You have a +1 bonus to attack and damage rolls made with this magic weapon.
Any bolt fired from this Crossbow is guided by slight magical forces, making near-impossible shots seem feasible.
- Attacking at long range doesn't impose disadvantage on attacks made with this weapon.
- Attacks with this weapon ignore half cover and three-quarters cover. Before you make an attack with this weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
When you hold the grip a bolt is magically spawned within the crossbow and remains until fired. Once fired a new bolt will appear ready to be fired. The bolt will do the normal damage and the damage type chosen below, upon hitting a creature or an object, then it disappears. As a bonus action you can change the damage type of the magic bolt to one of the following types:
- Fire bolt: When a creature gets hit by a Fire bolt, the creature must make a DC 17 Constitution saving throw, taking 2d4 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
- Poison bolt: When a creature gets hit by a Poison bolt, the creature must make a DC 17 Constitution saving throw, taking 2d4 poison damage and become poison for one turn on a failed save.
- Lightning bolt: When a creature gets hit by a Lightning bolt, the creature must make a DC 17 Dexterity saving throw, taking 2d4 lightning damage and lose 10 feet of movement on its next turn on a failed save.
- Psychic bolt: When a creature gets hit by a Psychic bolt, the creature must make a DC 17 Wisdom saving throw or take 2d4 psychic damage and disadvantage on next attack roll on its next turn on a failed save.
The normal loading and ammunition weapon properties do not apply to this hand crossbow.
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, Damage: Fire, Damage: Poison, Damage: Lightning, Damage: Psychic, Rogue Assassin, Damage, Combat, Ammunition, Light, Loading, Range, Vex
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