Base Class: Ranger
You are the master of the Blowgun, your experience with it made you able to easly imbue the stings with various liquids to garant them various effects
Enhanced needles
At 3rd level, when you finish a short or long rest you gain the ability to imbue 5 of your Blowgun Needles with particular substances to guarantee them special properties. Choose two substances at 3rd level, and an additional one at 7th, 11th and 15th level.
Additionally, when you gain a new substance, you can choose one of the substances you already know and replace it with a new one.
Acid needle
This needles are imbued with sulfuric acid. When you hit a creature with a weapon attack, the creature takes an extra 1d4 cold damage and must make a constitution saving throw against your Spell Save DC. On a failure the creature suffer a level of exhaustion and it will suffer again every 1 minute.
Cold needle
This needles are imbued with Liquid Nitrogen. When you hit a creature with a weapon attack, the creature takes an extra 1d4 cold damage and must make a constitution saving throw against your Spell Save DC. On a failure the creature has it's speed halved for a number of turns equal to Half your Ranger level + your Wisdom modifier.
Fire needle
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Force needle
This needles are imbued with a magic liquid. When you hit a creature with a weapon attack, the creature takes an extra 1d4 force damage and must make a constitution saving throw against your Spell Save DC. On a failure the creature takes force damage equal to half your Ranger level + your Wisdom modifier.
Lightning needle
This needles are imbued wth an extract of Belladonna. When you hit a creature with a weapon attack, the creature takes an extra 1d4 lightning damage and must make a constitution saving throw against your Spell Save DC. On a failure the creature is paralyzed until the end of it's next turn.
Necrotic needle
This needles are imbued with an extract of a particular plant from the Shadowfell. When you hit a creature with a weapon attack, the creature takes an extra 1d4 necrotic damage and must make a constitution saving throw against your Spell Save DC. On a failure the creature takes 1d4 necrotic damage at the beginning of each of it's turns for a number of round equal to half your Ranger level + your Wisdom modifier.
Poison needle
This needles are imbued wth poison. When you hit a creature with a weapon attack, the creature takes an extra 1d4 poison damage and must make a constitution saving throw against your Spell Save DC. On a failure the creature is poisoned for a number of turns equal to half your Ranger level + your Wisdom modifier (minimum of 1).
Psychic needle
This needles are imbued wth an aphrodisiac fluid. When you hit a creature with a weapon attack, the creature takes an extra 1d4 psychic damage and must make a constitution saving throw against your Spell Save DC. On a failure the creature is charmed for a number of turns equal to half your Ranger level + your Wisdom modifier (minimum of 1).
Radiant needle
This needles are imbued wth an extract of a plant from Arborea. When you hit a creature with a weapon attack, the creature takes an extra 1d4 radiant damage and must make a constitution saving throw against your Spell Save DC. On a failure the creature is blinded for a number of turns equal to half your Ranger level (minimum of 1).
Thunder needle
This needles are imbued wth a particular liquid. When you hit a creature with a weapon attack, the creature takes an extra 1d4 thunder damage and must make a constitution saving throw against your Spell Save DC. On a failure the creature is deafened for a number of turns equal to half your Ranger level + your Wisdom modifier (minimum of 1).
Stealthy strikes
At 7th level, you ignore the loading quality of blowguns with which you are proficient. Also you gain bonus to your stealth checks equal to your Wisdom modifier.
Relentless Attack
At 11th level, you ignore the loading quality of blowguns with which you are proficient. Also when a creature you hit with one of yours enhanced needles fails the saving throw you can use a bonus action to attack another creature within 20 feet of the original target using a different sting.
Quick Reflexes
At 15th level, when a creature hits you with a weapon attack or a spell attack, you can use your reaction to make an attack with your blowgun against the target. Being within 5 feet of that creature doesn’t impose disadvantage on the attack roll.
Previous Versions
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11/2/2020 3:37:37 PM
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11/2/2020 6:14:43 PM
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11/2/2020 6:16:44 PM
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