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Upgraded Crimson Crossbow

Weapon

Legendary Requires attunement by a level 10 blood hunter

Heavy, Loading, Magical, Two-handed

The Crimson Crossbow is a heavy crossbow modified with both advanced engineering and hemomancy. The crossbow itself is made from ironwood and has no space for decorations but instead is covered in blood runes and inlays to channel hemomancy. The crossbow is also a much higher quality than regular crossbows and it has better range because of it. The crossbow also has a small glass vial which is secured tightly to the side of the crossbow with iron reinforcements. The vial seems to drain blood from its victims, slowly filling the vial.

Crimson Collector. When you activate your crimson rite on the crossbow, you take two additional dice worth of damage, and your hit point maximum is reduced by an amount equal to the number of hit points lost to your crimson rite. You gain an additional hemocraft die on your attacks while crimson rite is active. Additionally when you deal damage with the crossbow while its crimson rite is active, the crossbow drains the victim's blood. The crossbow gains a number of points equal to half the damage dealt with your crimson rite. The crossbow can hold 75 points. Creatures who do not have blood in their bodies can not be drained by the crossbow. Charges remain within the crossbow until used.

Crimson Spending. You can spend the points stored within the crossbow for different effects. The points remain within the crossbow until used. The effects are as following:

  • You can spend 5 points when you hit a creature with a bolt to deal an additional 1d6 necrotic damage. You can spend up to 20 points per attack for a maximum of 4d6 necrotic damage.

  • You can spend 10 points as an action to heal yourself or a creature you can touch for 1d8 + your wisdom modifier.

  • You can spend 25 points to cast the hunter’s mark spell as a bonus action, requiring no concentration. You can only use this ability once per long rest.

  • You can spend 40 points to regain one use of your blood maledict. You can regain up to 2 maledictis per long rest.

  • You can spend 50 points as an action to make the crossbow have a +3 bonus to attack rolls and damage rolls instead of a +1. This effect lasts until you take a long rest.


Upgrades


Through the genius of the inventor Belorin the Crimson Crossbow has gained the following benefits:

Bomb Launcher. The Crimson Crossbow has a barrel which can fit a singular bomb at a time. The launcher requires one pouch of black powder per shot. When the launcher is used to launch a bomb it can be propelled up to 120 feet.

Grappling Hook. The Crimson Crossbow has been modified to be able to shoot grappling hooks specifically designed for it. The grappling hook can be shot up to 150 feet and can dig into tough terrain like stone on a hit. The grappling hook connects to the crossbow and is made from mithral wire which can hold up to 750 lbs. The grappling hook can also be shot at a creature in an attempt to latch on to it.

Improved Loading. The Crimson Crossbow has a magazine of bolts which allows the weapon to shoot 12 times before needing an action to reload the weapon. Each magazine can hold 12 normal or special bolts.

Sights. The Crimson Crossbow has a scope on it which is a modified spyglass. While looking through the sights you gain advantage on Wisdom (perception) checks when looking at things more than 500 feet away from you. Additionally, you can spend your bonus action to aim your shots with the help of your scope, while aiming you do not have disadvantage on attack rolls against creatures out of your first range.

Misfire: 2
Whenever you make an attack roll with the Crimson Crossbow and the dice roll is equal to or lower than the weapon’s misfire the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools or Smith’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat with a cost of 2500 gold which takes one week to complete.

Type Damage Damage Range
Martial Ranged 1d10+1 None 150/600

Cost: 50 000 gp
Weight: 35lb


Created by

ST9000.

Statblock Type

Item

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