrows apply the stunned effect to the target until the start of your next turn.
Smoke Bolts: Bolts with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases smoke in a 10ft sphere, heavily obscuring vision in that area. The smoke lasts for 2 rounds, unless removed by a strong wind. Deals bludgeoning damage.
Thunderous Bolts: These arrows release a thunderous explosion on hit. All creatures within a 10ft radius must make a 15DC con saving throw or take 2d8 thunder damage, are pushed back 5ft and fall prone. Loose objects are automatically pushed 5ft away.
Rope Bolt: A 50ft rope is attached to the end of this strengthened arrow.
Proficiency with a Hand 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Bonus: Magic, Required Attunement by one whom stays in the shadow, Damage, Combat, Ammunition, Light, Loading, Range, Vex
Comments