Envenom Weapon (3.5e Maneuver)

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Author: Eiji-kun (talk)
Date Created: 9-6-19
Status: Complete
Editing: Clarity edits only please
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Envenom Weapon
Crazy Gadget (Boost)
Level: 3
Prerequisite: Needs on Crazy Gadget maneuver
Initiation Action: Swift
Range: Touch
Target: One weapon
Duration: 1 round or until discharged
Saving Throw: Fortitude partial

Your body is weak. The poison attacks you from within.

Your gadgets spray poison on your weapon, causing your next successful attack made within 1 round to deal an additional +1d6 poison damage and provoke a save vs poison with only an initial effect and no secondary effect. The type of poison is chosen when this maneuver is readied, and can only be changed by re-reading the maneuver again.

A successful Fortitude save DC 13 + Intelligence modifier negates the ability damage but not the poison damage.

If you have the Use Poison ability you can apply one of your contact or injury poisons to the weapon, consuming it in the process. The maneuver then deals +1d6 poison damage and the consumed poison DC or the maneuver's DC, whichever is higher. In addition the effect is instantaneous until discharged on a successful hit.


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Eiji-kun's Homebrew (5609 Articles)
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Article BalanceHigh +
AuthorEiji-kun +
DisciplineCrazy Gadget +
Identifier3.5e Maneuver +
Level3 +
RatingUndiscussed +
SummaryDeal extra poison damage, and a save against a physically crippling poison. +
TitleEnvenom Weapon +
TypeBoost +