Nutbluster Ammunition
Ammunition, rare.
Before making an attack you may choose a special ammunition from your ammo pouch (no action required) which have effects in addition to the normal attack:
Ammo - Effect
Acid Tar - On hit: the target must succeed on a DC 13 Strength saving throw or become restrained. The target takes 2 (1d4) acid damage at the start of each turn that it is restrained in such a way. It may use an action to attempt a DC 13 Strength check, freeing itself on a success.
B-bomb - Hit or miss: The target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage and move in a random direction as per the cantrip Infestation.
Bullet Ant - The normal and maximum range for the weapon are doubled. On hit: the target takes an additional 3 (1d6) fire damage.
Moth Powder - On hit: The target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage and be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Scatternut - Hit or miss: the nut ruptures. All creatures within 5 feet of the target must make a DC 13 Dexterity saving throw, taking 5 (2d4) damage on a failed save, or half as much damage on a success.
Sleeping Sand - On hit: Roll 7d8, if the total is equal to or more than the target’s remaining number of hit points it falls unconscious for 10 minutes, until it takes damage, or another creatures uses an action to shake it awake.
Before making an attack you may choose a special ammunition from your ammo pouch (no action required) which have effects in addition to the normal attack:
Ammo - Effect
Acid Tar - On hit: the target must succeed on a DC 13 Strength saving throw or become restrained. The target takes 2 (1d4) acid damage at the start of each turn that it is restrained in such a way. It may use an action to attempt a DC 13 Strength check, freeing itself on a success.
B-bomb - Hit or miss: The target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage and move in a random direction as per the cantrip Infestation.
Bullet Ant - The normal and maximum range for the weapon are doubled. On hit: the target takes an additional 3 (1d6) fire damage.
Moth Powder - On hit: The target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage and be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Scatternut - Hit or miss: the nut ruptures. All creatures within 5 feet of the target must make a DC 13 Dexterity saving throw, taking 5 (2d4) damage on a failed save, or half as much damage on a success.
Sleeping Sand - On hit: Roll 7d8, if the total is equal to or more than the target’s remaining number of hit points it falls unconscious for 10 minutes, until it takes damage, or another creatures uses an action to shake it awake.
Remove these ads. Join the Worldbuilders Guild
Comments