Prerequisite: Dexterity 13 or higher, Proficiency with blowguns
Thanks to extensive practice with the blowgun, you gain the following benefits:
* Attacking from stealth with a blowgun does not reveal your position.
* You know how to expertly coat and store poisoned needles. Whenever you coat blowgun needles with poison you may coat 5 times the normal amount of ammunition and store them indefinitely.
* Whenever you hit a creature, with a blowgun needle that has been poisoned for at least 24 hours, you add your proficiency bonus to that poison's damage rolls and saving throw DCs.
Previous Versions
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2/13/2019 1:50:55 AM
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Posted Feb 13, 2019Pretty early I decided here to not bump up the damage "die" so to speak. At the end of the day, when you hit someone with a needle, even one shot from a blowgun, it probably isn't going to do an immense amount of damage, no matter how good you are at it. But that has never really been the point of blowguns and needles so why make it the point of this? Instead the focus is on what blowguns are good for: being relatively stealthy and efficiently poisoning your target.
Keeping stealth while blowgunning is a good example, forces people to actually make perception checks and search for you. Pretty simple there.
The poison stuff is a bit more complicated and I toyed around with a few different ideas. Ultimately I decided it wasn't ridiculous to increase how many needles you can poison and allow you to store them indefinitely just to make the whole process more easy and efficient.
Maybe I'm just silly but the idea of soaking blowgun needles in poison to make them more potent just made good sense to me. I settled on adding proficiency bonus to damage (if the poison does damage) and saving throw DC (if the poison has a saving throw) was the cleanest and simplest way to cover (hopefully) any and all poisons you might find.