Venom

This hand crossbow is altered with custom tweaks and mechanisms to the point where many people would not be able to get it to work. Attuned to Taylon
- Functions as a +1 hand crossbow
- Once per long rest it can fire a bolt imbued with venom. If this attack hits, the tip of the bolt explodes in an acidic burst inside its target and splashing anyone within 5 feet as well. There is no save to resist this acid which does 3d6 damage to it’s primary target and 3 points of damage to anyone splashed.
- Once per long rest you can use your reaction to put this crossbow in the way of an oncoming spell. It reduces the damage you take from the spell by an amount up to your level and begins to glow. The bow gains a +1 on attack and does an extra 5 points of magical damage until it disperses this energy, which takes a number of rounds equal to damage absorbed.
- As long as the attuned weapon is in hand, wielder cannot be blinded, deafened, petrified, or stunned.

When the wielder reaches level 10, the crossbow becomes sentient. Some of the small wheels and gears on it seem to spin even when not in use. Alignment matches wielder. If away from wielder for more than 24 hours, the gears lock up and weapon becomes useless until picked up by attuned wielder or a new chosen one. Communicates by transmitting emotions to wielder when carried. Can hear and see surroundings out to 30ft, normal vision. Seems to encourage thoughts of treasure seeking…
Venom gains the following abilities:
Int – 16
Wis – 11
Cha – 12

Venom

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