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# Sprite Weapons As the tiniest form of Fey, Sprites serve an interesting role in Fey society where they must be the most hidden, the most watchful, and the most aware despite how hard it is to even remember they exist sometimes. Funny enough, their weapons work entirely well for larger creatures whether or not you've even remembered their wielder exists. **Sprite Craftsmanship.** Useable both by a Tiny creature as a melee weapon and Small or Medium creatures as ranged ammunition, sprite daggers are made to serve a variety of purposes and does so with relative ease. This peculiar design is baffling to most other creatures, but Fey weapon engineering is always a source of interest for more sane creatures. ### Bark Splinter Sword *Ammunition (blowgun), rare* The smallest cut from a healthy fey tree, a Tiny creature can use this as a melee weapon that deals 1 piercing damage and has the finesse and light properties. When a Medium or smaller creature is stuck with a bark splinter sword, they take an additional 1d4 piercing damage and must make a DC 12 Constitution saving throw. On a failure, they receive a -2 penalty to their Dexterity saving throws are Dexterity bonus to their AC for a number of rounds equal to this extra damage or until the bark sword is removed as an action. ### Clay Pebble Mace *Ammunition (blowgun), rare* A small piece of magical clay on the end of a blade of grass no larger than a toothpick, a Tiny creature can use this as a melee weapon that deals 1 bludgeoning damage and has the light property. When a Medium or smaller creature is struck by a clay pebble mace, they take an additional 1d4 bludgeoning damage and must make a DC 12 Constitution saving throw. On a failure, they have disadvantage on Intelligence and Wisdom saving throws and skill checks for a number of rounds equal to this extra damage. ### Emerald Crystal Dagger *Ammunition (blowgun), rare* The slightest sliver of an emerald prepared with blades of grass, a Tiny creature can use this as a melee weapon that deals 1 piercing damage and has the finesse and light properties. When a Medium or smaller creature is stuck with an emerald crystal dagger, they take an additional 1d4 poison damage and must make a DC 12 Constitution saving throw that they can choose to fail. On a failure, they are under the effects of the *Haste* spell for a number of rounds equal to this extra damage or until the crystal is removed as an action. ### Mistletoe Rapier *Ammunition (blowgun), rare* A bundle of roots taken directly from a mistletoe and bound together, a Tiny creature can use this as a melee weapon that deals 1 piercing damage and has the finesse and light properties. When a Medium or smaller creature is struck with a mistletoe rapier, they take an additional 1d4 poison damage and must make a DC 12 Constitution saving throw. On a failure, they are poisoned from a number of rounds equal to this extra damage. ### Rose Prick Dagger *Ammunition (blowgun), rare* A fragrant prick prepared directly from a rose step, a Tiny creature can use this as a melee weapon that deals 1 piercing damage and has the finesse and light properties. When a Medium or smaller creature is stuck with a rose prick dagger, they take an additional 1d4 piercing damage and must make a DC 12 Constitution saving throw. On a failure, they are charmed for a number of rounds equal to this extra damage or until the prick is removed as an action. ### Sapphire Crystal Dagger *Ammunition (blowgun), rare* The purest cut of a sapphire preapred with blades of grass, a Tiny creature can use this as a melee weapon that deals 1 piercing damage and has the finesse and light properties. When a Medium or smaller creature is stuck with a sapphire crystal dagger, they taken an additional 1d4 cold damage and must make a DC 12 Constitution saving throw. On a failure, their speed is reduced by 10 feet for a number of rounds equal to this extra damage or until the crystal is removed as an action.