Weapon (dart), very rare (requires attunement by a by a creature with intelligence 13 or greater)

A light stone sphere with a ring around it's equator. A small circle can be seen on one side of the ring that seems to pulse with red light.

When you throw this item as an action and it hits a creature within 30ft of you, the creature must make an Charisma saving throw (DC 12). On a success the creature is immune to the stone's magic for 24 hours. On a failure the creature is transported to a demiplane that exists within the stone for 1 minute. During this minute the wielder of the stone must win an intelligence contest (your intelligence check VS theirs) to have that creature become bound to the stone and your wishes. On a success by the creature, the creature is then forcibly removed from the demiplane to a location within 5ft of the stone.

Thereafter you may call out the creature as a bonus action and retrieve it back into the stone as a full action. The turn you summon your creature you may also give it a single command.  You may issue the creature a single command on each of your subsequent turns as a bonus action, if the creature has a multi-attack feature it is then ignored.

If a creature that has been charmed by the stone is reduced to 0 hitpoints roll a d4, on a 1 the creature turns to ash. Any other number returns the creature into the stone where it cannot be called out until after a long rest

All of these must be true in order for the stone's magic to work
- The creature has an intelligence of 10 or less
- The creature is not a humanoid
- The creature's CR is equal to 1/2 of your character level or less (rounding down)
- There must not already be a creature charmed by the stone
- The creature must not be immune to being charmed

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: by a creature with intelligence 13 or greater, Finesse, Thrown, Vex

Spartaicus

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