Wondrous Item, rare (requires attunement by a Attunement grants an extra effect)
- A leather satchel containing herbs, solvents, mortar & pestal, all infused with fey magic. The strap is sewn with loops for holding many slim glass vials.
- During each long rest, make a survival check to forage ingredients, dividing the result by 5. The outcome (rounded down) is the number of vials you may brew during the rest. Choose brews from the table and add them to the bandolier. Brews may be applied to weapons or ammo as a bonus action, or thrown as part of the attack action.
- Attunement only: Always craft a daily minimum of 2 brews in addition to those from your daily forage check.
Poisons and Grenades
Deaths Head:
- Weapon/Ammo coating
- Target must succeed on a DC 14 Con save, or take 1d12 poison damage and be poisoned for 24 hours. Half damage on success.
Asp Venom:
- Weapon/Ammo coating
- Target must succeed on a DC 14 Con save, or take 3d6 poison damage. Half damage on success.
Essence of Ether:
- Weapon/Ammo coating
- Target must succeed on a DC 11 Con save or be poisoned for 8 hours and fall unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Midnight Tears:
- Weapon/Ammo coating
- Target suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Con save, or take 9d6 poison damage. Half damage on success.
Truth Serum:
- Weapon/Ammo coating
- Target must succeed on a DC 11 Cha save or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.
Hallucinogen:
- Weapon/Ammo coating
- Target must succeed on a DC 14 Int save or be poisoned for 1 hour and perceive all allies as enemies for the duration. The creature may reroll the save at the end of each of its turns to end the hallucinations.
Memory Blight:
- Weapon/Ammo coating
- Target must succeed on a DC 13 Int save or suffer a -2 penalty to Int, Wis, and Cha saves. The creature cannot recall any information or personal history from the past 24 hours. The creature may reroll the save at the end of each day to recover their memories.
Madness Ichor:
- Weapon/Ammo coating
- Target suffers short-term madness (DMG p. 259) and must succeed on a DC 14 Wis save at the end of each of its turns, or the madness persists. If the creature fails 3 times, it suffers long-term madness.
Fear Toxin:
- Weapon/Ammo coating
- Target must succeed on a DC 13 Wis save or become frightened of you for 1 minute. While frightened, the creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, it may reroll the save.
Searing Blood:
- Weapon/Ammo coating
- Target becomes feverish and must succeed on a DC 11 Con save at the start of each of its turns or suffer 1d6 fire damage. After 1 minute, the persistent damage ends and the target must succeed on a DC 15 Con save or suffer 1 level of exhaustion.
Smoke Grenade:
- 30 ft. throw, creates a 15-foot-radius cloud of smoke.
- The smoke lasts for 1 minute or until a strong wind disperses it. Creatures inside the smoke cloud are heavily obscured and suffer disadvantage on attack rolls.
Flashbang:
- 30 ft. throw, 10-foot radius.
- Creatures in the area must succeed on a DC 14 Con save or be blinded and deafened for 1 minute (or 1 round on a success).
Acid Vial:
- 30 ft. throw, 1 target.
- 2d6 acid damage (DC 14 Dex save for half).
- On a failed save, the targets armor or shield corrodes, reducing AC by 2 until it is repaired.
Spidersilk:
- 30 ft. throw, creates a 10-foot-radius web.
- Creatures who start their turn in, or enter the area must succeed on a DC 14 Str save or become restrained. Creatures can attempt to break free by using an action to reroll the save.
Hawthorn Sap:
- 30 ft. throw, creates a 5-foot-radius area of viscous sap which becomes difficult terrain.
- Creatures in the area must succeed on a DC 13 Dex save or become slowed for 1 minute.
Notes: Attunement grants an extra effect
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