Riptide Crossbow
Alter: This magic crossbow ignored the penalties of underwater combat, has 3 charges, and regains 1d3 charges daily at dawn. As an action, you can expend 1 charge to speak its command word and fire a bolt at a point you can see within the weapon's normal range. The bolt creates a magical vaccum in a 20 foot radius sphere centered on that point, causing strange spectral tides to pull creatures toward it. Each creature in the area must make a DC 15 Strength saving throw . On a failed save, a creature is pulled up to 15 feet towards it, or only 5 on a successful one. Until the start of your next turn, the area becomes difficult terrain.
At the start of your turn, the point erupts, sending out a powerful wave of water in a 20 foot radius taht extinguishes all nonmagical flames within the area. Any creature in the area when the point erupts must make a DC 15 Strength saving throw. On a failure, a creature takes 3d10 bludgeoning damage and is knocked prone. On a successful save, a creature only takes half damage.
Attunement: Yes
Rarity: Rare
Type: Heavy Crossbow
Cost: 1800gp
At the start of your turn, the point erupts, sending out a powerful wave of water in a 20 foot radius taht extinguishes all nonmagical flames within the area. Any creature in the area when the point erupts must make a DC 15 Strength saving throw. On a failure, a creature takes 3d10 bludgeoning damage and is knocked prone. On a successful save, a creature only takes half damage.
Attunement: Yes
Rarity: Rare
Type: Heavy Crossbow
Cost: 1800gp
Griffons Saddlebag, Vol II
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