While you wield this javelin, you get a +4 bonus to armor class and a +3 bonus to attack and damage rolls made with this weapon. In addition, any creature you slay with it can’t be returned to life or contacted.
Necrosis. When you hit a creature with this weapon, the creature takes an extra 14 (4d6) force damage and must make a DC 20 Constitution saving throw. On a successful save, the creature is poisoned until the end of its next turn. On a failed save, the creature is afflicted with a wasting disease, and is poisoned for 24 hours. While poisoned in this way, the creature takes 7 (2d6) force damage at the beginning of each of its turns, and must succeed on a DC 17 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. If a creature has its hit point maximum reduced to 0 while poisoned in this way, the creature disintegrates into a pile of fine black ash. Once a creature has been hit by this weapon, it automatically succeeds on any saves against this property for the next 24 hours.
Planar Transcendence. When you hurl this javelin, it transforms into a bolt of negative energy, forming a line 10 feet wide that extends out from you to a target within 500 feet. Each creature in the line excluding you and the target must make a DC 20 Dexterity saving throw, taking 27 (6d8) force damage on a failed save, or 21 (6d6) force damage on a successful one. Make a ranged weapon attack against the target. On a hit, the target takes the force damage, and a temporary portal to the Negative Plane opens near the target. Until initiative count 20 on the next round, any creature that comes within 20 feet of where the target was hit or starts its turn there must make a DC 20 Strength saving throw. On a failure, the creature is sucked through the portal and takes 35 (10d6) force damage. The creature exits the portal when it closes on the next round. This property has three charges and the javelin regains 1d3 charges at midnight.
Sentience. The javelin is a sentient neutral weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. The weapon can read and understand all languages, and can communicate with its wielder telepathically.
Personality. The Antimatter Javelin is a harbinger of darkness. It longs to be paired with the other two Artifacts of the Void, the Blade of Souls and the Bow of Shadows. When all three artifacts are used in unison, the effect is devastating.
The Antimatter Javelin is bereft of any emotion. It seeks to bring the power of negative energy onto other planes, and return them to the void.
Destroying the Javelin. Bathing the javelin in positive energy causes it to melt, but as long as there is still a void to return to, the sword reappears in a hidden location, waiting to be rediscovered.
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: Damage: Force, by a creature of neither lawful nor chaotic alignment, Damage, Combat, Thrown, Slow
Previous Versions
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10/2/2021 10:27:38 PM
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12/29/2022 6:32:49 PM
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