“Careful recruit! That isn’t exercise equipment.The thorns are as sharp as the teeth of a Dragon-wolf pup.” -Olaf, Barovian Munitions
You gain a +0 bonus to ranged attack and damage rolls made with this mundane throwing weapon. It has the thrown property with a normal range of 30 feet and a long range of 120 feet. When you hit with a ranged attack using this weapon, it deals 3d8 damage + DEX. AC: 23 if directly attacked while stationary, extremely hard.
The Aspergil soaks the 5-ft cube it strikes with ½ lb of whatever liquor/ichor it’s been loaded with. Example: Holy-charged waters, Contact Poisons, Acid: 1d6 on contact
Barovian Artificers who prefer this weapon frequently pair it with (Repeating Shot) Infusion, thus ensorcelled it can be considered a magic weapon +1 which teleports back to ready to be hurled again just after its attack completes.
5lbs fully loaded with 8 (4lbs-total) rounds of whichever liquor/ichor has been prepped.
A cerulian blue-colored 1-lb dumb-bell mortar with fine Gnomish Glphys covering rigid surface. When held in hand, a squeeze here and a poke there to the right spot primes the mundane mechanisms inside, upon the mortars launch, fine thorn-like spikes emerge.
The Adamaintain-hard mortar is exceptionally rigid and sharp; it contains a number of features:
- The device is constructed in such a way that a matrix holds the liquor/ichor in the handle; the act of throwing the device releases 1 (½ lb.) of 8 total charges (4 lb.) of liquor/ichor; the device needs to be mundanely reloaded after the 8th toss.
- The device is primed after it leaves the hands of it’s thrower as the moving liquid beads at the extending thorn-like spikes. A small port in the handle allows filling and flushing of the liquor/ichor holding chamber.
- The device can be set with a safety so as not to extrude its thorn spikes or liquid.
Proficiency with a Dart 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Damage: Additional, Damage: Poison, Damage, Combat, Finesse, Thrown, Vex
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