Blowgun Practitioner Image

Prerequisite: Proficiency with blowguns

You’ve learned to use the blowgun as a stealthy poison delivery system. You gain the following benefits:

  • You ignore the loading quality of blowguns.
  • When you are hidden from a creature and make a ranged weapon attack against it with a blowgun, you gain a +5 bonus to the attack roll, and making the attack doesn't reveal your position.
  • You gain proficiency with the poisoner’s kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of poison blowgun darts equal to your proficiency bonus. These darts can have one of three effects: toxin, sleep, or paralysis. You select their effect when you create them. The poison blowgun darts retains potency for 7 days or until they hit a creature as part of an attack. When one of these poison blowgun darts deals damage to a creature, the creature takes an additional 1d6 poison damage, and that creature must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier or suffer an effect depending on the type of poison blowgun dart. For toxin darts, the creature is poisoned for 1 minute, and takes 1d6 poison damage at the start of each of their turns while they remain poisoned. For sleep darts, the creature falls unconscious for 1 minute or until it takes damage or someone uses an action to shake or slap it awake. For paralysis darts, the creature falls prone and is paralyzed for 1 minute. For both toxin and paralysis darts, the creature may repeat the Constitution saving throw at the end of each of its turns, ending the effect on a successful save. Constructs and Undead are immune to the effects of these poison blowgun darts.
Blowgun Practitioner Image

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