Should the ammo have any passive effect on its wielder (The creature shooting the ammo), this effect is nulled while inside this weapon. Should a piece of ammunition have an effect applied to it with a duration, such as a poison effect that dries in 1 minute, its duration is paused while inside this weapon, and resumes upon firing. Additionally, when held with 2 hands, this weapons long range increases by 30 feet. Additionally, should someone not have proficiency with this weapon, they can add their proficiency bonus to attack rolls with this weapon as long as they are proficient with simple weapons, and hold this weapon with 2 hands when attacking. When held with 2 hands, it's damage die increases (see weapon damage stat). This weapon is designed so that it can be held with 1 or 2 hands. Otherwise, this weapon cannot be reloaded. A period of 10 minutes, potentially over a short or long rest, must be taken to disassemble, add a crossbow bolt, and then reassemble the weapon. This crossbows design prevents it from being reloaded without some disassembly. Should a creature attempt to identify this object as a weapon when closed, they must succeed a DC 15 Intelligence (Investigation) check, whereupon a success they learn how to operate the item's opening and closing mechanism. As an action, the object can be closed, returning to its hidden form. As a bonus action, someone who knows what this object truly is can open the weapon up with one hand so that it can be used. It may appear to be a rosary box, a box of herbs, or any other common square-based prism object. This item appears to be a simple small object, but its innards have been replaced by the mechanics of a crossbow. Loadingīecause of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. LightĪ light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. A sling must be loaded to deal any damage when used in this way. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Loading a one-handed weapon requires a free hand. Drawing the ammunition from a quiver, case, or other container is part of the attack. Each time you attack with the weapon, you expend one piece of ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. You can't attack a target beyond the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. With preservative properties to poisons, and hard-to-detect design, it makes a popular choice for assassins.Ī weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The cost of this, however, is the ability to easily load the weapon. In very old versions of Crawl, the hand crossbow was a one-handed ranged weapon which fired darts.Credit: LearnAlberta.ca Rectangular PrismsĪ hand crossbow designed to be collapsible, unfoldable, and disguised such that it is harder to identify it as a weapon.In 0.15, hand crossbows (as well as arbalests and triple crossbows) were introduced, replacing the standard crossbow.Prior to this version, Hunters and Arcane Marksmen could start with this weapon. They were affected by the ranged weapons rework that applied to all launchers, including the removal of the dedicated Crossbows skill and bolts. In 0.29, hand crossbows were made heavier (previous stats: 12 damage, +5 accuracy, 15 base delay), and became designated for later portions of the game.Prior to 0.30, hand crossbows had 17 base damage.However, like all crossbows, it fires slowly (with a mindelay of 1.0). 5x (1d6+1d6+10+5) 110 average damage per round if all attacks hit, and your average attack roll will. You can increase this damage for one hour using the Hex spell for an extra 1d6 (provided you dont lose concentration). Sharpshooter adds +10 damage, plus another 5 from dexterity modifier. The hand crossbow is the strongest one-handed ranged weapon, allowing for the use of a shield while being much stronger than a sling. To do that we are using a hand crossbow (1d6 damage). A compact piece of machinery, used for firing bolts.
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