BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Gandring, Blowgun of Pharika

Weapon (Blowgun), Artifact (Requires Attunement)

Gandring has spread afflictions, cures, and secrets across the world in Pharika's hands. Pharika lends her favored follower this blowgun when they are on the track to uncovering some of the world's biggest secrets.

This blowgun gains a +2 to attack rolls and damage.

When this blowgun lands an attack on an enemy, that target must succeed a DC 12 constitution saving throw or be marked with the Pharika's blessing. Only a single target can be marked at once. The same target can not be marked more than once. The effect fades after 6 rounds.

The user chooses one of the following effects to apply to a marked enemy:

  1. Poison. The marked target takes 1d8 poison damage at the beginning of their turn.
  2. Weakness. Attack rolls made with this blowgun have advantage.

Using this blowgun on an allied creature as an action causes Pharika's blessing to become a boon.

The user chooses one of the following effects to apply to a marked ally:

  1. Ointment. The marked target is healed by 1d8 hit points at the beginning of their turn.
  2. Strength. The target can roll a d4 and add the number rolled to the attack roll or saving throw.

Blessing of Afflictions. If you are a worshiper of Pharika, you gain all the following benefits for which you have the required piety:

Piety 10+. The blowgun has 1 randomly determined minor beneficial property.

Piety 25+. The blowgun has 1 randomly determined major beneficial property.

Piety 50+. The blowgun has 1 additional randomly determined major beneficial property.

If you aren't a worshiper of Pharika, the blowgun has 2 randomly determined minor detrimental properties.

Volatile Concoction. You must be attuned to a Dagger of Venom and a Peripat of Wound Closure. Pharika's blessing can activate a volatile concoction. Roll a d4 to determine the effect:

Enemies

  1. Double Vision. Causes the target to see double. Imposing disadvantage on all attack rolls for 1d6 rounds.
  2. Stun. The target becomes stunned for 1d2 rounds.
  3. Fright. The target becomes frightened for 1d4 rounds.
  4. Altered Mind. The target thinks of its alies as enemies and vice versa for 1d2 rounds.

Allies

  1. Clear Vision. Causes the target to see their enemies' weak spot. Critical hits can occur at one number lower for 1d6 rounds.
  2. Freedom of Movement. Grants the target Freedom of Movement for 1d2 turns.
  3. Courage. Grants the target advantage on saving throws for 1d4 turns.
  4. Altered Mind. Grant the target resistance to Psychic Damage and the effect of Enchance Ability for 1d2 rounds.


Comments

Please Login in order to comment!