Poisons Technology / Science in Amar | World Anvil

Poisons

Poisoner's Kit   A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit allows you to find the plants needed to create poison and allows you to add your proficiency bonus to any ability checks you make to craft or use them.     Foraging Ingredients   Make and Intelligence (Nature) check, adding your proficiency in poisoner's kit to 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 with the availability of ingredients in the area determined by the DM.  

FORAGING


DCMethod of Travel
10Dedicated search without traveling
15Traveling at a slow or stealthy pace
18Traveling at a normal pace
21Traveling at a fast pace
  On a success, you recover one ingredient from the Foraging Ingredient table. On a failure, you find nothing. If you roll a 20 on the d20 for your check, you automatically succeed and recover one ingredient from the Special Ingredients table instead.     Crafting a Poison   Once you recover an ingredient, you can begin the process of crafting 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. Poisons require one wyrmtongue as a base and can include up to 4 additional ingredients (duplicates allowed). 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 an inn.     DC = 10 + all ingredient difficulty modifiers combined     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 a d20 for your crafting check, you are able to stretch the ingredients and make 2 vials. Vials remain stable for 1 week after crafting before becoming inert.     Using Poisons You may use an action to apply a vial 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.     If you apply poison while in combat, you must succeed on a DC 10 Dexterity (Sleight of Hand) check or suffer the poisoned condition until the end of your next turn.     A creature hit by poisoned weapons or ammunition must make a Constitution saving throw with a DC equal to 8 + the poison crafter's proficiency. On a failure, the creature is poisoned for one minute and suffers the additional effects of its ingredients, if any. If the crafted poison has added damage, the creature takes half the poison damage on a successful saving throw. A poisoned creature must repeat the saving throw at the end of each of its turns, ending the effects on a success.  

POISON FORAGING INGREDIENTS


2d6IngredientEffectsDC
2,12Mandrake RootIncreases Save DC by 2+2
3,11Wild SagerootDeal 2d4 poison damage+3
4,10Milkweed SeedsReduce Crafting DC-1
5,9Quicksilver LichenDeal 1d4 poison damage+2
6,7,8WyrmtongueRequired for all poisons10

POISON SPECIAL INGREDIENTS


1d6IngredientEffectsDC
1WrackwortTarget is frightened of poisoner.+3
2Amanita CapTarget can't make any sound or use any spells with a verbal component.+3
3BloodleafPoison damage die becomes d8.+4
4Emetic WaxTarget speed becomes 0, flying enemies fall 60 ft. per round.+4
5Verdant NettleTarget rolls a d6 to start their turn, on a 4-6 they take no action.+4
6SpineflowerDouble poison damage dice.+5
  Poisons from Creatures   You can attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler encountered in the wilds. The creature must be incapacitated or dead, and the harvesting requires 1d6 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. If you fail this check by 5 or more, you rupture the creature's gland and are subject to the full effects of that creature's poison.     To turn these ingredients into a usable poison, you must succeed on an Intelligence crafting check with a DC determined by the DM at the time of crafting. See page 258 of the DMG for details on the effects of these poisons.     Ingredients harvested from poisonous creatures cannot be combined with foraged ingreients.

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