Poisoner’s Kit

A Poisoner’s kit allows you to use chemicals, herbs, and venom from creatures to make poisoners to use to your benefit.

Poisoner’s Kit

A poisoner's kit includes:

Proficiency with this kit allows you to add your proficiency bonus to any poisoner checks and allows you to create any poisons you know.

Purchasing Items

Many poisons and recipes may be purchased from local poisoners, but as these items may take a while to produce, they could be very expensive when purchasing.

Learning New Recipes

Characters with proficiency in the poisoner's kit know 3 poisons and may be able to learn new poisons if they can find other poisoners, poisoner's notes, or by experimenting with different toxins. In addition, if you acquire a poison, you can use your poisoner's kit to analyze the poison. It takes one hour of quiet, careful work to analyze a poison. At the end of the work period, roll a poisoner check + Wisdom + PB. If you meet or exceed the DC required to craft the poison, you learn the recipe. Otherwise, you have learned nothing, and the poison is destroyed.

Procuring Venom

Before you can create your dangerous concoctions, you must first have access to the venom of certain types of creatures, harvest the plants needed, or be able to pay someone else to get it for you. When a poison shows a component cost, you must either have access to the component or spend the gold necessary for the component. This cost may increase or decrease depending on the region you are located in; or may not even be available unless you know the right people.

Creating Poisons

Once you have access to your components, and are proficient in the poisoner's kit, you can go about creating your poison. By spending an hour mixing and combining the necessary ingredients, you can make a crafting check using your Wisdom modifier plus your proficiency bonus for the poisoner's kit. If you hit or exceed the DC for the poison, your poison was successfully created and it is ready to be used.

On a failed roll, the components are wasted in the attempt.

Milking Venom

If you find a creature you wish to extract its venom from, you must have an empty vial and you must extract the venom while it is alive or within an hour of its death. By extracting your own venom, you can forgo the component cost of a poison.

When you extract the venom, you must attempt a Wisdom (Poisoner's Kit) check against the DC of the creature being milked. This process takes several minutes to complete.

Extract DC: 10 + half the CR of the creature (rounded up)

On a success, you extract enough venom for one dose of a poison. If you wish to extract more venom, you must locate another creature or wait for the creature to produce more venom.

On a fail, the venom is lost and you must wait for the creature to produce more venom or find another creature that produces that venom.

Experimenting with Venom

If you find yourself with extra venom, but no recipes to use that venom, you can try and create a new poison out of it. By spending an hour experimenting with the venom and testing it on a living creature, you can create a new recipe by making an Wisdom (Poisoner's Kit) check against the Recipe DC. Most poisoners have rats, pigs or chickens to experiment their poisons on, but a poisoner can always test their poisons on themselves.

The DC to create the recipe is based off of the CR of the creature, and you may have advantage on this roll if you have previously worked on this venom, per the GM's discretion.

Recipe DC: 12 + half the CR of the creature (rounded up)

Poison Characteristics

Some poisons must be ingested, others rely on contact via weapons, and others must be in mist form. A poison will list how it must be delivered for it to work, utilizing a poison by using it in a different way often makes it useless.

Certain poisons’ initial effect can be extremely weak, but they feature aftereffects. These aftereffects begin working at the start of the creature's next turn but only if they failed their initial saving throw against the poison.

Contact Poisons

Contact poisons must be applied to weapons and are only delivered on a hit and when the weapon deals damage.

Ingested Poisons

Ingested poisons must be eaten and do not take effect until the start of the target's next turn.

Mist Poisons

Mist poisons must be aerosolized during creation and the target must breathe in the poison.

Aftereffects

Aftereffects only come into effect once the target has failed their initial saving throw.

To apply a poison to a weapon, drop it on food or in a cup, or similar activity requires an action to complete.

Recipes

Poison

Extract DC

Craft DC

Type

Ingredient Cost

Creatures

Assassin’s blood

10 + CR/2

13

Ingested

90 gp

Poisonous snakes, spiders, and scorpions

Basic Poison

10 + CR/2

12

Contact

50 gp

Poisonous snakes and spiders

Burnt Othur fumes

10 + CR/2

13

Inhaled

280 gp

Giant Wasps

Carrion Crawler Brain Juice

10 + CR/2

13

Contact

150 gp

Carrion Crawlers

Deathjump Spider Venom

10 + CR/2

14

Contact

240 gp

Phase Spiders

Dragon’s Breath

10 + CR/2

16

Mist

650 gp

Young Green Dragons, or older

Essence of Ether

10 + CR/2

15

Inhaled

300 gp

Rare flowers in remote areas

Ground Thassil Shroom

10 + CR/2

13

Ingested

120 gp

Fungi cultivated by Ettercaps

Malice

10 + CR/2

14

Inhaled

250 gp

Rare and dangerous swamp plants

Midnight tears

10 + CR/2

17

Ingested

1,000 gp

Night hags

Oil of Taggit

10 + CR/2

14

Contact

400 gp

Giant Centipedes

Pale Tincture

10 + CR/2

13

Ingested

110 gp

Fungi cultivated by Myconids

Purple Worm poison

10 + CR/2

20

Contact

1,550 gp

Purple Worms

Serpent Venom

10 + CR/2

12

Contact

90 gp

Poisonous snakes

Stormclaw Scorpion Venom

10 + CR/2

13

Contact

90 gp

Poisonous snakes, spiders, and scorpions

Torpor

10 + CR/2

16

Ingested

600 gp

Sleep inducing creatures

Truth serum

10 + CR/2

18

Ingested

1,250 gp

Psychic damaging creatures

Wyvern poison

10 + CR/2

15

Contact

740 gp

Wyverns

Assassin’s Blood (Ingested):

An assassin's favorite tool to make the target think they have food poisoning. This is the best tool to get a target away from a group and allow them to finish the job.A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.

Basic Poison (Contact):

The first poison must poisoners learn and is easily produced. This poison is the hallmark for assassins just beginning.

Burnt Othur fumes (Inhaled):

This mist burns through the membranes of nasal passageways and through the soft tissue of the mouth. Created from the dried venom of giant wasps, this lingering poison is designed to kill quickly before its effects can be stopped.

Carrion Crawler Brain Juice (Contact):

One of the odder venoms on the market, this venom is theorized to be created from the necrotic flesh that Carrion Crawlers regularly devour. Many claim that feeding Carrion Crawlers drow will make the venom that much deadlier.

Deathjump Spider Venom (Contact):

This thick, mud-like poison has a sharp blue color to it, that almost makes it seem otherworldly. This venom can only be harvested from the elusive phase spiders, though many drow have easy access to these poisons.

Dragon’s Breath (Mist):

By slowly harvesting the poison glands of a green dragon, you can bottle the potent poisonous gas and release it, either by breaking the bottle or opening the lid. The thick gas immediately fills up a 10' square area before dissipating away.

Essence of ether (Inhaled):

This colorless and odorless gas is extracted from a rare flower found in remote areas. When inhaled, it induces unconsciousness for long periods of time. It is often used by assassins for silent assassinations.

Ground Thassil Shroom (Ingested):

This flavorless, blue powder is harvested by deadly fungi cultivated by Ettercaps in their dark realms of spiders and webs.

Malice (Inhaled):

This thick, black liquid has a bitter taste. It is usually added to food or drink and causes blindness in those who ingest it. The blindness is temporary, but it can be very disorienting and leave the victim vulnerable.

Midnight tears (Ingested):

This poison is made from the tears of a rare night-blooming flower. It is said to be cursed, as it has no effect until the stroke of midnight. At that point, it takes effect and causes intense pain and damage to those who have been poisoned.

Oil of Taggit (Contact):

This is a clear and odorless oil that is extracted from the seeds of a rare plant. It is a powerful sedative and is often used to incapacitate individuals for a long period of time. It is commonly used by kidnappers and thieves for their captives.

Pale Tincture (Ingested):

A pale tan liquid, this strange substance is harvested from fungi cultivated by Myconids in their lairs in the underground lands. The poison is extracted by squeezing the liquid out of pale mushrooms.

Purple Worm Poison (Contact):

This purple goo easily coats a weapon and even has a sharp smell to it that burns the nostrils. From the stingers of a purple worm, this powerful poison is also used in alcoholic beverages to provide a powerful kick, though it isn't for the faint of heart.

Serpent Venom (Contact):

This poison must be harvested from a dead or incapacitated giant poisonous snake.

Stormclaw Scorpion Venom (Contact):

Despite the name, this poison is only rarely created from scorpion venom, more often harvested from snakes and spiders. This purple-black poison hails from the desert and is used to distract targets, making it easier to bring down fighters.

Torpor (Ingested):

Truth serum (Ingested):

Wyvern Poison (Contact):

This venom resembles amber and comes from the vicious wyverns that attack sailors or airships. Many have died trying to harvest this venom as the tail of a wyvern will occasionally jab out with muscle spasms, even in death.