A magically enchanted, steel syringe made to enhance the effects of alchemical substances it is used to inject. Small magic runes formed into the base of the syringe, as well as along the needle’s surface, enchant the substances inside.
- Weapon Properties: Finesse, Light
- Hit Bonus: Strength OR Dexterity
- Damage: 1 Piercing
As an action, you can fill the syringe with a type of liquid. On a successful attack, you may inject the contents of the syringe into the target creature. Alternatively, as an action, you can inject the contents of the syringe into a willing creature without having to make an attack roll.
Substance Conversion: Any non-magical liquid placed within the syringe is infused with unstable magic. When you inject this type of substance into a creature, roll 1d4 and consult the below table for the resulting effect:
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1 |
The target creature takes 1d8 Acid damage. |
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2 |
The target creature must make a DC: 13 Constitution saving throw. On a failure, the creature takes 1d4 Acid damage and is Blinded until the end of its next turn. On a success, the creature takes half as much damage and is not Blinded. |
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3 |
The target creature must make a DC: 13 Constitution saving throw. On a failure, the creature takes 1d4 Acid damage and is Deafened until the end of its next turn. On a success, the creature takes half as much damage and is not Deafened. |
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4 |
The target creature gains temporary Hit Points equal to your Spell Ability Modifier. |
Enhanced Healing: When injecting a substance that would heal the target, you may re-roll any dice that you roll a 1 on and then keep the second result. Additionally, the target regains additional Hit Points equal to your Spellcasting Ability Modifier.
Enhanced Poison: When injecting a poisonous substance in this way, its saving throw DC is increased by 2. Additionally, any damage it would take from the poison at the time of injection is increased by your Spellcasting Ability Modifier.
Notes: creature that has proficiency with Alchemist's Supplies
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