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Posioner's Kit

I
can make poison. I can smear it on my blades, slip it Due to the nature of some classes, it may be easier for
into someone’s food, or get someone to inhale it. I can some characters to create a poison without being proficient
do this because I have a poisoner’s kit, and my DM is with the kit. At the DM's discretion, the following classes do
nice enough to let me make more than the Basic not have disadvantage when using a poisoner's kit without
Poison. —Ara, Elvish Assassin and Player Character proficiency, though they will still require a recipe to follow
when crafting their poison.
Bards of the College of Lore
Homebrewing Poisons Clerics of the Death Domain
There isn't too much said about the use of a poisoner's kit in Druids
the Player's Handbook. It states that the kit contains the Rangers
ingredients needed to make Basic Poison. It doesn't say how Rogues
much poison can be made with the kit, or what the DC is to Wizards
make Basic Poison.
The DM's Guide does state that it is up the DM's discretion The Poisons
to allow characters to make other poisons with the poisoner's Poison comes in many types and varieties. Listed here are
kit, but still contains no additional information on how to the poisons included in the Dungeon Master's Guide. More
create them, other than rules on extracting venom to use as types of poison can be created with the DM's guidance and
poisons. discretion.
The following guide to the poisoner's kit should help DM
and player alike in the use of the kit. Types of poison
There are four different types of posion (taken from the
The Kit SRD):
Contact: Contact poison can be smeared on an object and
The kit itself, newly purchased for 50 GP, contains enough
remains potent until it is touched or washed off. A creature
supplies to make 4 doses of basic poison. Once you’ve made
that touches contact poison with exposed skin suffers its
4 doses, you need to resupply your kit. Each dose requires 10
effects.
gp in materials. The most your kit can hold is enough for 10
Ingested: A creature must swallow an entire dose of
doses. If you need more material, you’ll have to put it
ingested poison to suffer its effects. The dose can be
elsewhere. Not in the kit.
delivered in food or a liquid. The DM may decide that a partial
While the kit can be as basic as a small wooden box with
dose has a reduced effect, such as allowing advantage on the
spaces for vials and tools, it can also be elaborate and artisan.
saving throw or dealing only half damage on a failed save.
Many posioners may want to disguise their kit as something
Inhaled: These poisons are powders or gases that take
else, such as a jewelry or trinket box with hidden
effect when inhaled. Blowing the powder or releasing the gas
compartments and tools.
subjects creatures in a 5-foot cube to its effect. The resulting
Being discovered with a poisoner's kit will likely be
cloud dissipates immediately afterward. Holding one’s breath
frowned upon by most of society. At best, a character found
is ineffective against inhaled poisons, as they affect nasal
with such a kit will be treated with extreme suspicion, and
membranes, tear ducts, and other parts of the body.
any unexplained deaths in the area may be blamed on the
Injury: Injury poison can be applied to weapons,
character. At worst, there may be local laws that require the
ammunition, trap components, and other objects that deal
immediate arrest of someone with such a kit at their disposal.
piercing or slashing damage and remains potent for one
minute, or until delivered through a wound or washed off. A
The Poisoner creature that takes piercing or slashing damage from an
Creating a poison requires that the character has a poisoner's object coated with the poison is exposed to its effects.
kit and the necessary igredients to create the desired poison.
The DC for creating a particular poison is listed in the table Using Poison
below. A rogue who has choosen the assassin archetype is the Applying or preparing a poison for use takes one action. One
only character in the Player's Handbook with proficiency in dose of injury poison is enough to coat one slashing or
the poisoner's kit, and adds their proficiency bonus to their piercing weapon, or three pieces of piercing ammunition. At
roll. This proficiency implies that the character has the DM's discretion, contact, ingested and injury poisons may
knowledge of the various ingerdients and how to prepare and be detected using a Perception check, with a DC determined
mix them, and has spent some time studying poisons. by the DM. Contact and ingested poisons may also require a
If a character who is not proficient with the kit wishes to Sleight of Hand, Deception or Performance check to apply to
craft a poison, they have disadvantage on the a straight d20 items or food when others are present.
difficulty check. A detailed recipe for the poison can remove
the disadvantage.

Poisoner's Kit
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Sample Poisons Serpent Venom (Injury): This poison must be harvested
(Taken from the SRD) from a dead or incapacitated giant poisonous snake. A
Assassin’s Blood (Ingested): A creature subjected to this creature subjected to this poison must succeed on a DC 11
poison must make a DC 10 Constitution saving throw. On a Constitution saving throw, taking 10 (3d6) poison damage on
failed save, it takes 6 (1d12) poison damage and is poisoned a failed save, or half as much damage on a successful one.
for 24 hours. On a successful save, the creature takes half Torpor (Ingested): A creature subjected to this poison
damage and isn’t poisoned. must succeed on a DC 15 Constitution saving throw or
Basic Poison (Injury): A creature hit by a weapon or become poisoned for 4d6 hours. The poisoned creature is
ammunition coated with this poison must make a DC incapacitated.
Constitution saving throw or take 1d4 poison damage. Truth Serum (Ingested): A creature subjected to this
Burnt Othur Fumes (Inhaled): A creature subjected to poison must succeed on a DC 11 Constitution saving throw
this poison must succeed on a DC 13 Constitution saving or become poisoned for 1 hour. The poisoned creature can’t
throw or take 10 (3d6) poison damage, and must repeat the knowingly speak a lie, as if under the effect of a zone of truth
saving throw at the start of each of its turns. On each spell.
successive failed save, the character takes 3 (1d6) poison Wyvern Poison (Injury): This poison must be harvested
damage. After three successful saves, the poison ends. from a dead or incapacitated wyvern. A creature subjected to
Carrion Crawler Mucus (Contact): This poison must be this poison must make a DC 15 Constitution saving throw,
harvested from a dead or incapacitated carrion crawler. A taking 24 (7d6) poison damage on a failed save, or half as
creature subjected to this poison must succeed on a DC 13 much damage on a successful one.
Constitution saving throw or be poisoned for 1 minute. The
poisoned creature is paralyzed. The creature can repeat the The Crafting
saving throw at the end of each of its turns, ending the effect If the character has the ingredients to craft a poison,
on itself on a success. determine the DC, time required, and maximum possible
Drow Poison (Injury): This poison is typically made only doses by using the poison crafting table. If the proficiency
by the drow, and only in a place far removed from sunlight. A check is successful, the character has created the desired
creature subjected to this poison must succeed on a DC 13 poison.
Constitution saving throw or be poisoned for 1 hour. If the If the proficiency check fails, the character must then make
saving throw fails by 5 or more, the creature is also a Widsom saving throw against the same DC as the poison
unconscious while poisoned in this way. The creature wakes crafting. If the saving throw fails, the character must then
up if it takes damage or if another creature takes an action to make a saving throw against the poison itself, or suffer the
shake it awake. effects. In either case, the attempt fails and the posion is
Essence of Ether (Inhaled): A creature subjected to this ruined or wasted.
poison must succeed on a DC 15 Constitution saving throw
or become poisoned for 8 hours. The poisoned creature is Getting Ingredients
unconscious. The creature wakes up if it takes damage or if
another creature takes an action to shake it awake. Shopping for the required ingredients for a poison depends
Malice (Inhaled): A creature subjected to this poison must on a number of things. The community in which the
succeed on a DC 15 Constitution saving throw or become character is in could be generally lawless, in which case all of
poisoned for 1 hour. The poisoned creature is blinded. the ingredients may be easy to purchase in the open, while in
Midnight Tears (Ingested): A creature that ingests this a strict, law abiding society, it may require numerous bribes,
poison suffers no effect until the stroke of midnight. If the contacts and black market shopping to get what is required.
poison has not been neutralized before then, the creature The DM's Guide has rules for harvesting poisons from
must succeed on a DC 17 Constitution saving throw, taking creatures, stating that:
31 (9d6) poison damage on a failed save, or half as much "the creature must be incapacitated or dead, and the
damage on a successful one. harvesting requires 1d6 minutes followed by a DC 20
Oil of Taggit (Contact): A creature subjected to this Intelligence (Nature) check.(Proficiency with the
poison must succeed on a DC 13 Constitution saving throw poisoner's kit applies to this check if the character
or become poisoned for 24 hours. The poisoned creature is doesn't have proficiency in Nature.) On a successful
unconscious. The creature wakes up if it takes damage. check, the character harvests enough poison for a single
Pale Tincture (Ingested): A creature subjected to this dose. On a failed check, the character is unable to extract
poison must succeed on a DC 16 Constitution saving throw any poison. If the character fails the check by 5 or more,
or take 3 (1d6) poison damage and become poisoned. The the character is subjected to the creature's poison."
poisoned creature must repeat the saving throw every 24
hours, taking 3 (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.
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 42 (12d6) poison damage
on a failed save, or half as much damage on a successful one.

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Poison Crafting Table
Poison Crafting Table
Poison Ingredient Availability Ingredient Cost/Dose Maximum Doses Crafting Time Crafting DC
Assassin's Blood Common 50 gp 3 2 hours 10
Basic Poison Common 10 gp 4 1 hour 10
Burnt Othur Fumes Rare 250 gp 1 1 hour 13
Carrion Crawler Mucas Uncommon 75 gp 4 8 hours 13
Drow Poison Uncommon 75 gp 6 4 hours 13
Essence of Ether Uncommon 150 gp 2 8 hours 15
Malice Uncommon 100 gp 4 1 hour 15
Midnight Tears Legendary 1,000 gp 1 1 hour 17
Oil of Taggit Rare 200 gp 3 16 hours 13
Pale Tincture Uncommon 100 gp 6 24 hours 16
Purple Worm Poison Legendary 1,500 1 8 hours 19
Serpent Venom Common 75 gp 6 1 hour 11
Torpr Rare 250 gp 4 4 hours 15
Truth Serum Uncommon 100 gp 1 8 hrs 11
Wyvern Poision Very Rare 600 gp 3 2 hours 15

Using the Posion Table


The Poison Table shows you the following information Optional Feat
necessary for poison crafting: Poisoner
Poison: The type of poison being crafted.
Ingredient Availability: Not all poisons require exotic Prerequisite: Intelligence and Wisdom of 12 or higher.
ingredients. Some may be readily available, and only You have studied the various plants, venoms, chemicals,
dangerous when mixed in the proper amounts. Common and formulae that allow you to understand the crafting of
ingredients may consist of simple plants and items readily various poisons and antitoxins.
available at the market. Rare and very rare ingredients may You can readily identify poisons, their ingredients and
be dangerous plants and chemicals only available at certain effects by making a Nature, Survival or Poisoner's Kit check.
black market locations or through wizards or alchemists. In case of a failure when crafting a poison, you have
Legendary ingedients are those that come from rare or advantage on the saving throw required to avoid the effects of
dangerous creatures such as the purple worm. the poison.
Ingredient Cost: The cost of the ingredients needed to If you do not already have it, you gain proficiency with the
create poisons. This includes the cost of wyvern, serpent or Posioner's Kit.
purple worm venom. If the character has obtained the main
ingedient through their own means, the remaining ingredient
cost will be 10% of the total.
Credits
Maximum Doses: The maximum number of doses that The rules for harvesting poison, the poison types and sample
can be crafted at one time. poisons came from the Dungeon Master's Guide and the
Crafting Time: The amount of time needed to craft the SRD. This document was made using the Homebrewery at
poison. Some poisons must be tended to during this whole NaturalCrit.com
time, while others can be quickly mixed and then left to brew Except where noted, The Poisoner's Kit supplement is
or steep until the required time has passed. Leaving some Copyright 2016 by Armand Charpentier of Geek Trash and
poisons in this stage beyond the time required may result in a Geek Fight Club. You can talk to the writer @dharmabob on
bad batch at the DM's discretion. twitter, or over at GeekTrash.com
Crafting DC: The Difficulty Check of crafting each poison. Support our Patreon at http://patreon.com/GeekTrash!
As a rule of thumb, the crafting DC is equal to the saving
throw DC of the poison.

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