Sling Bullets of Althemone

ItemMOTp. 1982014very rare
Type
A
Rarity
very rare

The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property.

You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.

Magic Sling Bullets

d4Bullet
1Banishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell.
2Fulguration. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage.
3Stunning. On a hit, this bullet deals an extra 1d10 force damage, and the target is stunned until the end of your next turn.
4Tracking. A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it.
Raw data
{
  "name": "Sling Bullets of Althemone",
  "page": 198,
  "type": "A",
  "__prop": "item",
  "rarity": "very rare",
  "source": "MOT",
  "entries": [
    "The sling bullets come in a pouch, which contains {@dice 1d4 + 4} bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property.",
    "You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.",
    {
      "rows": [
        [
          "1",
          "{@b Banishment.} A creature that takes damage from this bullet must succeed on a {@dc 15} Charisma saving throw or be banished as though affected by the {@spell banishment} spell."
        ],
        [
          "2",
          "{@b Fulguration.} On a hit, this bullet deals an extra {@damage 2d8} lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a {@dc 15} Constitution saving throw or take {@damage 1d8} thunder damage."
        ],
        [
          "3",
          "{@b Stunning.} On a hit, this bullet deals an extra {@damage 1d10} force damage, and the target is {@condition stunned} until the end of your next turn."
        ],
        [
          "4",
          "{@b Tracking.} A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it."
        ]
      ],
      "type": "table",
      "caption": "Magic Sling Bullets",
      "colLabels": [
        "d4",
        "Bullet"
      ],
      "colStyles": [
        "col-2 text-center",
        "col-10"
      ]
    }
  ],
  "_category": "Other",
  "_entryType": "ammunition",
  "_textTypes": [
    "ammunition"
  ],
  "_attunement": null,
  "_isEnhanced": true,
  "bonusWeapon": "+2",
  "_entrySubType": "",
  "_valueFromRarity": 4000000,
  "_attunementCategory": "No Attunement Required"
}