Level
Cantrip
Casting Time
1 Action
Range/Area
100 ft.
Components
V, S
Duration
Instantaneous
School
Divination
Attack/Save
Ranged
Damage/Effect

Throwing the javelin at a foe, you deal 3d10. As the javelin is made of pure divine energy, it is a guaranteed critical strike on medium and low-rank demons but will do regular damage against higher-level demons, and decreased damage against those based in divinity, dealing no damage to high-level divination, such as archangels.

An enemy in the same size grouping as you or smaller will be pinned to the ground. Each turn, they must perform a DC strength saving throw to pull out the javelin. For enemies of similar size: DC 14. For enemies of smaller size: DC 18. Rather than pulling out the javelin, the foe can pull themselves out, but as a result, will suffer 1d10 + 1d4 bleed damage/3 turns. Whether the target pulls themselves out or the javelin out, they will suffer from deep wounds for two turns. On enemies in a lower size group, they will always become stuck, enemies of a higher size group will never become stuck.

Can be used infinitely per long rest, however after more than 2 uses, using It begins to deal 2d8 fire damage. After 4 uses, the wielder must perform a DC16 Constitution saving throw, with the DC level increasing by 2 per throw after the fact. Upon a failed throw, the player is unable to use their hand until a long rest, or until a healing potion or spell is used. The hand will reject anything divine until it is healed. Divine items that touch the hand, or divine spells used on the hand will inflict the 2d8 fire damage effect.

Available For: Cleric (Legacy)

Miltry

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