You summon a piece of magical ammunition which glows a very pale blue, loading it into an appropriate weapon automatically and making a ranged attack roll with that weapon against an enemy you can see within its range. On a hit, the target suffers the attack’s normal effects and must make a strength saving throw if it is medium or smaller, being knocked prone if it fails and being pushed back five feet regardless.
5th level: the ranged attack deals an additional 1d8 piercing damage and the target suffers the additional effects if it is large or smaller.
11th level: the damage bonus is increased to 2d8 piercing damage and the target has disadvantage on the saving throw
17th level: the damage bonus is increased to 3d8 piercing damage and the target is knocked prone on hit unless it is completely immune to the effect.
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