Yellow Jacket (5e Equipment)

From D&D Wiki
Jump to navigation Jump to search

Weapon (rapier), very rare (requires attunement)

This rapier is black and yellow to match that of a hornet. It gains a +2 to damage and attack rolls. When Yellow Jacket lands an attack on a target, that target is marked by Yellow Jacket's sting. The user choses one of the following effects to be applied to the marked target. The same target cannot be marked more then once. The mark of the Yellow Jacket fades after 6 rounds unless the 'Volatile Mix' effect was chosen. Unlike the other effects, the mark from Yellow Jacket fades when an effect from volatile mix is applied. Only a single target can be marked at a time.

1.) Deadly Venom The marked target takes an additional 2d8 poison damage when struck by Yellow Jacket.

2.) Easy Target You have advantage on attack rolls made against this target made with Yellow Jacket.

3.) Volatile Mix The Target must succeed a DC 16 constitution saving throw or become poisoned, roll a d4 to determine the effect.

  • 1 = Double Vision Causes the target to see double. Imposing disadvantage on all attacks rolls for 1d6 rounds.
  • 2 = Paralysis The target becomes paralyzed for 1d4 rounds.
  • 3 = Fright Suffers hallucinations of the target's worst fears for 1d4 rounds. A d20 must be rolled to determine the severity of the fear state. Shaken (1-15), Frightened (16-19) or Panicked (20).
  • 4 = Altered Mind The target is afflicted by a poison that alters the mind and causes the target to think of its' allies as enemies and its' enemies as allies for 1d4 rounds.

{{5e Image|float:right|


Back to Main Page5e HomebrewEquipmentMagic Weapons