Normally poisons would cause damage but in the hands of a shaman these substances can be used to treat injuries. A hero with this feat can now utilize poisons to heal teammates. Players can use poison tipped weapons (no greater than a d6 weapon) to heal teammates. This effect can be used as long as the poison lasts on the weapon. Additionally, with this feat the blowgun and sickle now does 1d6 damage.
After receiving 5 doses in a 24 hour period, a player must roll a DC 10 Con save or suffer from hallucinations for 10 minutes, DM's discretion on what they experience. This Con save must be repeated every other dose, after the initial 5. If used in a drink, the poison can heal teammates much like a healing potion (2d4 + 4). It only takes an ounce of poison to fully coat weapons, 2 pieces of ammunition, or create one "poisoned drink."
Example: A paladin tips his short sword in poison prior to fighting a horde of goblins. During the battle the paladin strikes a goblin for 1d6 + modifiers + poison damage and then turns and heals his teammate with his poisoned sword, healing her for 1d6 +1d4 HP.
Previous Versions
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6/5/2022 2:25:59 AM
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1.0
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Coming Soon
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