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Weapon (quarterstaff, blowgun), uncommon

Enchanted with conjuration magic, this hollow, weighted staff magically fills with darts each day. With a twist of the steel mouthpiece, you can manipulate which poison the blo staff applies; bo tox, a muscular inhibitor, or amani tox, a deadly fungal extract.

This weapon has 4 charges and regains 1d4 expended charges daily at dawn. When firing magical darts, the weapon auto-loads and so loses its ‘loading’ property.

Blow Dart. You can expend a charge to use one of the blowgun’s pre-loaded, magical darts. When you do so, choose one of the following poisons to apply to the dart:

Bo tox. On a hit, a creature must succeed on a DC 13 Constitution saving throw or be poisoned until the end of your next turn. While poisoned, it is also stunned.

Amani tox. On a hit, a creature must make a DC 13 Constitution saving throw. It takes 4d6 poison damage on a failure, or half as much damage on a success.

Rare variant: The staff has 6 charges and regains 1d4 + 2 charges daily at dawn. Increase the DCs to 15 and the damage of Amanitatox to 6d6 poison.

Very rare variant: The staff has 8 charges and regains 1d6 + 2 charges daily at dawn. Increase the DCs to 16 and the damage of Amanitatox to 8d6 poison.

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