A player decided to use the Blowgun as her ranged weapon, however it only does 1 point of damage and on top of that, it has the Loading feature. I love the flavor of her tribal / primitive character using the Blowgun and would like to add a magic version to her next Treasure Hoard. I'd like some feedback on this one. Is it too powerful for a level 5 to 10 character? Is it too weak?
Serpents Kiss (Blowgun) Uncommon
As soon as Serpent's Kiss touches the mouth of it's wielder, it magically loads a venomous dart. This Blowgun does not have the Loading property. It can be fired multiple times in a round provided the wielder has the available attack options. Serpent's Kiss provides +1 bonus to attack and damage rolls. On a successful hit the target takes an additional 1d6 Poison damage. Scoring a critical hit with Serpent's Kiss increases the poison damage to 2d6 and applies the Poisoned condition to the target.
I would say that it should not have unlimited ammunition. Also, the target of the blowgun attack might need to make a Constitution saving throw to avoid the poison damage.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
The power level seems fine to me, but the language used is redundant.
When you say "this blowgun does not have the loading property." that already means that it isn't limited in how often it can be fired by anything other than the character's available number of attacks, so you don't need the "it can be fired multiple times in a round provided the wielder has the available attack options." sentence.
Similarly, with it doing an additional 1d6 poison damage on a hit, that will already be doubled on a critical hit. So the "scoring a critical hit with Serpent's Kiss increases the poison damage to 2d6 and applies the poisoned condition to the target" is partially redundant unless you are meaning that a critical hit actually means rolling 4d6 poison damage (the 1d6 on a hit increased to 2d6 by this sentence, and then doubled by the general rules for critical hits).
What suggestion I would make to clear up the redundancy and confusion is to drop the "it can be fired multiple times..." sentence, and change the poison damage to being 2d6 and the poisoned condition (which, I almost forgot to mention, you need to establish a duration for), with a Constitution save (around DC 13-15) that reduces the damage by half and avoids the poisoned condition. My suggestion on the duration of the poisoned condition is 1 minute, with the saving throw against it being repeated every round to end the effect early with a successful save.
Thanks everyone. I decided to remove the Poisoned condition completely. I think just an extra d6 damage is great for a weapon that normally does 1pt of damage. Also, the more I think about it, I don't want the player to be putting conditions on everything every round. I just want her to be more effective with her weapon than 1 dmg per round and then needing to load it!
Serpents Kiss (Blowgun) Uncommon
As soon as Serpent's Kiss touches the mouth of it's wielder, it magically loads a venomous dart. This Blowgun does not have the Loading property. Serpent's Kiss provides +1 bonus to attack and damage rolls. On a successful hit the target takes an additional 1d6 Poison damage.
A player decided to use the Blowgun as her ranged weapon, however it only does 1 point of damage and on top of that, it has the Loading feature. I love the flavor of her tribal / primitive character using the Blowgun and would like to add a magic version to her next Treasure Hoard. I'd like some feedback on this one. Is it too powerful for a level 5 to 10 character? Is it too weak?
Serpents Kiss (Blowgun) Uncommon
As soon as Serpent's Kiss touches the mouth of it's wielder, it magically loads a venomous dart. This Blowgun does not have the Loading property. It can be fired multiple times in a round provided the wielder has the available attack options. Serpent's Kiss provides +1 bonus to attack and damage rolls. On a successful hit the target takes an additional 1d6 Poison damage. Scoring a critical hit with Serpent's Kiss increases the poison damage to 2d6 and applies the Poisoned condition to the target.
Thanks!
Feats - Hermit Crab & Superhero Landing
Item - Alertness & Skeleton Key
I would say that it should not have unlimited ammunition. Also, the target of the blowgun attack might need to make a Constitution saving throw to avoid the poison damage.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
The power level seems fine to me, but the language used is redundant.
When you say "this blowgun does not have the loading property." that already means that it isn't limited in how often it can be fired by anything other than the character's available number of attacks, so you don't need the "it can be fired multiple times in a round provided the wielder has the available attack options." sentence.
Similarly, with it doing an additional 1d6 poison damage on a hit, that will already be doubled on a critical hit. So the "scoring a critical hit with Serpent's Kiss increases the poison damage to 2d6 and applies the poisoned condition to the target" is partially redundant unless you are meaning that a critical hit actually means rolling 4d6 poison damage (the 1d6 on a hit increased to 2d6 by this sentence, and then doubled by the general rules for critical hits).
What suggestion I would make to clear up the redundancy and confusion is to drop the "it can be fired multiple times..." sentence, and change the poison damage to being 2d6 and the poisoned condition (which, I almost forgot to mention, you need to establish a duration for), with a Constitution save (around DC 13-15) that reduces the damage by half and avoids the poisoned condition. My suggestion on the duration of the poisoned condition is 1 minute, with the saving throw against it being repeated every round to end the effect early with a successful save.
Thanks everyone. I decided to remove the Poisoned condition completely. I think just an extra d6 damage is great for a weapon that normally does 1pt of damage. Also, the more I think about it, I don't want the player to be putting conditions on everything every round. I just want her to be more effective with her weapon than 1 dmg per round and then needing to load it!
Serpents Kiss (Blowgun) Uncommon
As soon as Serpent's Kiss touches the mouth of it's wielder, it magically loads a venomous dart. This Blowgun does not have the Loading property. Serpent's Kiss provides +1 bonus to attack and damage rolls. On a successful hit the target takes an additional 1d6 Poison damage.
Feats - Hermit Crab & Superhero Landing
Item - Alertness & Skeleton Key
Looks balanced to me. Maybe a little weak, even; feel free to keep it poisoning for 1 round on a crit.
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