Global controls
Javelin of Impalement
weapon (javelin), rare (requires attunement)
This javelin is a sleek metal rod with a razor-sharp point. It feels heavy in your hand, but despite it's weight it's surprisingly easy to throw.
Razor Sharp
You have a +1 bonus to attack and damage rolls made with this magic weapon.Impale
When you hit a creature with a ranged attack using this javelin, the target must succeed on a DC 15 Strength saving throw or become impaled by the javelin, taking an extra piercing damage and becoming restrained until the javelin is removed. The javelin pins the target to the ground or any solid surface behind it, preventing the target from moving unless it breaks free.As an action, the impaled creature can attempt to free itself from the javelin by making a DC 15 Strength (Athletics) check. On a success, the creature is no longer restrained and can move normally, but takes slashing damage as the javelin tears through its flesh.
Recall
As a bonus action, you can speak the javelin’s command word and cause it to return to your hand, provided that you are within 100 feet of it and have a free hand. If the javelin is impaling a creature, the creature takes slashing damage as the javelin pulls free from it.High Ground
If you are at least 5 feet higher than your target when you throw this javelin, you deal an additional piercing damage for every 10 feet of height difference, up to a maximum of . This damage is added after applying the impalement effect.Javelin of Impalement
weapon (javelin), uncommon (requires attunement)
This javelin is a sleek metal rod with a razor-sharp point. It feels heavy in your hand, but despite it's weight it's surprisingly easy to throw.
Razor Sharp
You have a +1 bonus to attack and damage rolls made with this magic weapon.Impale
When you hit a creature with a ranged attack using this javelin, the target must succeed on a DC 13 Strength saving throw or become impaled by the javelin, taking an extra piercing damage and becoming restrained until the javelin is removed. The javelin pins the target to the ground or any solid surface behind it, preventing the target from moving unless it breaks free.As an action, the impaled creature can attempt to free itself from the javelin by making a DC 13 Strength (Athletics) check. On a success, the creature is no longer restrained and can move normally, but takes slashing damage as the javelin tears through its flesh.
Javelin of Impalement
weapon (javelin), rare (requires attunement)
This javelin is a sleek metal rod with a razor-sharp point. It feels heavy in your hand, but despite it's weight it's surprisingly easy to throw.
Razor Sharp
You have a +1 bonus to attack and damage rolls made with this magic weapon.Impale
When you hit a creature with a ranged attack using this javelin, the target must succeed on a DC 15 Strength saving throw or become impaled by the javelin, taking an extra piercing damage and becoming restrained until the javelin is removed. The javelin pins the target to the ground or any solid surface behind it, preventing the target from moving unless it breaks free.As an action, the impaled creature can attempt to free itself from the javelin by making a DC 15 Strength (Athletics) check. On a success, the creature is no longer restrained and can move normally, but takes slashing damage as the javelin tears through its flesh.
Recall
As a bonus action, you can speak the javelin’s command word and cause it to return to your hand, provided that you are within 100 feet of it and have a free hand. If the javelin is impaling a creature, the creature takes slashing damage as the javelin pulls free from it.High Ground
If you are at least 5 feet higher than your target when you throw this javelin, you deal an additional piercing damage for every 10 feet of height difference, up to a maximum of . This damage is added after applying the impalement effect.Javelin of Impalement
weapon (javelin), very rare (requires attunement)
This javelin is a sleek metal rod with a razor-sharp point. It feels heavy in your hand, but despite it's weight it's surprisingly easy to throw.
Razor Sharp
You have a +2 bonus to attack and damage rolls made with this magic weapon.Impale
When you hit a creature with a ranged attack using this javelin, the target must succeed on a DC 16 Strength saving throw or become impaled by the javelin, taking an extra piercing damage and becoming restrained until the javelin is removed. The javelin pins the target to the ground or any solid surface behind it, preventing the target from moving unless it breaks free.As an action, the impaled creature can attempt to free itself from the javelin by making a DC 16 Strength (Athletics) check. On a success, the creature is no longer restrained and can move normally, but takes slashing damage as the javelin tears through its flesh.
Recall
As a bonus action, you can speak the javelin’s command word and cause it to return to your hand, provided that you are within 150 feet of it and have a free hand. If the javelin is impaling a creature, the creature takes slashing damage as the javelin pulls free from it.High Ground
If you are at least 5 feet higher than your target when you throw this javelin, you deal an additional piercing damage for every 10 feet of height difference, up to a maximum of . This damage is added after applying the impalement effect.Javelin of Impalement
weapon (javelin), legendary (requires attunement)
This javelin is a sleek metal rod with a razor-sharp point. It feels heavy in your hand, but despite it's weight it's surprisingly easy to throw.
Razor Sharp
You have a +3 bonus to attack and damage rolls made with this magic weapon.Impale
When you hit a creature with a ranged attack using this javelin, the target must succeed on a DC 17 Strength saving throw or become impaled by the javelin, taking an extra piercing damage and becoming restrained until the javelin is removed. The javelin pins the target to the ground or any solid surface behind it, preventing the target from moving unless it breaks free.As an action, the impaled creature can attempt to free itself from the javelin by making a DC 17 Strength (Athletics) check. On a success, the creature is no longer restrained and can move normally, but takes slashing damage as the javelin tears through its flesh.