Weapon Ability – Base DC – Some of the effects produced by weapons masters has a saving throw to resist. A sling must be loaded to deal any damage when used in this way.Īssociated Weapons – Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. ( Proficiency) At the end of the battle, you can recover half your expended ammunition by taking a minute lo search the battlefield. 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. Weapon Ability – Ammunition – You can use a weapon that has the ammunition properly lo make a ranged attack only if you have ammunition to fire from the weapon. Hand Crossbow Attack +Dex +Prof +Prof to hit one target, Ammunition Range (50/160 ft)īasic Hit: 5d6 +Dex mod piercing + Poison (d12)īeyond Grand Master in Weapon Mastery – While not possible to learn at this level, some abilities and magical items might push skill above grand master, and if it does it adds an extra dice of damage and improves abilities and options as per the weapon progression. Weapon Mastery Grand Master – A natural 1 counts counts as a critical hit, and if both dice deal a critical hit, then all dice in the attack are maximised. Hand Crossbow Attack +Dex +Prof +Prof to hit one target, Ammunition Range (45/150 ft)īasic Hit: 4d6 +Dex mod piercing + Poison (d10) Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Weapon Options (Available to learn) – Chuul Ichor, Concealed Weapon, Deathtoad Toxin, Distracting Shot, Patient Shot, Pinning Hit, Rapid Shot, Scorpion Venom, Wooziness Tonic Hand Crossbow Attack +Dex +Prof to hit one target, Ammunition Range (40/140 ft)īasic Hit: 3d6 +Dex mod piercing + Poison (d8) Weapon Mastery Expert – You gain an expertise on your attack, and weapons do an extra dice of damage. Weapon Abilities – Ammunition, Delay, Light, Loading, Range Hand Crossbow Attack +Dex +Prof to hit one target, Ammunition Range (35/130 ft)īasic Hit: 2d6 +Dex mod piercing + Poison (d6) Gain abilities to activate as a bonus action on your round, or a reaction. Weapon Mastery Skilled – Weapons do an extra dice of damage. Hand Crossbow Attack +Dex +Prof to hit one target, Ammunition Range (30/120 ft)īasic Hit: 1d6 +Dex mod piercing + Poison (d4) Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks. Weapon Abilities – Ammunition, Light, Loading, Range Hand Crossbow Attack +Dex to hit one target, Ammunition Range (-/110 ft)īasic Hit: 1d6 +Dex mod piercing + Poison (d4) (Halved) Non-Proficient use does not grant access to most of the weapon special properties. Weapon Mastery Non-Proficient – Attacks are with disadvantage, and damage is halved rounded down. Weapon Options (Available to learn) – Chuul Ichor, Concealed Weapon, Deathtoad Toxin, Distracting Shot, Patient Shot, Pinning Hit, Rapid Shot, Scorpion Venom, Wooziness Tonic.5E Stats – Ranged Martial Weapon, Costs 75 gp and has a weight of 3 lb.Loading a hand crossbow is a free action requiring the use of both hands. A hand crossbow is a simple one-handed ranged weapon in the crossbow weapon group.
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