Nine Lives Stealer (Blowgun)
D&D 5e · 2024·Weapons·Very Rare·Requires attunement
- Type
- Weapons
- Weight
- 1 lb
- Attunement
- Required
- Rarity
- Very Rare
- Price
- Not specified
Magic: Displayed damage includes the default magic bonus, before applicable ability modifiers.
What Nine Lives Stealer does
- This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property. This is the Blowgun variant.
Full item details & properties
Magic properties
- Activation
- Make attacks using this weapon.
- Consumable
- No
- Attack Rolls
- +2. With attacks made using this weapon
- Damage Rolls
- +2. Included once in the displayed default damage; add applicable ability modifiers separately.
- Life Stealing trigger
- Target has fewer than 100 Hit Points when attacked; roll 20 on the attack d20; requires a remaining charge.
- Life Stealing save
- DC 15 Constitution or slain instantly. Construct and Undead automatically succeed.
- Initial charges
- 1d8 + 1 (2–9); roll for this instance.
- Charge expenditure
- 1 only when a creature is slain by the life stealing property.
- Charge recovery
- No recharge specified
- At zero charges
- Only Life Stealing is lost; the weapon retains its +2 attack and damage bonuses
- Conditions & limits
- Displayed damage includes the default magic bonus, before applicable ability modifiers. Life Stealing requires remaining charges, a target with fewer than 100 Hit Points when attacked, and a 20 on the attack roll's d20. An expanded Critical Hit range alone does not trigger it. The target makes a DC 15 Constitution save or is slain instantly. Constructs and Undead automatically succeed. A charge is spent only if this property slays the creature. Initial charges are rolled as 1d8 + 1, not fixed at nine. The entry provides no recharge. At zero charges only Life Stealing is lost; the +2 magic bonuses remain.
Weapon details
- Damage
- 3 piercing
- Weapon class
- Martial Ranged
- Range
- 25 / 100 ft. (normal / long)
- Ammunition
- Needle
Properties
Ammunition(Range 25/100; Needle)
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Loading
You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Weapon mastery
Vex
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
You need a feature, such as Weapon Mastery, that unlocks this property for you.
Tags & related references
Nine Lives Stealer FAQ
Does Nine Lives Stealer require attunement?
Yes. You need to attune to this item to use the properties that require attunement.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.