Maybe it’s just me, but I’m keenly interested in weaponry that hurtles through the air. I always want to play a javelin thrower or be a dude that tosses hammers, but it never really works out. You only get so many thrown weapons, they are hard to carry, and they never do the damage that bows, crossbows, or guns end up doing. Plus, the other characters laugh at your character. You might not know they are doing it, but they are totally doing it. I’m not laughing at you. I’m here supporting you. I’m here providing you a selection of five magical projectiles to help you get the last laugh.
Weapon (Javelin), legendary (requires attunement)
This seemingly-crystalline javelin is found tied with a rope of braided black horse hair, resting inside of a sheath made of rough green leather. The javelin is inscribed with fragments of folktales from different cultures, written in sylvan and abyssal.
You gain a +3 bonus to attack and damage rolls made with this javelin. It has the following additional properties.
Charming Conversationalist. If you are immune to the charmed condition, you may not attune Naulata. You may choose to lose your immunity to the charmed condition in order to become attuned to Naulata, remaining lost while you are attuned. While attuned to Naulata, you may not become immune to the charmed condition.
Impaling. The weapon damage of this javelin is 1d8 piercing damage, instead of 1d6 piercing damage. Additionally, whenever this weapon hits a creature, it remains lodged in them – requiring a DC 19 Strength (Athletics) skill check to remove Naulata from them as a bonus action.
Replenishing. Whenever Naulata leaves your possession, a new one instantly appears in your sheath. Thrown or discarded nails vanish at the start of your turn, unless they are currently impaling a creature.
Remnant of Malbolge. As a bonus action, you may cause any creature currently impaled by a nail to make a DC 19 Dexterity saving throw. On a failed saving throw, the creature suffers 1d12 lightning damage for each nail impaling them, or half as much damage on a successful saving throw.
Malagard’s Will. As a reaction to taking the attack action, you may cast true strike. If you choose to do so, roll a 1d8. On a result of an 8, you must succeed on a DC 19 Wisdom saving throw or become effected by geas cast using a 9th-level spell slot. This geas is a manifestation of the deposed devil Malagard’s desires and goals.
Sentience. Naulata is a sentient lawful evil weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a
range of 120 feet.
The weapon can speak, read, and understand Common and Sylvan, and can communicate with its wielder telepathically. Its voice is soft and melodious. While you are attuned to it, Naulata also understands every language you know.
Personality. Naulata speaks with confidence, attempting to convince the wielder of its position.
The javelin’s purpose is to enact the desires of Malagard, even if she is currently deceased. It seeks to free her Malagard’s nightmare, overthrow Glasya, and restore Malagard to life. Naulata doesn’t believe in cruelty for the sake of cruelty, but seeks to ensure those who break deals are punished, and laws are appropriately enforced. Naulata is especially vocal about punishing those who break promises. Unfortunately, Naulata often interprets many actions as being violations of laws, deals, or promises.
The first time each day its wielder attempts to break a law, deal, or promise – or allow someone else to do so without being punished – a conflict between it and its wielder occurs immediately.
Weapon (handaxe), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Cauterizing. This weapon deals an additional 2d6 fire damage on a hit. Additionally, you may spend an action to stabilize a creature that has 0 hit points.
Harangue. When you take the attack action with the haranguing hatchet, it remains in flight until it it finishes making all of the attacks granted by your attack action, at which time it disappears and returns to your hand.
Additionally, this weapon ignores all damage reduction – but not immunity, including damage reduction that would allow a target to successfully catch or deflect the hatchet.
Ricochet. As an action, you can cause the haranguing hatchet to bounce between enemies who are grouped together. Choose a creature within the hatchet’s range. The target must succeed on a Dexterity saving throw (DC 8 + Your Dexterity or Strength Modifier (your choice) + Your Proficiency Bonus) or suffer 3d6 + Dexterity or Strength Modifier (your choice) fire damage, or half as much on a successful saving throw. If a creature is within 5 feet of your target, you may choose to have the hatchet bounce to this creature, causing them to repeat the Dexterity saving throw, with the initial damage increasing by 1d6.
You may continue to have the hatchet bounce to additional, unique creatures within five feet of each other, increasing the initial damage by an additional 1d6 for each bounce. When the hatchet may no longer bounce to a new creature, or if you choose it to not bounce, it returns to your hand.
Once you have used this property, you may not do so again until you clean and sharpen the blade of the hatchet, and let the blade rest over an open flame for at least one hour.
Sling of Crushing Despair
Weapon (sling), very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, this weapon deal an extra 1d6 psychic damage to any target it hits.
The weapon possesses five charges.
As a reaction to hitting a creature with this weapon, you may expend a charge as a reaction to cast a DC 15 bane centered on the creature.
As a bonus action, you may expend two charges to cause the next successful hit with this weapon to cause the creature hit to succeed at a DC 15 Constitution saving throw or suffer two levels of exhaustion.
As an action, you may expend five charged to cast a DC 15 phantasmal killer using a 6th-level spell slot.
The sling regains 1 expended charge after being submerged in common red wine for 8 hours. The wine is consumed by the weapon, and leaves no mark upon it. If wine is fine red wine, it regains 1d4+1 charges, instead.
Weapon (spear), very rare (requires attunement)
This weapon deals an additional 2d6 piercing damage to any target it hits when thrown.
As an action, you may make an attack against up to three creatures – none of which may be more than ten feet away from another creature you are attacking with this action. This attacks deals 1d8 + Your Strength or Dexterity Modifier (your choice) piercing damage on a successful hit, and does not deal the additional piercing damage this weapon normally deals on a hit.
After the spear hits or misses a target, it returns to your hand. If the spear is caught in flight and thrown back at you or another target, it returns to your hand after it has hit or missed this new target.
Weapon (blowgun), rare (requires attunement)
This weapon does not require ammunition, but instead uses darts of force. One dart is always loaded in the blowgun, and may be poisoned as if it were a normal dart. You do not need to load the blowgun after firing a dart, as a new one instantly appears.
These darts deal an additional 2d10 force damage to incorporeal undead such as ghosts or banshees.