Bolts, Crossbow (10)

Ammunition
Critical:?
Range Increment:?
Type:?
Hardness:5
SizeCost1DamageWeight1hpTemplate:ifexpr: 1 and 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1
Fine*?**
Diminuative*?**
Tiny*?**
Small1 gp?1/2 lb.*
Medium1 gp?1 lb.*
Large2 gp?2 lb.*
Huge*?**
Gargantuan*?**
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
[/LIST]

[top]Description

A 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). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). 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 ten bolts.

[top]Enhancements

Crossbow Bolt Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel and Wood1 gp61 gp5*2?
Adamantine?601 gp5*2Bypass hardness less than 20
Crystal, Deep?201 gp10*2Psionic
Crystal, Mundane?{{{mccost|61 gp}}}8*2No rusting, not metal
Darkwood?71 gp5*21/2 weight
Iron, Cold2 gp62 gp5*2Magical enchantments cost an additional Template:formatnum: -- template expr: 40 10 gp.
Mithral?501 gp5*21/2 weight
Silver, Alchemical21 gp81 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 10 gp+2+10
+2+Template:formatnum: -- template expr: 160 10 gp+4+20
+3+Template:formatnum: -- template expr: 360 10 gp+6+30
+4+Template:formatnum: -- template expr: 640 10 gp+8+40
+5+Template:formatnum: -- template expr: 1000 10 gp+10+50
+6+Template:formatnum: -- template expr: 1440 10 gp3+12+60
+7+Template:formatnum: -- template expr: 1960 10 gp3+14+70
+8+Template:formatnum: -- template expr: 2560 10 gp3+16+80
+9+Template:formatnum: -- template expr: 3240 10 gp3+18+90
+10+Template:formatnum: -- template expr: 4000 10 gp3+20+100
+11 or more+ bonus × bonus
× Template:formatnum: -- template expr: 400 10 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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