You have a +2 bonus to attack and damage rolls made with this magic weapon. After throwing this harpoon, you can call it back to your hand with a bonus action. While the harpoon is lodged within a creature, it takes an additional 1d6 Lightning damage when it is hit with a weapon attack. While attuned to this weapon, you have advantage on attack rolls against aquatic creatures, such as whales, mermaids, dolphins, etc.
This harpoon has 3 charges, regaining all expended charges during a Long Rest. You can use a bonus action to expend 1 charge to imbue the harpoon with fulgurous power, turning it into a lightning bolt the next time you throw it (Save DC 17). Alternatively, while the harpoon is lodged within a creature and it moves, you may expend 1 charge to make a reaction, forcing the creature to make a DC 17 Strength saving throw, taking 3d6 Lightning damage and reducing their movement speed to 0 until the end of its next turn on a failed save.
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: Bonus: Magic, Damage: Lightning, Damage, Combat, Thrown, Slow
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