D20:Bolts, Repeating Crossbow Weapon

Bolts, Repeating Crossbow (5)

Range Increment:?
SizeCost1DamageWeight1hpTemplate:ifexpr: 1 and 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1
Small1 gp?1/2 lb.*
Medium1 gp?1 lb.*
Large2 gp?2 lb.*
Collossal*?**Template:ifexpr: 1 or 1 or 1 and 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1


A repeating crossbow bolt used as a melee weapon is treated as a light improvised weapon (?4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Repeating crossbow bolts come in a wooden case that holds 5. A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Prices and weights are for five bolts.


Repeating Crossbow Bolt Material Enhancements
Steel and Wood1 gp31 gp5*2?
Adamantine?301 gp5*2Bypass hardness less than 20
Crystal, Deep?101 gp10*2Psionic
Crystal, Mundane?{{{mccost|31 gp}}}8*2No rusting, not metal
Darkwood?41 gp5*21/2 weight
Iron, Cold2 gp32 gp5*2Magical enchantments cost an additional Template:formatnum: -- template expr: 40 5 gp.
Mithral?501 gp5*21/2 weight
Silver, Alchemical11 gp41 gp5*2−1 damage

  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. The SRD gives neither this value nor a means to accurately determine it.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional hp2
+1+Template:formatnum: -- template expr: 40 5 gp+2+10
+2+Template:formatnum: -- template expr: 160 5 gp+4+20
+3+Template:formatnum: -- template expr: 360 5 gp+6+30
+4+Template:formatnum: -- template expr: 640 5 gp+8+40
+5+Template:formatnum: -- template expr: 1000 5 gp+10+50
+6+Template:formatnum: -- template expr: 1440 5 gp3+12+60
+7+Template:formatnum: -- template expr: 1960 5 gp3+14+70
+8+Template:formatnum: -- template expr: 2560 5 gp3+16+80
+9+Template:formatnum: -- template expr: 3240 5 gp3+18+90
+10+Template:formatnum: -- template expr: 4000 5 gp3+20+100
+11 or more+ bonus × bonus
× Template:formatnum: -- template expr: 400 5 gp
+ enhancement bonus × 2+ enhancement bonus × 10

  1. Increase total cost for magical enhancement by 40 gp per unit for cold iron ammunition.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

[top]See Also

System Reference Document -> Equipment -> Weapon Descriptions
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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