Weapon (crossbow, hand), very rare (requires attunement by a Attunement. To attune to this weapon, you must spend a short rest holding it while focusing on its arcane runes. The weapon’s magic activates only for those with sufficient knowledge of the arcane, requiring the user to have at least one spell slot.)

Arcane Repeater

Weapon (hand crossbow), rare (requires attunement)

This finely crafted hand crossbow is a testament to the ingenuity of the Grand Artificer, Jerome. Using reverse-engineered components from the techno-magical constructs known as the Sentinels, Jerome devised a way to channel arcane energy directly into ammunition, creating a weapon both precise and devastating.

The Arcane Repeater hums softly when a bolt is loaded, its runes flaring with light as they imbue the projectile with raw magical force.

  • Magic Weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • Runic Infusion. When a bolt is loaded into the Arcane Repeater, its runes automatically infuse the ammunition with arcane energy. This transformation replaces the bolt's piecing damage type with force damage, unleashing pure magical power on impact. This effect doesn't work with non-standard ammunition (e.g., grappling bolts, explosive bolts, or other specially crafted bolts)
  • Energy Pulse. Once per turn, when you hit a creature with this weapon, you can deal an additional 1d6 force damage to the target. 

Lore. The Arcane Repeater represents Jerome’s defiance of tyranny. By reverse-engineering the core power systems of the Sentinels, he discovered a method to repurpose their arcane energy circuits into a weapon. It's possible that the weapon’s power carries echoes of its sinister origins, though none can deny its effectiveness in the fight against those who created the Sentinels.

 

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, Replace Damage Type: Force, Attunement. To attune to this weapon, you must spend a short rest holding it while focusing on its arcane runes. The weapon’s magic activates only for those with sufficient knowledge of the arcane, requiring the user to have at least one spell slot., Damage, Combat, Ammunition, Light, Loading, Range, Vex

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Item Tags: Damage Combat

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