Weapon (crossbow, hand), legendary (requires attunement by a artificer)

A magical hand crossbow that generates small flasks of alchemical liquids before launching them at foes.

While wielding this weapon, you gain a +3 bonus to attack and damage rolls made with this magic weapon. Additionally, you can use your Intelligence instead of Dexterity for the attack and damage rolls made with this magic weapon.

When you make an attack with this weapon, roll on the table below for the type and damage of the flask magically generated by the hand crossbow. A creature hit by a flask must succeed on a DC 15 Dexterity saving throw or suffer the additional effect listed by the corresponding flask type.

Roll d6

Flask Type

Damage

Additional Effect

1

Flare

2d4
Fire Damage

Scorched: The creature lights on fire, suffering an additional 2d4 fire damage at the start of each of their turns until they spend an action to put out the flames

2

Caustic

2d4
Acid Damage

Singed: The creature is blinded for 1 minute

3

Discharge

2d4
Lightning Damage

Static: The creature is stunned until the start of your next turn

4

Frigid

2d4
Cold Damage

Chilling: The creature suffers one point of exhaustion

5

Boom

2d4
Thunder Damage

Concussive: The creature is knocked prone

6

Miasma

2d4
Poison Damage

Deathly Ill: The creature suffers the poisoned condition for 1 minute

 

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: artificer, Ammunition, Light, Loading, Range, Vex

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