This new magic item for Dungeons & Dragons is a crossbow that fires bolts of energy that deal your choice of damage type. At higher levels, you can add special powers to the crossbow’s bolts.
Crossbow of Versatility
Weapon (light crossbow), rare [Tier 2]
(requires attunement)
Damage: 1d8+1 piercing*
Weight: 4 lbs.
Properties: Loading, (Range 80/320), Two-Handed
This crossbow fires bolts of energy. It creates one bolt per round and 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.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
* Versatile Damage. Before making an attack with the crossbow, choose the type of damage it will deal on a hit: acid, bludgeoning, cold, force, fire, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder.
Very Rare [Tier 3] upgrade
When you achieve level 10 while attuned to the crossbow, you have a +2 bonus to attack and damage rolls made with this magic weapon.
Versatile Bolts. You can use the crossbow to create a bolt that crackles with power. Before making your attack roll, choose which power you want the bolt to possess.
- Darkness Bolt. A creature hit by this arrow takes 2d6+2 necrotic damage and the target is also hit by a Darkness spell.
- Explosive Bolt. A creature hit by this arrow takes 2d6+2 fire damage and must succeed a DC15 Constitution saving throw or be pushed back 5 feet and knocked prone.
- Nightmare Bolt. A creature hit by this arrow takes 2d6+2 psychic damage and must succeed a DC15 Wisdom saving throw or be frightened until the start of your next turn.
- Restraining Bolt. A creature hit by this arrow takes 2d6+2 force damage and must succeed a DC15 Dexterity saving throw or be restrained until the start of your next turn.
This ability can be used once per round and can be used a number of times per day equal to your proficiency bonus. The crossbow recharges after you take a long rest.
Legendary [Tier 4] upgrade
When you achieve level 17 while attuned to the crossbow, you have a +3 bonus to attack and damage rolls made with this magic weapon.
The crossbow now creates 2 magic bolts per round, 1 of which can be a Versatile Bolt. The crossbow can be fired twice per round, regardless of the number of attacks you can normally make.
Legendary Versatile Bolts. You gain new options when choosing a power for the bolt.
- Gas Bolt. A creature hit by this arrow takes 2d6+3 poison damage and is hit by a Stinking Cloud spell. (DC 15 Constitution save.)
- Lightning Bolt. A creature hit by this arrow takes 2d6+3 lightning damage and the creature must make a DC 15 Constitution save or become stunned until the end of its next turn.
- Tracking Bolt. The target takes no damage and does not notice the hit. For the next 24 hours, you know the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, you know which one, but not the exact location there. Only one target can be tracked at a time using this feature.
- Web Bolt. The target takes no damage but is hit by a Web spell. (DC 15 Dexterity save or be restrained.)
Power Tiers
To help Game Masters determine which player character levels a magic item is appropriate for, each item is assigned a power tier.
Tier 1: Levels 1 – 4
Common and Uncommon items for characters still learning their abilities.
Tier 2: Levels 5 – 10
Uncommon and Rare items for characters who are seasoned adventurers.
Tier 3: Levels 11 – 16
Very Rare items for characters who are established masters of their class.
Tier 4: Levels 17 +
Legendary items for characters who are like superheroes or demigods.
An item’s power tier is only a suggestion, and the GM should consider how each item would best fit with their campaign and player characters.
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