My Documents
Become a Patron!
## Poisoner's Kit A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them. **History.** Your training with poisons can help you when you try to recall facts about infamous poisonings. **Investigation, Perception.** Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison. **Medicine.** When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient. **Nature, Survival.** Working with poisons enables you to acquire lore about which plants and animals are poisonous. **Handle Poison.** Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects. #### Crafting A character who has the time, money, and the tools to work can use downtime to craft poisons. To craft a poison, a character needs raw materials equal to half the items base cost. To determine how many days it takes to finish the project, divide the market price by an amount equal to 15 plus your Intelligence modifier. Round this result up unless the character succeeds on a DC 15 Intelligence (Poisoner's Kit) check, in which case the quantity is rounded down (minimum 1 day). Poisons can be completed over long periods of time, if the work in progress is not damaged. Multiple characters can combine their efforts, if they all have proficiency with the poisoner's kit. Divide the time needed to create the poison by the number of characters working on it. #### Harvesting You can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) or Intelligence (Poisoner's Kit) check. On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature’s poison. ### Applying Injury Poisons As an action, you can use one free hand to coat one slashing or piercing weapon or up to three pieces of ammunition with a poison with the injury subtype (see below). If you are not proficient with the poisoner's kit, then you must succeed on a DC 10 Dexterity check or else you fail to apply the poison and the poison is lost. If you roll a 1 on this check, you suffer the effects of the poison yourself. Once applied, the poison retains potency for 1 minute before drying. \columnbreak ## Poisons Poisons come in the following four types. **Contact.** A creature that touches contact poison with exposed skin suffers its effects. **Ingested.** A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. **Inhaled.** These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube. **Injury.** A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects. ##### Poisons | Item | Type | Market Price | |:-----|:-----|-------------:| | Anosmia | Inhaled | 800 gp | | Assassin's Blood | Ingested | 150 gp | | Bloodfire Paste | Injury | 600 gp | | Burnt Othur Fumes | Inhaled | 500 gp | | Carrion Crawler Mucus* | Contact | 200 gp | | Drow Poison* | Injury | 200 gp | | Essence of Ether | Inhaled | 300 gp | | Ghost Blossom Extract | Ingested or Injury | 400 gp | | Giant Centipede Venom* | Injury | 200 gp | | Giant Scorpion Venom* | Injury | 300 gp | | Giant Serpent Venom* | Injury | 150 gp | | Giant Spider Venom* | Injury | 200 gp | | Giant Wasp Venom* | Injury | 250 gp | | Gravedust | Inhaled | 200 gp | | Insanity Mist | Inhaled | 1,400 gp | | Malice | Inhaled | 250 gp | | Midnight Tears | Ingested | 1,500 gp | | Nightshade | Injury | 100 gp | | Oil of Taggit | Contact | 400 gp | | Pale Tincture | Ingested | 250 gp | | Positoxin | Ingested or Injury | 200 gp | | Purple Worm Poison* | Injury | 2,000 gp | | Scorpion Venom | Injury | 150 gp | | Serpent Venom | Injury | 200 gp | | Spider Venom | Injury | 70 gp | | Spirit Naga Venom* | Injury | 1,500 gp | | Torpor | Ingested | 600 gp | | Truth Serum | Ingested | 150 gp | | Witchbane Poison* | Injury | 700 gp | | Wyvern Poison* | Injury | 1,200 gp | ** This poison must be harvested from rare and dangerous creatures or requires special conditions to craft.*
\pagebreak **Anosmia (Inhaled).** A creature subjected to this poison must make a DC 18 Constitution saving throw. On a failed save, the creature loses its sense of smell for 48 hours. If the creature relies on smell to locate other creatures, it can no longer do so. The creature automatically fails any Wisdom (Perception) check that relies on smell. If the creature has the keen smell trait, it must also succeed on a Wisdom saving throw or act as though affected by the confusion spell during their next turn. **Assassin’s Blood (Ingested).** A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 1d12 poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. **Bloodfire Paste (Injury).** A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 2d10 fire damage on a failed save, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 1d6 fire damage. After three successful saves, the poison ends. This effect ignores a creature's immunity to poison, but cannot effect a creature without blood. **Burnt Othur Fumes (Inhaled).** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d6 poison damage. After three successful saves, the poison ends. **Carrion Crawler Mucus (Contact).** This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Drow Poison (Injury).** This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. **Essence of Ether (Inhaled).** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. **Ghost Blossom Extract (Ingested or Injury).** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 3 or more, the creature drops any items it is holding. If the saving throw fails by 5 or more, the creature falls prone and is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Giant Centipede Venom (Injury).** This poison must be harvested from a dead or incapacitated giant centipede. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a success. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Giant Scorpion Venom (Injury).** This poison must be harvested from a dead or incapacitated giant scorpion. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much damage on a successful one. **Giant Serpent Venom (Injury).** This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. **Giant Spider Venom (Injury).** This poison must be harvested from a dead or incapacitated giant spider. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a success. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Giant Wasp Venom (Injury).** This poison must be harvested from a dead or incapacitated giant wasp. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a success. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Gravedust (Inhaled).** An undead creature subjected to this poison must succeed on a DC 10 Constitution saving throw or become incapacitated for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Insanity Mist (Inhaled).** A creature subject to this poison must succeed a DC 15 Constitution saving throw or gain an effect listed on the short-term madness table. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Malice (Inhaled).** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 9d6 poison damage on a failed save, or half as much damage on a successful one. **Nightshade (Injury).** A creature subjected to this poison must make a DC 10 Constitution saving throw or take 1d4 poison damage. \pagebreak **Oil of Taggit (Contact).** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. **Pale Tincture (Ingested).** A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 1d6 poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 1d6 poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. **Positoxin (Injury).** An undead creature subjected to this poison must succeed on a DC 10 Constitution saving throw or take 2d6 radiant damage. **Purple Worm Poison (Injury).** This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one. **Scorpion Venom (Injury).** A creature subjected to this poison must succeed on a DC 9 Constitution saving throw, taking 1d8 poison damage on a failed save, or half as much damage on a successful one. **Serpent Venom (Injury).** A creature subjected to this poison must succeed on a DC 10 Constitution saving throw, taking 2d4 poison damage on a failed save, or half as much damage on a successful one. **Spider Venom (Injury).** A creature subjected to this poison must make a DC 9 Constitution saving throw or take 1d4 poison damage. **Spirit Naga Venom (Injury).** This poison must be harvested from a dead or incapacitated spirit naga. A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 7d8 poison damage on a failed save, or half as much damage on a successful one. **Torpor (Ingested).** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. **Truth Serum (Ingested).** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell. **Witchbane Poison (Injury).** This poison is made from distilled residuum that is then allowed to evaporate and thicken while under the effects of an anti-magic field. A creature subjected to this poison must make a DC 17 Constitution saving throw. On a failed save, they lose 1d4 spell slots, starting at level 1 slots and increasing until that many spell slots have been lost. This effect ignores all magical effects that grant immunity to poison. **Wyvern Poison (Injury).** This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one.