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,