Builder’s Gate

Updated 2026-09-27

한국어

Harold is an item of Rare rarity. Type: Heavy Crossbow · Martial Weapon. Damage: 1d10 Piercing. Recorded sources: Act 1 · The Risen Road · Reward. See acquisition details below for conditions. Weight 8.1, Value 480 gold. Passives: Haroldish Doom. Granted abilities: Piercing Shot, Brace (Ranged).

Harold

Rare

Heavy Crossbow · Martial Weapon

1d10 Piercing

Weapon Enchantment +1

Haroldish Doom: When you deal damage to a target with a ranged weapon, it must succeed a Charisma Saving Throw or be Baned for 2 turns.

Piercing Shot Action Brace (Ranged) Movement Speed 6

Named after Harold Butterbisk, who owned the Butterbisk Inn in Waterdeep before it was renamed by new owners. The stock of the crossbow reads: Quaffing is a shootable offence.

How to obtain

Act 1 Reward The Risen Road

8.1480

Effect

Bane

Bane subtracts 1d4 from the target’s attack rolls and saving throws.

Stage 2 · Reading the situationSpells and concentration

It makes attacks less reliable and other harmful effects harder to resist. This is different from Disadvantage, which selects the lower of two dice.

Spells and items that apply Bane have different conditions. Check the recipient, any required save, and the duration.

Sources and review date

Reviewed: 2026-09-14

Derived from game data
  • Attack
  • Defense
Effect permalink

Core rule

Attack rolls

Core rule permalink

An attack roll decides whether an attack hits. The total must meet or exceed the target’s Armour Class.

Stage 1 · Combat basicsAttacks and dice

Roll a d20 and add the applicable ability modifier, proficiency bonus, and other attack bonuses. The weapon or spell determines which ability applies.

Damage is calculated after the hit is decided. A larger attack-roll total does not itself deal more damage.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Attack
  • Defense

Core rule

d20 rolls

Core rule permalink

A d20 has twenty possible results, from 1 to 20. It is used to resolve attacks and many uncertain actions.

Stage 1 · Combat basicsAttacks and dice

Add the relevant ability modifier, proficiency, and other bonuses to the die. Meeting the target number is enough to succeed.

Attack rolls, saving throws, and ability checks use different bonuses. A bonus to one does not automatically apply to the others.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Attack
  • Defense

Core rule

Saving throws

Core rule permalink

A saving throw determines whether you resist or avoid a harmful effect, such as a spell or trap.

Stage 1 · Combat basicsAttacks and dice

Roll a d20 using the ability named by the effect, then add the relevant modifier and saving-throw bonuses. Meeting the Difficulty Class succeeds.

Success may mean half damage or avoiding the effect entirely. A successful save does not always mean zero damage.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Defense

Answer

Bane Application

When an item's specified trigger is met, it applies Bane to the target.

Based on in-game text

Trigger source

Haroldish Doom

When you deal damage to a target with a ranged weapon, it must succeed a Charisma Saving Throw or be Baned for 2 turns.
Trigger context
OnDamage
Applies to
Target
Application condition
IsRangedWeaponAttack() and not HasStatus('BANE', context.Target)
Application saving throw
not SavingThrow(Ability.Charisma,13)
Application chance
100%
Application duration
2 turns

    Answer

    Bane Roll Adjustment

    A 1d4 penalty applies to both Attack Rolls and Saving Throws.

    Derived from game data

      Answer

      Bane Duration

      The three linked items apply Bane for 2 turns when their conditions are met.

      Derived from game data

        Answer

        Using Bane

        Use it to hinder Attack Rolls and Saving Throws together, but item triggers differ and it does not directly lower damage rolls.

        Codex commentary

          Equip in build