Crossbowman (1.2)
- Robert Hensley
- Mar 17
- 2 min read

Crossbowmen are expensive, but effective. They are not used as much by some cultures, but the cultures that did not have them in their traditional history have adapted them wholeheartedly, such as the Remans and the Jade Culture.
Playing the Crossbowman
Crossbowmen have good defensive abilities and very good long range abilities. They are not great in hand to hand but have some options. They have the long range abilities of archers, but trade their higher number of arrows for more damage. You may want to play this if you want to be a long range combat player that can also wear armor. You will need to bring your own Dawn Lands compliant LARP crossbow. Coming up with your own Dawn Lands LARP safe crossbow and arrows are the biggest challenge to playing this class, but the benefits are worth it.
Abilities:
Armor Allowed: Level 2
Weapons Allowed: Crossbow (of any kind), Shortsword, Dagger, Knife, Stick, Club, One-Handed Mace
Level 1
Crossbow Training: Eight bolts per day (8x/day), and they can be refilled by a Smith, forge, or a high enough level Druid.
Skilled Targeting: You gain +1 damage to crossbows.
Volley: Each Crossbowman in your party past the first Crossbowman gets a +1 to damage. So, two Crossbowmen in a party would give each other a +1 damage bonus, three would give each other a +2 damage bonus.
Level 2
Pavise Shield Training: A Pavise shield can be carried into combat and set up in an area for protection.
Level 3
Cultural Ability
Level 4
Disarming Shot: You fire a bolt equipped with a special tip that causes a stunning or disorienting effect on the target, temporarily impairing their combat abilities. This must be called out before the shot is made. If the target is hit then they must drop whatever is held in their hands. No damage is done with this shot. This ability can be used three times per day (3x/day) and can be renewed.
Level 5
Improved Skilled Targeting: This ability grants an additional +1 damage to crossbows (up to a total of +2).
Level 6
Cultural Ability
Level 7
Marshal: You gain the rank and title of Marshal. At the start of each event you gain 10 GP for your services to the crown.
Crippling Shot: You must call out “Crippling Shot” before you make the shot. If you hit a target's leg or arm they cannot use it until they are healed. If a leg is hit, then they must hop on the other leg, go to both knees, or have another player in the party assist them in moving. If it is an arm, then they cannot use a weapon or shield in that arm. If they were holding a weapon or shield in that arm, then they either must switch it to the other arm or drop it. This ability can be used three times per day (3x/day) and can be renewed.
Level 8
Explosive Bolts: You fire a bolt exploding on impact. It deals area-of-effect




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