Text | You have a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse:
You're unwilling to part with this weapon while attuned to it. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, your target changes to your closest ally. If there are multiple allies, randomly determine which is the target. Make a new attack roll with advantage against your ally. If the attack hits, in addition to the standard damage you deal an extra 2d6 poison damage. Only the Remove Curse spell allows you to end attunement to this item.
Corrupting:
This item corrupts. See the "Infernal Item Corruption" section.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Proficiency: simple, spear
Source: Chains of Asmodeus p. 270 (Third Party) |