#### Condemner (Exalted) Weapon (Heavy Crossbow), legendary (requires attunement), martial weapon, ranged weapon, 18 lb. 1d10 Piercing ammunition (100/400 ft.), heavy, loading, two‑handed, Vestige --- This shadow-touched *heavy crossbow* once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named *Ixrattu Khar*. ***Dormant.*** When Condemner is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d4 poison damage. Additionally, if you hit with an attack using this weapon, you can activate one of the following effects instead of dealing damage: - You cast *fog cloud* centered on the target's space. - You cast *silence* centered on the target's space. When an effect is used, it can't be used again until you finish a short or long rest. ***Awakened.*** When Condemner reaches an awakened state, you gain the following benefits: - The weapon's bonus to attack and damage rolls increases to +2. - The extra poison damage dealt by the weapon increases to 1d6. - You gain an additional effect that can be triggered in place of dealing damage when you hit with an attack: - You cast *hold person* on the target (save DC 15). - This effect can't be used again until you finish a short or long rest. ***Exalted.*** When Condemner reaches an exalted state, you gain the following benefits: - The weapon's bonus to attack and damage rolls increases to +3. - The extra poison damage dealt by the weapon increases to 1d8. - The save DC for the weapon's hold person spell increases to 17. - You gain an additional effect that can be triggered in place of damage when you hit with an attack: - You cast the *blight* spell on the target (save DC 17). This effect can't be used again until you finish a short or long rest. ***Range.*** A weapon that can be used to make a ranged attack has a range shown 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 indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. ***Ammunition.*** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. ***Heavy.*** Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. ***Loading.*** Because of the time required to load this weapon, 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. ***Two-Handed.*** This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. ***Vestige of Divergence.*** *This item is a Vestige of Divergence, see *Tal'Dorei Treasures* for more information.* --- #### Condemner (Exalted) Weapon (Heavy Crossbow), legendary (requires attunement), martial weapon, ranged weapon, 18 lb. 1d10 Piercing ammunition (100/400 ft.), heavy, loading, two‑handed, Vestige --- This shadow-touched *heavy crossbow* once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named *Ixrattu Khar*. ***Dormant.*** When Condemner is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d4 poison damage. Additionally, if you hit with an attack using this weapon, you can activate one of the following effects instead of dealing damage: - You cast *fog cloud* centered on the target's space. - You cast *silence* centered on the target's space. When an effect is used, it can't be used again until you finish a short or long rest. ***Awakened.*** When Condemner reaches an awakened state, you gain the following benefits: - The weapon's bonus to attack and damage rolls increases to +2. - The extra poison damage dealt by the weapon increases to 1d6. - You gain an additional effect that can be triggered in place of dealing damage when you hit with an attack: - You cast *hold person* on the target (save DC 15). - This effect can't be used again until you finish a short or long rest. ***Exalted.*** When Condemner reaches an exalted state, you gain the following benefits: - The weapon's bonus to attack and damage rolls increases to +3. - The extra poison damage dealt by the weapon increases to 1d8. - The save DC for the weapon's hold person spell increases to 17. - You gain an additional effect that can be triggered in place of damage when you hit with an attack: - You cast the *blight* spell on the target (save DC 17). This effect can't be used again until you finish a short or long rest. ***Range.*** A weapon that can be used to make a ranged attack has a range shown 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 indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. ***Ammunition.*** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. ***Heavy.*** Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. ***Loading.*** Because of the time required to load this weapon, 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. ***Two-Handed.*** This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. ***Vestige of Divergence.*** *This item is a Vestige of Divergence, see *Tal'Dorei Treasures* for more information.* ---