Longshot
Ammunition (arrow or bolt), varies
During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot.
Longshot ammunition contains magical elixirs that are injected into a target on a hit using a ranged weapon attack. Hit or miss, the elixir is ejected, and the ammunition behaves like an ordinary magical arrow until the following dawn, when it magically refills.
If a creature is a willing target of a ranged attack you make using longshot ammunition and can see you, the attack has advantage to hit the target. Longshot ammunition comes in five different flavours.
• Red Restoration (Uncommon). On a hit, this ammunition doesn’t do any damage. Instead, the target is healed for 2d4 + 2 hit points, and is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralyzed, or poisoned.
• Teal Turmoil (Rare). On a hit, this ammunition deals the weapon’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or become affected by the slow spell for the next minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
• Blue Benevolence (Rare). On a hit, this ammunition doesn’t do any damage. Instead, the target is healed for 3d4 + 3 hit points, and gains the benefits of the bless spell for the next minute.
• Indigo Insanity (Very Rare). On a hit, this ammunition deals the weapon’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or become affected by the confusion spell for the next minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
• Purple Petrification (Legendary). On a hit, this ammunition deals the weapon’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or become affected by the flesh to stone spell.
During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot.
Longshot ammunition contains magical elixirs that are injected into a target on a hit using a ranged weapon attack. Hit or miss, the elixir is ejected, and the ammunition behaves like an ordinary magical arrow until the following dawn, when it magically refills.
If a creature is a willing target of a ranged attack you make using longshot ammunition and can see you, the attack has advantage to hit the target. Longshot ammunition comes in five different flavours.
• Red Restoration (Uncommon). On a hit, this ammunition doesn’t do any damage. Instead, the target is healed for 2d4 + 2 hit points, and is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralyzed, or poisoned.
• Teal Turmoil (Rare). On a hit, this ammunition deals the weapon’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or become affected by the slow spell for the next minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
• Blue Benevolence (Rare). On a hit, this ammunition doesn’t do any damage. Instead, the target is healed for 3d4 + 3 hit points, and gains the benefits of the bless spell for the next minute.
• Indigo Insanity (Very Rare). On a hit, this ammunition deals the weapon’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or become affected by the confusion spell for the next minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
• Purple Petrification (Legendary). On a hit, this ammunition deals the weapon’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or become affected by the flesh to stone spell.
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