- Type
- R|XPHB
- Rarity
- very rare
- Attunement
- Required
- Weight
- 3 lb.
- Damage
- 1d6 P
- Properties
- A|XPHB, L|XPHB, LD|XPHB
- Mastery
- Vex|XPHB
- Range
- 30/120
Ruidium Hand Crossbow
ItemCRCotNp. 2162024very rare
Raw data
{
"dmg1": "1d6",
"name": "Ruidium Hand Crossbow",
"page": 216,
"type": "R|XPHB",
"range": "30/120",
"__prop": "item",
"rarity": "very rare",
"source": "CRCotN",
"weapon": true,
"weight": 3,
"dmgType": "P",
"edition": "one",
"entries": [],
"mastery": [
"Vex|XPHB"
],
"ammoType": "bolt|xphb",
"baseItem": "hand crossbow|xphb",
"crossbow": true,
"property": [
"A|XPHB",
"L|XPHB",
"LD|XPHB"
],
"_baseName": "Hand Crossbow",
"_category": "Specific Variant",
"reqAttune": true,
"_baseSrd52": true,
"_baseValue": 7500,
"_entryType": "weapon ({@item Hand Crossbow|Xphb})",
"_textTypes": [
"martial weapon",
"ranged weapon"
],
"_attunement": "(Requires Attunement)",
"_baseSource": "XPHB",
"_isEnhanced": true,
"bonusWeapon": "+2",
"modifySpeed": {
"equal": {
"swim": "walk"
}
},
"_fullEntries": [
"This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:",
{
"type": "list",
"items": [
"You can breathe water.",
"You gain a swimming speed equal to your walking speed."
]
},
{
"name": "Ruidium Strike",
"type": "entries",
"entries": [
"A creature you hit with this weapon takes an extra {@damage 2d6} psychic damage."
]
},
{
"name": "Ruidium Corruption",
"type": "entries",
"entries": [
"When you roll a 1 on an attack roll made with this weapon, you must make a {@dc 20} Charisma saving throw. On a failed save, you gain 1 level of {@condition exhaustion}. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save."
]
},
{
"name": "If Ruidium Is Destroyed",
"type": "entries",
"entries": [
"If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a {@item +2 weapon}."
]
},
{
"data": {
"item__mergedEntryTag": "type"
},
"type": "wrapper",
"wrapped": {
"name": "Range",
"type": "entries",
"entries": [
"A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have {@variantrule Disadvantage|XPHB} on the attack roll. You can't attack a target beyond the long range."
]
}
},
{
"data": {
"item__mergedEntryTag": "property"
},
"type": "wrapper",
"wrapped": {
"name": "Ammunition",
"type": "entries",
"entries": [
"You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost."
]
}
},
{
"data": {
"item__mergedEntryTag": "property"
},
"type": "wrapper",
"wrapped": {
"name": "Light",
"type": "entries",
"entries": [
"When you take the {@action Attack|XPHB} action on your turn and attack with a Light weapon, you can make one extra attack as a {@variantrule Bonus Action|XPHB} later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a {@item Shortsword|XPHB} in one hand and a {@item Dagger|XPHB} in the other using the {@action Attack|XPHB} action and a {@variantrule Bonus Action|XPHB}, but you don't add your Strength or Dexterity modifier to the damage roll of the {@variantrule Bonus Action|XPHB} unless that modifier is negative."
]
}
},
{
"data": {
"item__mergedEntryTag": "property"
},
"type": "wrapper",
"wrapped": {
"name": "Loading",
"type": "entries",
"entries": [
"You can fire only one piece of ammunition from a Loading weapon when you use an action, a {@variantrule Bonus Action|XPHB}, or a {@variantrule Reaction|XPHB} to fire it, regardless of the number of attacks you can normally make."
]
}
},
{
"data": {
"item__mergedEntryTag": "mastery"
},
"type": "wrapper",
"wrapped": {
"name": "Mastery: Vex",
"page": 214,
"type": "entries",
"source": "XPHB",
"entries": [
"If you hit a creature with this weapon and deal damage to the creature, you have {@variantrule Advantage|XPHB} on your next attack roll against that creature before the end of your next turn."
]
}
}
],
"_variantName": "Ruidium Weapon",
"_entrySubType": "martial weapon, ranged weapon",
"genericVariant": {
"name": "Ruidium Weapon",
"source": "CRCotN"
},
"hasFluffImages": true,
"weaponCategory": "martial",
"_valueFromRarity": 4000000,
"_baseFreeRules2024": true,
"_attunementCategory": "Requires Attunement"
}