This crossbow is constructed with two bows and a long geared stock, mostly made of brass and ironwood. Between the two bows there is also a metal ring, as well as a crank lever on the side to cock the crossbow quickly and efficiently. The stock has a hollow butt with a wheel lock inside, that when spun shifts the position of the bows and knocks the second spring-loaded mechanism allowing for the standard crossbow to launch a larger, rounder projectile. Finally, there is a bayonet attached to another spring-loaded mechanism on the bottom, and a series of three separate triggers for the handle.
|
Name |
Price |
Damage |
Weight |
Range |
Properties |
|
Acc Crossbow |
500 gp |
1d8 piercing |
18 lbs. |
80/320 |
Ammunition, Heavy, Misfire (2), Quick Fire, Reload (6), Two-handed |
|
Mode - Launcher |
- |
1d4 bludgeoning + ammunition |
- |
20/60 |
Ammunition, Heavy, Misfire (2), Loading, Two-Handed |
|
Mode - Bash |
- |
1d4 bludgeoning |
- |
- |
Heavy, Twohanded |
|
Mode - Bayonet |
- |
1d6 Piercing |
- |
- |
Heavy, Twohanded |
This weapon is of a nonmagical nature, thought it uses some magical components in its construction. The base weapon type is a light repeating crossbow, though with additional functions it is more the size of a heavy crossbow in weight and proportions. This crossbow has two basic changes from the standard, being the addition of three weapon properties, and a modal setting, allowing the crossbow to be shot or used in a multiple different ways.
Weapon Properties
Reload (Repeating) - The weapon can be fired a number of times equal to its Reload number (6) before the wielder must spend 1 Attack of your Attack Action, or an Action, to Reload. You must have one free hand to reload this crossbow.
Misfire - Whenever the crossbow is fired in a way that requires an Attack Roll, if the dice roll is equal to or lower than the Misfire number, the weapon Misfires, the attack misses, and it cannot be used to attack again until an Action and successful Tinker's Tools Ability Check(DC = 10 + Crossbows Misfire Score) is used to repair and clear the weapon. Should the Tinker's Tools check fail, the weapon is considered jammed and must be repaired out of combat at significant cost(1d6 x 10 gp, or DM's discretion).
Quick Fire - A second bolt can be fired as a Bonus Action if the Attack Action was taken. You don't add your ability modifier to the damage of the Bonus Attack, unless that modifier is negative.
Modal Features
Each mode has to be activated (with the exception of normal fire, and bash attack, which are considered the 'standard' setting) by a Bonus Action on your turn, and the mode can only be changed once per turn. Note, modes that fire a different ammunition are not considered loaded and may require the crossbow to be loaded before use.
ACC Crossbow - the normal default mode, acts as a normal Light Repeating crossbow. fires standard crossbow bolts from a cylindrical clip on the base of the weapon; contains 6 bolts. While in this mode has the Misfire (2), Quick Fire, and Reload (6) features.
Launcher - In this mode this crossbow uses the second mechanism, which loads a flexible tethered 'pouch', similar to a trebuchet or sling, in the loading slot rather than the standard string, and can launch potions, vials, and flasks. When these objects are loaded into the crossbow like regular bolts, they are shot at a range as shown in the weapon stats block above, and done using your Attack Bonus for a light crossbow, rather than as an improvised weapon. Upon hitting a creature with this special ammunition, it inflicts 1d4 bludgeoning damage, and you can inflict its effects on the creature you hit, as well as any adjacent creatures or objects in the case of splash weapon with an area affect. While in this mode, the crossbow has the Misfire (2), and Loading features.
Bayonet - This foot long flamberge blade can be activated with one of the triggers on the crossbow, springing out and used similar to a spear in close combat. The bayonet can be drawn as part of the modal Bonus Action, but remains extended until withdrawn, which requires approximately 3 rounds to affix the blade back into place. While the bayonet is deployed the weapon cannot be effectively stowed or placed into the bag of holding or similar with risk of puncture.
Bash - the butt of the crossbow is a ridged shape, comfortable against a shoulder to be braced but hard and edged to be potentially very deadly when used to strike. It can be used as a weapon in melee combat to deal 1d4 bludgeoning damage.
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, Combat, Ammunition, Loading, Range, Two-Handed, Slow
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