Weapon (blowgun), very rare (requires attunement)

A firearm fueled by the power of alchemy, this weapon has the capabilities of giving potions to others at a distance. As a bonus action you can load a potion/poison of any kind into the Alchemy Gun and as an action shoot out a syringe filled with it at a target within range. If a potion is not loaded into the Alchemy Gun before it is fired the gun will randomly mix together alchemical ingredients to create ammunition for you. On a hit roll a d100 to determine the effect. Targets that are immune to magical piercing damage are immune to the effects of this gun.

  • (01-02) Potion of Climbing: For the next minute the target gains a climbing speed equal to its walking speed.
  • (03-04) Alchemist's Fire: The target is covered with an alchemical solution that ignites when in contact with air. On the start of each of the targets turn they take 1d4 fire damage. A creature may use its action to make a DC 10 dexterity check to put out the flames.

  • (05-06) Oil of Slipperiness: The target is covered in a viscus slime that removes all friction from their movements, For the next minute they are under the effects of freedom of movement and the grease spell.
  • (07-08) Potion of Fire Breath: For the next minute as a bonus action the target may exhale a 30-foot cone of flames. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. 

  • (09-10) Potion of Gaseous Form: The target is under the effects of gaseous form for 1d4 turns.

  • (11-12) Potion of Giant Strength: The target gains the strength of a giant, roll a d6 to determine the rarity (1 Hill, 2 Frost, 3 Stone, 4 Fire, 5 Cloud, 6 Storm) 

  • (13-14) Potion of Weakness: The targets strength is reduced by a d10 for the next minute

  • (15-16) Oil of Sharpness: The targets body starts to harden into blade like points, for the next minute the target's melee attacks deal an additional 1d6 slashing damage

  • (17-18) Potion of Resistance: The target is imbued with an elemental resistance for the next minute. roll a d10 to determine witch (1 Acid, 2 Cold, 3 Fire, 4 Force, 5 Lightning, 6 Necrotic, 7 Poison, 8 Psychic, 9 Radiant, 10 Thunder)

  • (19-20) Potion of Vulnerability: The target is imbued with an elemental weakness for the next minute. roll a d10 to determine witch (1 Acid, 2 Cold, 3 Fire, 4 Force, 5 Lightning, 6 Necrotic, 7 Poison, 8 Psychic, 9 Radiant, 10 Thunder) 

  • (21-22) Potion of Speed: The target is under the effects of the haste spell for the next minute.
  • (23-24) Potion of Sloth: The target is under the effects of the slow spell for the next minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns to end the effects.

  • (25-26) Potion of Mind Control: The target must make a DC 15 Wisdom saving throw or be under the effects of Dominate Monster for the next minute. The target may remake the save at the end of each of its turns.

  • (27-28) Basic Poison: The target must make a DC 10 Constitution saving throw or take 1d4 poison damage. 

  • (29-30) Potion of Polymorph: The creature mus make a DC 15 Wisdom save or be polymorphed, roll a d20 to determine the creature.  (1 Tyrannosaurus Rex, 2 Giant Ape, 3 Elephant, 4 Giant scorpion, 5 Rhinoceros, 6 Polar bear, 7 Giant toad, 8 Giant eagle, 9 Black bear, 10 Crocodile, 11 Wolf, 12 Horse, 13 Ox, 14 Giant frog, 15 Poisonous snake, 16 Hawk, 17 Octopus, 18 Cat, 19 Rat, 20 Rabbit)

  • (31-32) Potion of Growth: For the next minute the target in under the effects of the enlarge spell.
  • (33-34) Potion of Diminution: For the next minute the target is under the effects of the reduce spell.
  • (35-36) Potion of Flying: For the next minute the target has a flying speed equal to its walking speed. 

  • (37-38) Oil of Taggit: The creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is unconscious. The creature wakes up if it takes damage.

  • (39-40) Potion of Etherealness: The target gains the effect of the etherealness spell for 1 minute.
  • (41-42) Potion of Water Breathing: The target can breath underwater for 1 hour.

  • (43-44) Potion of Invisibility: The target becomes invisible for 1 minute. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

  • (45-46) Potion of Mind Reading: The target gains the effect of the detect thoughts spell (save DC 13) for 1 minute.

  • (47-48) Malice: The target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded

  • (49-50) Potion of Healing: The target gains the benefits of a base healing potion
  • (51-52) Unsatable Hunger: The target gains an extreme hunger for living flesh. For the next minute the target enters a Blood Frenzy granting it advantage on melee attack rolls against any creature that doesn't have all its hit points.

  • (53-54) Boiling Blood: The target is filled with a large amount of anger. For the next minute the target enters a Barbarian stile rage.
  • (55-56) Unstable Chemicals: The gun fires a shot filled with highly explosive materials, each creature within 30ft must make a DC 18 Dexterity saving throw or take 4d6 fire damage and 4d6 acid damage, taking half on a success.
  • (57-58) Universal Antidote: Any harmful conditions on the target are removed such as (blinded, deafened, paralyzed, poisoned, charmed, petrified, stunned, and any diseases or curses)
  • (59-60) Anti-magic Solution: The target is subjected to a concoction specifically made to fight against spellcasters. The target must make a DC 20 Constitution saving throw or be unable to use magic for 1 hour, the creature can remake this save at the end of each of its turns.
  • (61-62) Wild-Magic Solution: The target is subjected to a concoction specifically made to fight against spellcasters. The target must make a DC 20 Constitution saving throw or have a wild magic surge every time they cast a spell for 1 hour, the creature can remake this save at the end of each of its turns.
  • (63-64) Potion of Frailty: The target gains a -2 to its Ac for the next minute.
  • (65-66) Potion of Iron Skin: The target gains +2 to its Ac for the next minute.
  • (67-68) Crawler Mucus: The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

  • (69-70) Philter of Love: Within the next minute the target is charmed by the first person it sees. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

  • (71-72) Potion of Life Sapping: The target loses any temporary hit points it currently had.
  • (73-74) Bulwark Potion: The target gains 10d10 temporary hit points that last for 1 hour.
  • (75-76) Potion of Misfortune: The target has disadvantage on all ability checks, saving throws, and attack rolls until the end of its next turn.
  • (77-78) Potion of Luck: The target has advantage on all ability checks, saving throws, and attack rolls until the end of its next turn
  • (79-80) Purple Worm Poison: The target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
  • (81-82) Potion of Truesight: For the next minute the target gains 60ft of truesight.
  • (83-84) Potion of Heroism: The target gains 10 temporary hit points that last for 1 minute and are under the effect of the bless spell for the same duration.
  • (85-86) Potion of Enfeeblement: The target takes 10 necrotic damage and must make a DC 15 Charisma saving throw or be under the effect of bane for 1 minute.
  • (87-88) Potion of Greater Healing: The target gains the benefits of a greater healing potion.
  • (89-90) Potion of Wisdom: The target's physical age is increased by 1d6 + 6 years.
  • (91-92) Potion of Longevity: The target's physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. 

  • (93-94) Potion of Minimum Power: The first time the target casts a damage-dealing spell of 4th level or lower within 1 minute after being hit, instead of rolling dice to determine the damage dealt, they instead use the lowest number possible for each die.  
  • (95-96) Potion of Maximum Power: The first time the target casts a damage-dealing spell of 4th level or lower within 1 minute after being hit, instead of rolling dice to determine the damage dealt, they instead use the highest number possible for each die. 

  • (97-98) Truth Serum: The target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

  • (99-00) Placebo: Nothing happens

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: Bonus: Magic, Damage, Combat, Ammunition, Loading, Range, Vex

Item Tags: Damage Combat

SkyArmy125

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