A magical bandolier that is equipped and worn by the player that has up to 10 recharging throwing vials of different effects and veriaties. Two vials can be thrown at once to create for a sudden burst of increased damage, but may cause devastating after effects if not careful.
Requires 1d4 plus a 1d6 dice roll to determine the vial's effect, and a 1d8 (+ Intellect bonus) to determine the vial's damage. Rolling a 1 on a d8 will cause the wearer of the Bandolier to drop the vial forcing a save roll (Dexterity) on a d20 to determine if the wearer is able to dodge the effects, or suffer the same 1d8 damage (+1 Intellect Bonus).
Vials
1. Rici (requires a 1 on a d4 and 1 on a d6) - A liquid poison that ignores all physical defenses for two rounds
2. Botuli (requires a 2 on a d4 and a 1 on a d6) - A liquid poison that ignores all magical defenses for two rounds
3. Tetrado (requires a 1 on a d4 and a 2 on a d6 to equal the vial number) - A gaseous acid that ignores physical defenses for two rounds
4. Batracho (requires any roll combination on the d4 and d6 to equal the vial number) - A gaseous acid that ignores magical defenses for two rounds
5. Amato (requires any roll combination on the d4 and d6 to equal the vial number) - A liquid acid that lowers physical defenses and attacks by -2
6. Yanide (requires any roll combination on the d4 and d6 to equal the vial number) - A liquid acid that lowers magical defenses by -1 and silences all spell casts for 1 round
7. Gerve (requires any roll combination on the d4 and d6 to equal the vial number) - A liquid acid that stuns the target for 1 round turns to gas the second round causing an additional 1d4 damage.
8. Brodifaco (requires any roll combination on the d4 and d6 to equal the vial number) - A sticky bile that traps the target for 1 round. Upon second round the bile can be ignited to burn target for 1 round for 1d6 damage by any magic user other than the vial thrower.
9. Srychni (requires any roll combination on the d4 and d6 to equal the vial number) - A bile with a stench that attracts a swarm of insects (Bot Flys) that deal and initial 1d4 bonus damage on the first round and 2d4 on the second round.
10. Poloni (requires any roll combination on the d4 and d6 to equal the vial number) - A slime when exposed to the air, that over time becomes more and more feral dealing 1d4 first round and every round after 1d6.
Boil and Bubble Triple Trouble Brew
You dropped the bandolier! Worse yet, you broke all the vials at once endangering you group and your foes with in a 60ft radius. If a roll of triple ones is roll (Boil and Bubble Triple Trouble Brew) all combatants (ally and foe[gm]) must preform a save roll (dexterity) on a d20.
Roll of 1-5 is "instant death" if there is no bonus to save. The fallen will be natrualy revived after two full in game days have passed with a quarter of their life back and relocated away from the are of effect.
Roll of 6-10 is alive, knocked out with 1 hp left.
Roll of 11-15 is alive with half of current HP remaining (unless already at 1 hp, then it remains 1.)
Roll of 16-19 is alive but reduced movement speed for 2 rounds
Roll of 20 is a critical success! Alive and well! Unless you dropped the bandolier, your teammates might want revenge later.
Special Notes: Requires 1d6 (a roll of 1 to 3) to recharge and empty vial during in combat with a 1 round cooldown (a roll of 4 to 6 will recharge two vials with a 2 round cool down), each individual used vial will fully recharge after two rounds have passed in order of use during combat naturally.
Proficiency with a Dart 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: Ranged Weapon Attack: Acid, Poisoned, Finesse, Thrown, Vex
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