Weapon (crossbow, light), very rare (requires attunement)

An Arcane Crossbow is a crossbow made of an unknown clear material that changes color depending on the element it is channeling. Players have a +2 to attacks and damage rolls made with the Arcane Crossbow. In addition, the damage bonus from attacks made by this bow can be from a player's STR, DEX, or INT bonus (Chosen upon attunement, and remains as long as the player is attuned).  The Arcane Crossbow has two additional abilities:

Elemental Arrows. As a bonus action, you can chose an damage type between fire, cold, poison, acid, lightning, or thunder. Until you use a bonus action to choose another damage type, arrows fired from the bow to deal an additional 1d8 damage of the chosen elemental damage type.

Evoke Element. Once a turn, when you hit a target with an arrow from this weapon while you have elemental arrows active, you may have the arrow explode in elemental energy. Depending on the elemental channeled, the exploded arrow has differing effects based on the current active damage type of elemental arrows as described in the Evoke Elementals Damage Effect table below. This property may be used 5 times, and this weapon regains all expended uses at dawn.

Elemental Table:

  • Fire - The target and all creatures within 20 feet of the target must make a DC 17 Dexterity saving throw. A target takes 4d6 fire damage and is ignited dealing an additional 1d6 fire damage at the start of each of its turns for 4 turns, or until the fire is put out by themselves or another ally as an action. On a successful save the target takes half damage and is not ignited.

  • Cold - The target and all creatures within 5 feet of the target must make a DC 17 Constitution saving throw. A target takes 3d8 cold damage and their movement speed is reduced by half until the end of their next turn on a failed save, and they take half and do not have their movement speed reduced as much on a successful one.

  • Poison - For 1 minute, at the start of the target's turn they must make a DC 17 Constitution saving throw or take 1d8 poison damage and be poisoned until they make a save against this effect. A target has advantage on their saving throw against this poison if they have already succeeded on the saving throw at least once during the poison's duration.

  • Acid - The target must make a DC 17 Dexterity saving throw. A target takes 6d8 acid damage on a failed save, and they take half as much on a successful one.

  • Lightning - The target must make a DC 17 Constitution saving throw. A target takes 4d8 lightning damage and has disadvantage on their attack rolls until the end of its next turn on a failed save, and they take half as much and do not have disadvantage on their attack rolls on a successful one.

  • Thunder - The target and all creatures within 10 feet of the target must make a DC 17 Constitution saving throw. A target takes 3d8 thunder damage and is deafened for 1 minute on a failed save, and they take half as much are are not deafened on a successful on. and it can't take reactions until the start of its next turn.

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: Bonus: Magic, Damage, Combat, Ammunition, Loading, Range, Two-Handed, Slow

Item Tags: Damage Combat

Schmexxies

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