Text | This heavy crossbow is made of metal and fires small bolts of electricity instead of normal ammunition. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you pull the string back to load the crossbow, the string crackles with energy and loads a small bolt of lightning ammunition instead. Attacks made with this cross bow deal 1d12 lightning damage instead of 1d10 piercing. In addition, whenever you make a ranged attack with this weapon against a metal target or a creature wearing metal armor, you make the attack with advantage.
This crossbow acts as a small lightning rod. If another creature within 10 feet of you takes lightning damage while you're holding the crossbow, you take 1d6 lightning damage for every 10 lightning damage the other creature took.
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. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons").
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Loading: Because 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.
Two-Handed: This weapon requires two hands when you attack with it.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Proficiency: martial, heavy crossbow
Source: The Griffon's Saddlebag Vol. 1 p. 37 (Homebrew) |