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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Crossbow Light

Dungeons and Dragons – Mystara

Weapons Mastery – Light Crossbow

You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls.

  • 5E Stats – Ranged Simple Weapon, Costs 25 gp and has a weight of 5 lb.
  • Weapon Options: Distracting Shot, Patient Shot, Pinning Hit, Rapid Shot, Shrapnel Shot, Staggering Shot

Weapons Mastery – Light Crossbow

  • Crossbow, Light Attack: (Non-Proficient) + to hit, Loading, Two-Handed, Ammunition range (70/300 ft), one target
    • Hit: 1d4+mod piercing.
  • Crossbow, Light Attack: (Proficient) + to hit, Loading, Two-Handed, Ammunition range (80/320 ft), one target
    • Hit: 2d4+mod piercing.
  • Crossbow, Light Attack: (Skilled) + to hit, Loading, Two-Handed, Ammunition range (90/340 ft), one target
    • Hit: 3d4+mod piercing.
    • Crit (within 90): Stun (Base DC) Con save or stunned for 1 round /per 5 under the check.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
  • Crossbow, Light Attack: (Expert) + to hit, Loading, Two-Handed, Ammunition range (100/360 ft), one target
    • Hit: 2d6+mod piercing.
    • Crit (within 100): Stun (Base DC) Con save or stunned for 1 round /per 5 under the check.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
  • Crossbow, Light Attack: (Master) + to hit, Loading, Two-Handed, Ammunition range (110/380 ft), one target
    • Hit: 3d6+mod piercing.
    • Crit (within 110): Stun (Base DC) Con save or stunned for 1 round /per 5 under the check.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
  • Crossbow, Light Attack: (Grand Master) + to hit, Loading, Two-Handed, Ammunition range (110/380 ft), one target
    • Hit: 2d8+mod piercing.
    • Crit (within 110): Stun (Base DC) Con save or stunned for 1 round /per 5 under the check.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.

Weapon Qualities – Light Crossbow

  • AC Defence(ac bonus/number of attacks): If you spend your bonus action this round on this quality you gain a bonus for your armour class for the next indicated number of attacks. (+bonus/number of attacks)
  • Ammunition. You can use a weapon that has the ammunition properly lo make a ranged attack only if you have ammunition lo 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.
  • Ammunition (additional effects with Proficiency). At the end of the battle, you can recover half your expended ammunition by taking a minute lo 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. A sling must be loaded to deal any damage when used in this way.
  • Base DC (+number): Some of the effects produced by weapons masters has a saving throw to resist. This saving throw is calculated as 8 plus the ability modifier used in the attack roll. This is sometimes increased as you gain skill with the weapon, gain the Weapon Mastery feat or the fighter archetype.
  • 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 per round.
  • Stun: On a Crit, the target must make a Con save vs Base DC. If they fail, they are stunned for one round. No effect if they pass. If this effect is increased for longer than a round, then the target receives a save each round to remove the effect. For every 5 points they fail by, they are stunned for another round.
  • Two-Handed: This weapon requires two hands to use.

Weapon Options – Light Crossbow

  • Distracting Shot: As an action, make a single attack with your bow. You intentionally miss your target but give an ally the chance to attack while it is distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn.
  • Patient Shot. You carefully align your ranged weapon’s sites over your target. As an action in a turn that you have not moved, you may make a single ranged attack with advantage.
  • Pinning Hit. When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Strength saving throw vs your base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw.
  • Rapid Shot: You rapidly reload your weapon with loading, throwing off your aim but allowing you to make an additional attack this turn. As a bonus action, you may reload your hand crossbow and make an attack with it against a target within 30 feet. This attack has disadvantage.
  • Shrapnel Shot. As an action, make a single attack with your ranged weapon against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options:
    • Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure.
    • A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.
  • Staggering Shot. As an action while wielding a ranged weapon, you may make a single ranged weapon attack. If this attack hits, the enemy takes full weapon damage and must make a Constitution saving throw. On a failure, the target’s speed is reduced to 0 until the end of its next turn.

Designing the Weapons Mastery

Reducing the weapons dice make this weapon fit more with the theme of being easier to use for non-proficient people (actually have a chance to hit without disadvantage) and will scale well with the magical enhancements.

Content Updates

  • 2021-08-08 – Updated layout and menu.
  • 2020-06-10 – Updated to Grand Master and options
Weapons Mastery

Overview, Downtime for Weapons Mastery, Secret Craft: Weaponologist

Simple 1H or Versatile: Blackjack (or Sap), Cestus, Club (or torch), Dagger, Handaxe (or Tomahawk), Javelin, Lasso, Light Hammer, Mace, Quarterstaff, Sickle, Spear, Unarmed

Simple 2H: Greatclub, Scythe

Simple Ranged: Bola, Dart, Light Crossbow, Shortbow, Sling

Martial 1H or Versatile: Bastard Sword, Battleaxe, Flail, Lance, Longsword, Morningstar, Rapier, Scimitar, Shortsword, Spontoon, Trident, Warhammer, Warpick, Whip

Martial 2H: Bardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Lochaber Axe, Maul, Partisan, Pike, Poleaxe, Ranseur, Spectum, Voulge

Martial Ranged: Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Longbow, Net

Martial Shield: Horned Shield, Knife Shield, Sword Shield, Throwing Shield, Tusked Shield

D&D 5E in Mystara

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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