NameSlime Slinger
TypeR
Value0.1
Magic itemYes
Raritysling, uncommon
TextThis staff sling is usually crafted by shamans of wild tribes, clerics who venerate deities of oozes, or warlocks dedicated to ooze patrons. When you speak a command word, the slinger generates globules of corrosive slime that you can sling at your opponents. The slinger can generate 5 globules per day. After all 5 daily globules have been slung, the sling functions as a regular sling. On a hit, the corrosive slime deals 7 (2d6) points of acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded. The target takes a permanent and cumulative -1 penalty to its AC on each hit. The armor is destroyed if the penalty reduces its AC to 10. 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 (you need a free hand to load a one-handed weapon). 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 (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. 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. Proficiency: simple, sling Source: Player's Handbook p. 149, Crown of the Oathbreaker p. 740 (Homebrew)