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PorsoNnEr's Kir AA poisoner’ kit includes the vials, chemicals, and other equipment necessary forthe creation of poisons. Proficiency with this kit allows you to find the plants needed to create poisons and allows you to add your proficiency bonus to any ability checks you make to craft or use them, FoRAGING INGREDIENTS ‘Make an Intelligence (Nature) check, adding your proficiency in poisoner's kit co the check if you are not proficient in the Nature skill with a DC based on your ‘method of searching as per the table below. Each foraging attempt takes 1 hour of time and you may make up to 3 foraging attempts per day. DC Method of Search 10 Dedicated search without traveling 15 Traveling at a slow or stealthy pace 18 Traveling at anormal pace 21 Traveling at a fast pace On a success, you recover one ingredient from the Foraging Ingredient table at the end of this section. On a failure, you find nothing, Ifyou roll a 20 on the d20 for your check, you recover one ingredient from the Special Ingredients table at the end of this section instead. CRAFTING A Polson ‘Once you recover an ingredient, you ean begin the process of crafting it into a poison. Crafting a poison requires an hour of work followed by an Intelligence crafting check using your poisoner's kit proficiency, with a DC established by the difficulty modifiers of your added ingredients, You ‘may craft a poison with no more than 5 ingredients. Any poison with a total DC less than 13 may be crafted in the field during a short rest. Otherwise, crafting a poison must be done in a safe workshop environment such as a room at On a successful Intelligence crafting check, you create ‘one vial of poison. On a failure, you do not create the poison and all used ingredients are lost. Should you roll a 20 on the d20 for your crafting check, you are able to stretch the ingredients and make 2 vials. Vials are usable for 1 week after crafting before they decay. Usnc Poisons FORAGING INGREDIENT TABLE 246 Ingredient Effects pc 2. Mandrake Root 3 Wild Sageroot Deal 244 poison damage +3 4 Mikweed Seeds Reduce Crafting DC 1 5 Quicksilver Lichen Deal 144 poison damage +2 Increase Save DC by2 +2. 68 Wyrmiongue Required forall poisons 10 9 Quicksilver Lichen Deal 144 poison damage +2 10 Milkweed Seeds Reduce Crafting DC 1 11 Wild Sageroot_ Deal 244 poison damage +3 12 Mandrake Root Increase SveDCby2 +2 SPECIAL INGREDIENT TABLE d6 Ingredient Effects pc 1 Wrackwort Target is frightened 3 2 Spineflower Double poison damage dice +5 3. AmanitaCap Target can't make any sound +3 A Emetic Wax Target speed becomes zero. 42 5. Verdant Nettle Target is incapacitated +4 6 Bloodleaf Poison darnage die becomes d8 +4 SS VARIANT: Drow POISON ‘A Dark Elf with proficiency in poisoner’s kit may craft drow poison by imbuing a crafted base poison with their innate magical abilities. The imbuing process is exhausting, consuming al uses of your magical abilities until you complete along rest. Drow poison's effect is to cause a poisoned ‘creature who fails their Constitution saving throw by 5 or more to fall unconcious. The poisoned creature wakes up ifit takes darnage or if another ‘creature takes an action to shake it awake. =" >. a POISONS FROM CREATURES ‘You may use an action to apply a val of poison to a single melee weapon or 3 pieces of ammunition. Applied poison lasts for one hour and a single applied dose can harm a creature three times before depleting its potency. Ifyou apply poison during a combat encounter, you must succeed on a DC 10 Dexterity (Slight of Hand) check or become poisoned until the end of your next turn, ‘Accteature hit by poisoned weapons or ammunition must ‘make a Constitution saving throw. The save DC is equal to 8+ the poison crafter's proficiency. On a failure, the creature is poisoned for one minute and suffers the effects of any of its ingredients. A poisoned creature must repeat the saving throw at the end of each of its turns. If the crafted poison has added damage, the creature takes half the poison damage on a successful saving throw. You can attempt to harvest poison from a poisonous creature, such as a snake, wvern, or carrior crawler encountered in the wilds, The creature must be incapacitated or dead, and the harvesting requires 146 minutes followed by a DC 20 Intelligence (Nature) check to harvest enough material for a single vial Should you fail this check, you are unable to extract any poison. Ifyou fail this check by 5 or more, you rupture the creature's gland land are subject to the full effects ofthat creature's poison, ‘The minimum difficulty modifier to turn these ingredients into a usable poison is +5 with the actual modifier to be determined by the DM at the time of crafting See page 258 of the DMG for details on the effects of these poisons,

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