The poisoner's kit
- Can safely hold up to six vials of poison.
- With the exception of injury type poisons, the vials hold one dose.
- Doses for injury poisons are determined during harvesting.
Any additional vials, the player has to make a DC18 Dex save everytime they are knocked prone, anytime someone scores a critical hit against them, or anytime they fail a dex save that results in damage other than psychic or poison damage. Every additional vial subtracts -2 from this check. On a failed throw a random number of vials break and the player has to deal with poisoning themselves.
- Poisons can be harvested from any creature that deals poison damage or from a plant (see below)
- The player must first make a DC 15 Nature/Survival Check to see if they can extract the poison
- If successful and if the type of poison is injury, the number of doses is 1d4 + Nature/Survival Modifier + Proficiency.
Harvesting from Monsters
- A monster that deals some type of poison damage can be harvested.
- The type of poison is based on the monster's write-up.
Harvesting from Nature
- In any environment that can potentially support vegetation, the player can check the surroundings for poisonous plants.
- This check takes at least an hour.
- The player must make a DC Nature/Survival Check to see if they discover any plants. The DC is based on the type of environment starting at 15 for jungle / forest and up to 25 for wasteland.
- On a successful discovery, the player rolls a 1d100 and finds a plant from the following table. They can then attempt to harvest the poison.
|1-20||Bloatweed||Injury||1d4 poison damage.|
|21-30||Cramp Leaf||Injury||1d6 poison damage.|
|31-35||Blood Root||Injury||1d10 poison damage.|
|36-40||Black Lotus||Injury||On a failed DC 15 Con check, creature takes 4d6 poison damage. Half on a successful check.|
|41-45||Slicing Thorn||Injury||For the next 1d6 rounds, the creature must make a DC 15 Con check. On a failed check they take 1d6 poison damage. On a successful check the poison's effects have been neutralized.|
|46-50||Flaming Beauty||Injury||For the next 1d4 rounds, the creature must made a DC 15 Con check. On a failed check they take 1d8 fire damage. On a successful check the poison's effects have been neutralized.|
|51-55||Wimp Root||contact||Str modifier is set to -1 and all Str checks are at disadvantage for the next 10 minutes.|
|56-60||Strumble Vine||inhaled||Dex modifier is set to -1 and all Dex checks are at disadvantage for the next 10 minutes.|
|61-65||Gobshite's Bulb||contact||Int and Wis modifiers are set to -4 and all Int and Wis checks are at disadvantage for the next 10 minutes.|
|66-70||Gambler's Curse||contact||All to hit rolls and ability checks are made at disadvantage for the next two rounds.|
|71-75||Drowser's Dandelion||inhaled||On a failed DC 15 Con throw, the creature is rendered unconscious.|
|76-80||Mouth Mulch||ingested||On a failed DC 10 Con throw, the creature is unable to speak or produce any sound through their mouth for the next 10 minutes.|
|81-85||Blister Bark||ingested||On a failed DC 10 Con, the creature develops extremely painful blisters on all of its hands for the next 10 minutes, rendering it unable to pick or use any weapons or tools.|
|86-90||Toporoot||ingested||On a failed DC 15 Con throw, the creature is incapacitated for 4d6 hours.|
|91-95||Last Paradise Vine||ingested||(Can have multiple doses) Whenever the creature is given a question where a possible answer is "That sounds like a great idea! What could possibly go wrong?" the creature must make a DC 17 Wis throw, with a -1 modifier for each dose of the poison. On failed throw, this is the creature's response.|
|96||Maeve's Mushroom*||inhaled||The bonded creature will know whenever the posioned creature is lying or telling the truth for the next ten minutes.|
|97||Beacon Bark*||ingested||Once ingested the bonded creature will have an uncanny sense of the poisoned creature's location for the next 24 hours.|
|98||Velli Root*||contact||A supernatural link is formed between the bonded creature and the poisoned creature for the next 48 hours. Any sensations, damage, conscious effects will instantly be felt by the other during this time.|
|99||Midnight Rose||contact||3d8 poison damage and on a failed DC 18 Con throw the creature is blinded permanently.|
|100||Soul Orchid||contact||The poisoned creature must make a DC 15 Con throw. On a save the creature's HP is reduced to one die. On a fail the creature is reduced to 0 HP.|
*The poison is initially mixed with a creature's blood, once applied the poison will form a special bond with this creature and the poisoned creature.
Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. 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. The dose can be delivered in food or a liquid.
Inhaled. The poisons are powers or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects, that deal piercing or slashing damage and remains potent until delevered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.