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Heavy Crossbows: Difference between revisions

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| handedness = two-handed
| handedness = two-handed
| melee or ranged = ranged
| melee or ranged = ranged
| damage = 1d10 Piercing
| damage = 1d10
| range m = 18
| damage type = Piercing
| range ft = 60
| ammunition = yes
| ammunition = yes
| heavy = yes
| heavy = yes
| loading = yes
| dippable = yes
| dippable = yes
| actions =
| weapon actions = Piercing Shot, Brace (Ranged)
* {{Piercing Shot}}
| seo image = Heavy Crossbow Unfaded.png
* {{Brace (Ranged)}}
}}
}}
== External links ==
* {{FRWiki|Crossbow|long}}
{{back to top}}
{{NavEquipment}}

Latest revision as of 23:48, 28 July 2024

Heavy Crossbows Heavy Crossbows are a type of two-handed martial ranged weapon. The following are some base attributes common to most heavy crossbows, although special or magical variants may be significantly different. For the most common, nonmagical type of this weapon, see Heavy Crossbow. Further down below, you can find a list of all heavy crossbows in the game.

Properties

Damage
Details
 Two-Handed
 Range: 18 m / 60 ft
Dippable Dippable

Actions[edit source]

Proficiency Icon.png If you have proficiency, equip in main hand to gain:

Piercing Shot Piercing Shot ()

Deal regular damage and possibly inflict Gaping Wounds Gaping Wounds which cause extra damage on attacks.

Brace (Ranged) Brace ()

Spend 6 m / 20 ft of your movement. For the rest of your turn, roll ranged damage twice and use the highest result.

List of heavy crossbows

Weapon Enchant. Damage Damage Type Weight Price Special


Rusty Heavy Crossbow

1d10

Piercing

8.1 kg
16.2 lb

6


Watcher Crossbow

3d10

Piercing

50 kg
100 lb

65

Not usable by humanoids.


Heavy Crossbow

1d10

Piercing

8.1 kg
16.2 lb

65


Crossbow of Arcane Force

+1

1d10 + 1

Piercing

8.1 kg
16.2 lb

130

Arcane Ammunition Arcane Ammunition ()

Infuse your crossbow bolts with arcane energy. Your ranged weapon attacks deal an additional 1d4Damage TypesForce damage.


Gandrel's Aspiration

+1

1d10 + 1

Piercing

8.1 kg
16.2 lb

130
Feller of Monsters
You have Advantage Icon.png Advantage against Monstrosity type enemies.
Sacred Munitions Sacred Munitions ()

Infuse your crossbow bolts with holy energy. For the rest of your turn, your ranged weapon attacks inflict Turned Turned against Undead.


Githyanki Crossbow

+1

1d10 + 1

Piercing

8.1 kg
16.2 lb

85


Heavy Crossbow +1

+1

1d10 + 1

Piercing

8.1 kg
16.2 lb

85


Giantbreaker

+1

1d10 + 1

Piercing

8.1 kg
16.2 lb

380
Heavy Hitter
Your weapon hits hard enough to send your target Reeling Reeling for 2 turns.


Harold

+1

1d10 + 1

Piercing

8.1 kg
16.2 lb

480
Haroldish Doom
When you deal damage to a target with a ranged weapon, it must succeed a Charisma Saving throw or be Baned Baned for 2 turns.


The Long Arm of the Gur

+2

1d10 + 2

Piercing

8.1 kg
16.2 lb

380
Revenant Scourge
When used against undead creatures this weapon has +1d4 bonus to Attack and Damage rolls.


Fabricated Arbalest

+2

1d10 + 2

Piercing

8.1 kg
16.2 lb

960

Dazzling Ray Dazzling Ray ()

Unleash a beam of brilliant light that Blinds Blinds all creatures in its path.

Illuminating Shot Illuminating Shot ()

Fire a shimmering bolt that inflicts 1 turn of Radiating Orb Radiating Orb upon the target.


Hellfire Engine Crossbow

+2

1d10 + 2

Piercing

8.1 kg
16.2 lb

960

Lightning Arrow Lightning Arrow ()
Cast as a level 4 spell ( Recharge: Long rest.)
Reposition Malefactor Reposition Malefactor ()

Pulls the creature 9 m / 30 ft closer to you if it fails a DC 15  Dex saving throw.

Legacy content

    (None)

External links[edit | edit source]

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