Damage: 1d6 Piercing; Range: 20/60
You can choose to tether yourself with a rope to a creature or object you hit with the harpoon; otherwise, you can pull the harpoon back to yourself as an object interaction.
Once per turn, you can use an action to make a opposed Strength check against a creature you have tethered. On a success, you can pull the tethered creature up to half your movement towards you as though you are grappling it. A tethered creature can attempt to do the same to you on its turn, though if you fail the Strength check you can choose to drop the tether rather than be dragged by it. Any time an opposed Strength check is made by you and a tethered creature, if both rolls are above 10, the rope snaps.
Any creature within 5' of a tethered creature (including the tethered creature) can use an action to remove the harpoon. Doing so deals an additional 1d6 weapon damage to the creature as the harpoon is removed. Dealing 5 slashing damage to the tether (AC 10) also snaps it
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: Piercing, Thrown, Slow
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