Text | King Waldrann is famous for mistrusting spellcasters. He has always feared their powers and been cautious when dealing with magic users. The Spellbreaker crossbow was gifted to King Daerios by the neighboring tribe of Vordani barbarians who live high up in the mountains north of Aglarion. The savage tribes revere physical aptitude and despise magic, which they deem as a sin, and eradicate it where they can. The only form of magic their clan chieftains have accepted for centuries was that which could be used against spellcasters. This mighty heavy crossbow was traded to them a century ago by sailors from afar, in exchange for protection of their inland caravan routes. Later, the weapon was given to King Daerios as a reward for helping in defeating the doppeldrake Malzdreziret, otherwise known as the Scaled Impostor. The heavy crossbow deals tremendous pain to those who are able to cast spells or call forth innate magic in any form. The pain is so intensely nerve-racking that most casters immediately fail to concentrate on maintaining their spells.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
In addition, while you are attuned to it, the bonus increases to +3 if you use it against a target that has the Spellcasting trait.
If you deal damage with the crossbow to a creature that is maintaining concentration on a spell, that creature makes its Constitution saving throw with disadvantage to maintain its spell. Additionally, the crossbow deals an additional 3 (1d6) force damage to creatures with the spellcasting trait.
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: Player's Handbook p. 149,
Crown of the Oathbreaker p. 741 (Homebrew) |