Wondrous Item, rare

This Kit of tools and medicine has was given to few of the elite field combat medics. They were utilized during the war on the lines to amp up the fighters, to help the wounded and bring peace to those who had no hope. Initially it was a pouch with many special compartments for potions of healing and poisons and even to some steroids. Those who wore this pouch during the war were often feared or called The Mad Medics as you never knew if the substance inserted into your body by them was for the benefit of the ongoing fight or for the benefit of your health and rarely those 2 reasons overlapped  

Over time the tools have been developed for some new purposes and for a greater range. Now they come with a powerful blow gun and glass ampules that can be filled ahead of time with what ever substance could be fitting for the moment. (with no upgrades to the kit only diluted health potions, weak poisons  and a basic steroid mix can be created) 

New ammo and substances to add into the ammo can be crafted during a short or long rest with the built in alchemist supplies, herbal kit, poisoners kit and glass blowers kit. These how ever are only the most basic of tools and no other items can be created with these internal tools. These ammo creations can take 10 minutes for each ampule. 

The starting set has 3 large leather sheets with spots to hold different ampules or small vials with 5 for each.

First set contains 5 small ampules that come to a sharp ending and have purple and red feathers in the end. Those have been specially created to be used as blow gun ammo and contain a dilution of a fast acting health potion. When they hit and land on the targets skin, they get magically absorbed in seconds and heal the target 1D6 points of health. (higher rarity potions increase the healing by 1D6 per rarity level above common) These can also be used to pick up an ally if they fall in combat. 

Second set contains also 5 small ampules that come to multiple sharp points, in the shape of a 3 pronged fork with hooked ends. These are built to contain poisons or antidotes and can also be used as blowgun ammo. The poison in them is to be added by the player and the DC constitution cheeks are to be determined by the poison used. 

This pouch can be upgraded with the discussion of the DM with leather working tools (requires proficiency) or by ordering an upgrade from a trades person for gold. 

You can add 1 more compartment with room for 9 vials or 5 small potions (150 gold) one long rest of dedicated work with leather working tools. 

A pocket for 5 spell scrolls (50 gold) or 1 short rest of dedicated work with leather working tools.

Increase the maximum ammo for each type form 3 vials to 6 and from 5 ampules to 10 (200 gold) one long rest of dedicated work with leather working tools. 

You can add a complex tubing system for passively refilling ampules reducing the time needed to craft the ammo substantially and making it a passive activity while adventuring. (300 gold to a smithy, leather worker and glassworker each and 3 full days of work, totaling to 900 gold cannot be done by the player alone). This would allow the health and poison potions to filled the ammo passively provided that the ammo has been created before. 1 potion of poison or healing can fill 3 ampules upon which the poison or healing potion is consumed

A separate compartment for field surgery kit can also be added as long as the user has expertise with medicine allowing advantage with with medicine checks 2 times a day. one short rest of dedicated work with leather working tools. Surgery tools to be purchased separately from a smithy for 250 gold. 

Cartable items per per hour spent on crafting or tinkering. 

6 ampules of healing provided a healing potion is at hand for every 3 ampules. Common healing potion heals 1D6 per ampul and every higher rarity ads 1D6 to that roll per rarity level. 

6 ampules of poison provided that a poison is at hand for every 3 ampules. Modifiers depending on the poison used and discussed with the DM. 

3 vials of steroids provided that the user has alchemical components for them (talk with the DM for what would work) giving 1D4 bonus to mele attacks and damage rolls for 5 turns, for very use over that the target needs to pass a  DC14 Constitution check or take a point of exhaustion. 

Kuckster

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