Crafted from native plant preparations passed down through the brotherhood of the Walkers Between, these darts carry a compound that disrupts a target's perception of reality. Used carefully, they can turn a fortified patrol into a confused, stumbling obstacle.
Hallucinogenic. On a hit, the target must succeed on a DC 13 Constitution saving throw or suffer the Poisoned condition for 1 minute. While Poisoned in this way, the target also has disadvantage on Wisdom (Perception) checks and cannot take the Ready action, as their senses are overwhelmed with false imagery. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Eagle's Way Enhancement. While benefiting from the Eagle's Way boon of the Ritual of Ways, hallucinogenic darts deal an extra 1d8 psychic damage on a hit.
Proficiency with a Blowgun allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Damage: Psychic, Ammunition, Loading, Range, Vex
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