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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Crossbow Hand

Dungeons and Dragons – Mystara

Weapons Mastery – Hand Crossbow

0e-rb-rc D&D BECMI Rules Cyclopedia
0e-rb-rc – D&D BECMI Rules Cyclopedia
Hand Crossbow
Hand Crossbow

A hand crossbow is a simple one-handed ranged weapon in the crossbow weapon group. Loading a hand crossbow is a free action requiring the use of both hands..

Weapons Mastery – Hand Crossbow

  • Hand Crossbow Attack: (Non-Proficient) + to hit, Ammunition range (-/110 ft), Light, Loading, one target
    • Hit: 1d4+mod piercing.
    • Base Poison: d2
  • Hand Crossbow Attack: (Proficient) + to hit, Ammunition range (30/120 ft), Light, Loading, one target
    • Hit: 2d4+mod piercing.
    • Base Poison: d4
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Hand Crossbow Attack: (Skilled) + to hit, Ammunition range (35/130 ft), Light, Loading, one target
    • Hit: 3d4+mod piercing.
    • Base Poison: d6
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Hand Crossbow Attack: (Expert) + to hit, Ammunition range (40+Delay/140 ft), Light, Loading, one target
    • Hit: 2d6+mod piercing.
    • Base Poison: d8
    • Crit (within 40): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Hand Crossbow Attack: (Master) + to hit, Ammunition range (45+Delay/150 ft), Light, Loading, one target
    • Hit: 3d6+mod piercing.
    • Base Poison: d10
    • Crit (within 45): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Hand Crossbow Attack: (Grand Master) + to hit, Ammunition range (50+Delay/160 ft), Light, Loading, one target
    • Hit: 2d8+mod piercing.
    • Base Poison: d12
    • Crit (within 50): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.

Weapon Qualities – Hand Crossbow

  • 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 for proficient). 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.
  • Base Poison: Inflict set damage on each round with a Base DC to avoid the effect and reduce the stage. Stage 1 – 1 dice, Stage 2 – 2 dice, Stage 3 – 3 dice, Stage 4 – 4 dice and Stage 5 – 4 dice.
  • Delay: On a Crit, the target must make a Con save vs Base DC. If they fail, they are stunned until the start of their turn, on a critical fumble they are stunned until their next turn.
  • Light: Can be used with Two Weapon Fighting.
  • 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.
  • Two-Weapon Fighting: As a bonus action you can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.

Weapon Options – Hand Crossbow

Chuul Ichor: A creature hit by a weapon coated with this poison must make a Base DC Constitution saving throw. On a failure, it is paralyzed until the beginning of its next turn.(Expert in Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

Concealed Weapon: You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon. As an action you can attack with a concealed weapon gaining advantage. (Expert in Blackjack, Dagger, Dart, Hand Crossbow)

Deathtoad Toxin: A creature hit by a dart coated with this poison must make a Base DC Constitution saving throw. On a failure, it takes +1 dice of poison damage. (Expert in Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

Distracting Shot: As an action, make a single attack with your ranged weapon. 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. (Expert in Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling)

Patient Shot. You carefully align your ranged weapons sites over your target. As an action in a turn that you have not moved, you may make a single ranged attack with advantage. (Expert in Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling)

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. (Expert in Bastard Sword, Battleaxe, Dagger, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, Warpick)

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. (Expert in Hand Crossbow, Light Crossbow)

Scorpion Venom: A creature subjected to this poison must make a Base DC Constitution saving throw at the beginning of each of its turns, taking 24 (7d6) poison damage on a failed saving throw, or half as much on a successful one. This poison lasts until the target succeeds on three saving throws or is magically cured. (Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

Wooziness Tonic: A creature hit by a dart coated with this poison must make a Base DC Constitution saving throw. On a failure, it is poisoned until the end of its next turn. (Expert in Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

Design Details on building Weapons Mastery

I have managed to even out most of the damage, but also increased it in this case as it is working better with my magical weapon enhancment changes.

Content Updates

  • 2021-10-07 – Changed weapon options over to reusable blocks for character build pages.
  • 2021-08-26 – Update to layout and menu.
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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