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Poison Needles in Dungeons & Dragons 5e

Poison Needles - 5600 AXP

TIER TWO FEATURE: Poison Needles

    • AXP: 5600
    • Pre-Requisites: Proficiency with the Blowgun weapon
    • Grants Access To: None

When taking a long rest you may produce 20 poisoned blowgun needles using leftover materials, residue of your mixtures or whatever you can find in your environment (a fungus growing in cracks, moss on the ground, etc.). The poison needles have the following effect:

Poisoned Blowgun Needles

(Ammunition for the Blowgun weapon)

On hit the target takes 1d4+Dex piercing damage and becomes poisoned for one minute. (Not the 'Poisoned Condition')

(1) At the start of it's turns it must succeed a Constitution Saving Throw against your Chemist Save DC or take poison damage equal to your INT modifier. On success the effect ends early.

(2) If the target is hit again while under the effect of (1) the target takes 1d4+Dex piercing damage and the poison damge increases to 1d4+INT modifier.

(3) If the target is hit again while under the effect of (2) the target takes 1d4+Dex piercing damage and the poison damge increases to 2d4+INT modifier and the target has disadvantage Constitution Saving Throws.

When you reach tier 3 the effect of (3) also lowers the targets AC by 1.


 

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