Weapon (javelin), artifact (requires attunement by a must be equipped in main hand )

This weapon has 12 charges and recharges 1d6+1 at dawn

You Have a +2 bonus to all attacks and damage rolls made with this magic weapon. While wielding this weapon you also gain the following ability's.

Ability's

Call of the abyss. Spend 2 Charges to recall your Harpoon back to you after being thrown. Can Spend and additional 2 Charges to have your Harpoon cause an explosion of Water dealing 2d8 extra damage to anyone in a 10 foot radius around the target after impact.

Shield of the Deep. Spend 3 Charges to call forth a blockade of water that covers and blocks 20 foot path in a chosen direction creatures that attempt to go threw the wall or are inside it take 2d8 water damage and roll a Wisdom Save dc of 15 or higher or become slowed till the start of there next turn. 

Umberlee's Guidance. Spend 3 Charges to Have your Harpoon pierce an additional target in a straight line behind your target. Can spend and additional 2 charges to have your Harpoon Curse your target making it make a Wisdom save of 14 or higher if the target fails, they become marked. Any marked target takes an additional 2d8 water damage from any attack for the next 2 turns.

Umberlee's Embrace. Spend 4 Charges to empower you harpoon with magic from the abyss Causing all attacks you do for the next 2 turns to deal and additional 3d8 water damage if you get a kill while this ability is active can spend one additional charge to call forth a Merfolk to help you in combat. the Merfolk has its original stat block and is friendly to you and your companions and understands your commands. the Merfolk will stay with you for up to one hour or until hp reaches 0. Can only summon 2 Merfolk at a time with this ability.

Once a normal harpoon used by sailors to hunt now has been enchanted with the power of the abyss. Were once was a normal wooden handle and a silver spike on top now is a ornate beautiful dark wood with tentacles of a kraken carved into the sides of it. The Spike now turned into a spear head with a curve barb on the back. This weapon whispers of untold power as you get closer you can hear the cry's of the lost souls that were lost at sea.

Proficiency with a Javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: must be equipped in main hand , Thrown, Slow

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