Weapon (blowgun), rare

This Blowgun has 3 charges, all 3 of which recover after a long rest. You may expend a charge by taking the attack action with this weapon and imbuing the ammunition with the "Hold Person" or "Sleep" spells (The DC for Hold Person being 15 and the 5d8 dice used for Sleep affecting only the target).

Hold Person. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Sleep. This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of the creature this spell can affect.

If the target has less hit points than the number from the dice rolled, the creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

 

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: Ammunition, Loading, Range, Vex

Rymac

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