Profession - Poisoncraft
The Basics of Poisoncrafting
Poisoncraft is often considered a more sinister side to the Alchemy profession. Most poisons are usually harmful, with a few being exceptionally deadly. Given this reputation, poisons are meant to be handled with care, so that you don't poison yourself.
Types of Poisons
There are the following types of poisons:
Contact. This type of poison can be applied to various objects and maintains its potency until it is wiped away or washed off. A creature that touches the poison with exposed skin will suffer from its effects.
Ingested. This type of poison can be put into either food or a potable liquid. A creature must receive a full dose for the poison to take effect, though a reduced dose may have some effect depending on the poison; although, the creature may have advantage on the saving throw or automatically take half damage.
Inhaled. This type of poison is usually a powder or gas and will affect creatures only within a 5 ft cube. The creature may spend their reaction to hold their breath in order to gain advantage on the Saving Throw against the Poison.
Injury. This type of poison is directly applied to weapons, traps and ammunition that deal either piercing or slashing damage. Injury poisons typically last for 1 minute on a weapon and after it hits a target, the target will usually suffer up to 5 times from the injury before it clears.
Crafting Poisons
The following steps are made to craft a poison:
Select a Poison from the Poison Crafting Table and make sure you have the items to craft it.
Every 2 hours, you make a Poisoncraft Check, which is a Poisoner's Kit (Intelligence or Wisdom) Check. The DC for this check can be found in the information for the poison, as well as the Crafting Time.
Each time you pass the Poisoncraft Check, you may reduce the total crafting time by 2 hours and repeat the previous step until the appropriate amount of checks have been made.
Failure means that the total crafting time is not reduced; however, if you fail three times in a row, the craft is considered a failure and all materials are still consumed.
After the poison has been crafted, you may still have to apply it to an object or a weapon. If the poison is either a Contact Poison or an Injury Poison, you must make a Sleight of Hand (Dexterity) Check (DC 15) in order to apply the poison. On failure, the poison is not applied and you instead suffer the effects of the poison. Additionally, the Saving Throw DC for any Poison crafted by you is equal to 8 + Intelligence or Wisdom modifier + your proficiency bonus if you're proficient in Poisoner's Kits.
List of Poisons
Burning Wound (Injury Poison, Uncommon)
Ingredients: 1 Uncommon Poisonous Reagent, 1 Uncommon Reactive Reagent, 2 Common Reactive Reagents & 1 Glass Vial.
Crafting Time: 2 Hours (1 Check, DC 16)
Value: 150 gp
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.
On failure, the target becomes poisoned for 1 minute. While poisoned this way, a creature takes 1d6 fire damage at the end of each of its turns, and any hit points regained is reduced by half. At the end of each of their turns, they can repeat the saving throw, ending the effect on success.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.
Crawler Mucus (Contact Poison, Rare)
Ingredients: 1 Rare Poisonous Reagent, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 16)
Value: 250 gp
Applied to an object. The first creature that touches must make a Constitution saving throw with a DC equal to the crafter's Poison DC 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., after which the poison is rubbed off.
Dizzying Touch (Contact Poison, Common)
Ingredients: 1 Common Poisonous Reagent, 1 Common Arcane Essence, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 14)
Value: 45 gp
Applied to an object. The first creature that touches must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, the creature becomes poisoned for 1 minute. While poisoned in this way, they must succeed a Wisdom saving throw at the end of each of their turns or fall prone.
Endless Dreams (Ingested Poison, Legendary)
Ingredients: 1 Legendary Poisonous Reagent, 2 Very Rare Curative Reagents, 1 Crystal Vial
Crafting Time: 8 Hours (4 Checks, DC 20)
Value: 11,000 gp
Applied to food or beverage. A creature that consumes this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, the next time the creature falls asleep they enter endless slumber in stasis. They do not wake and can’t be roused by any normal means. A creature sleeping in this way doesn’t require food or drink, and doesn’t age.
This effect can only be ended by greater restoration cast at 7th level or higher, or wish.
Essence of Ether (Inhaled Poison, Rare)
Ingredients: 1 Rare Poisonous Reagent, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 17)
Value: 270 gp
When released, this poison fills a 5-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.
On failure, the creature becomes 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.
If stored as powder, you can throw this powder 5 feet. If stored in a vial, you can throw 30 feet.
Fainting Fumes (Inhaled Poison, Rare)
Ingredients: 1 Rare Poisonous Reagent, 1 Uncommon Reactive Reagent, 2 Uncommon Poisonous Reagents, 1 Glass Vial
Crafting Time: 4 Hours (2 Checks, DC 16)
Value: 415 gp
When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, the target becomes 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.
Grievious Injury (Injury Poison, Very Rare)
Ingredients: 1 Very Rare Poisonous Reagent, 1 Crystal Vial
Crafting Time: 4 Hours (2 Checks, DC 18)
Value: 2,380 gp
Applied to a melee weapon or up to 5 pieces of ammunition.
A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC, taking 6d6 poison damage on a failed save, or half as much damage on a successful save.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.
Knockout Poison (Injury Poison, Rare)
Ingredients: 3 Rare Poisonous Reagents, 1 Glass Vial
Crafting Time: 4 Hours (2 Checks, DC 17)
Value: 760 gp
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.
On failure, the target becomes 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.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.
Paralyzing Poison (Injury Poison, Rare)
Ingredients: 2 Rare Poisonous Reagents, 2 Uncommon Poisonous Reagents, 1 Glass Vial
Crafting Time: 4 Hours (2 Checks, DC 15)
Value: 300 gp
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.
On failure, the target becomes poisoned for 1 minute. A creature is paralyzed while poisoned this way. At the end of each of the creature’s turns, it can repeat the saving throw, ending the effect on success.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.
Malice (Inhaled Poison, Rare)
Ingredients: 1 Rare Poisonous Reagent
Crafting Time: 2 Hours (1 Check, DC 16)
Value: 250 gp
When released (by throwing powder or breaking a vial of it), this poison affects a 5-foot radius from where it was released. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.
On failure, the creature becomes Poisoned for 1 hour. The Poisoned creature is Blinded.
If stored as powder, you can throw this powder 5 feet. If stored in a vial, you can throw 20 feet.
Midnight Tears (Ingested Poison, Very Rare)
Ingredients: 1 Very Rare Poisonous Reagent, 1 Crystal Vial
Crafting Time: 4 Hours (2 Checks, DC 16)
Value: 2,300 gp
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 Constitution saving throw with a DC equal to the crafter's Poison DC, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Old Reliable (Injury Poison, Uncommon)
Ingredients: 1 Uncommon Poisonous Reagent, 1 Common Curative Reagent, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 14)
Value: 70 gp
Applied to a melee weapon or up to 5 pieces of ammunition. This poison is exceptionally durable, lasting on a weapon for 1 hour and an unlimited number of hits during that time. On hit, weapons with this poison applied deal 1d4 additional poison damage.
Potent Injury Poison (Injury Poison, Uncommon)
Ingredients: 2 Uncommon Poisonous Reagents, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 15)
Value: 100 gp
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.
On failure, they take 2d6 Poison damage and become Poisoned for 1 hour. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.
Potent Inhaled Poison (Inhaled Poison, Uncommon)
Ingredients: 2 Uncommon Poisonous Reagents, 1 Uncommon Reactive Reagent, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 15)
Value: 140 gp
When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.
On failure, they take 4d4 Poison damage and become Poisoned for 1 hour. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
This effect lingers in the area it was released for 1d4 rounds. A strong wind will clear away and disperse the poison. A creature that enters the area for the first time must save against the poison.
Potent Contact Poison (Contact Poison, Uncommon)
Ingredients: 2 Uncommon Poisonous Reagents, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 15)
Value: 100 gp
Applied to an object. The first creature that touches that object after it is applied must make a Constitution saving throw with a DC equal to the crafter's Poison DC.
On failure, they take 4d4 Poison damage and become Poisoned for 1 hour. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
Potent Ingested Poison (Ingested Poison, Uncommon)
Ingredients: 2 Uncommon Poisonous Reagents, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 15)
Value: 95 gp
A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, they take 3d6 Poison damage and suffer the poisoned condition for 1 hour.
Simple Ingested Poison (Ingested Poison, Common)
Ingredients: 2 Common Poisonous Reagents, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 12)
Value: 35 gp
Applied to food or beverage. A creature that consumes this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, they take 2d6 Poison damage and suffer the poisoned condition for 1 hour.
Simple Injury Poison (Injury Poison, Common)
Ingredients: 2 Common Poisonous Reagents, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 12)
Value: 40 gp
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must succeed a Constitution saving throw with a DC equal to the crafter's Poison DC or take 2d4 Poison damage.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.
Simple Inhaled Poison (Inhaled Poison, Common)
Ingredients: 2 Common Poisonous Reagents, 1 Common Reactive Reagent, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 12)
Value: 60 gp
When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, they take 2d4 Poison damage.
Simple Contact Poison (Contact Poison, Common)
Ingredients: 2 Common Poisonous Reagents, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 15)
Value: 40 gp
Applied to an object. The first creature that touches must make a Constitution saving throw with a DC equal to the crafter's Poison DC or take 2d4 Poison damage, after which the poison is rubbed off.
Slow Death (Ingested Poison, Very Rare)
Ingredients: 2 Very Rare Poisonous Reagents, 1 Crystal Vial
Crafting Time: 4 Hours (2 Checks, Very Rare)
Value: 2,380 gp
Applied to food or beverage. A creature that consumes this poison begins to slowly die if they aren’t immune to poison. Each time that creature finishes a long rest, its hit point maximum is reduced by 1. If the creature’s hit point maximum hit is reduced to 0 by this effect, it dies. While its hit points are less than half of its original maximum, it is poisoned. This effect can be removed by effects that remove the poisoned condition, and can be only be identified by magic or a DC 15 Wisdom (Medicine) check.
If a creature is cured, it regains its lost hit points after it finishes a long rest.
Veins of Tar (Ingested Poison, Rare)
Ingredients: 1 Rare Poisonous Reagent, 1 Uncommon Reactive Reagent, 1 Uncommon Supplies, 1 Glass Vial
Crafting Time: 4 Hours (2 Checks, DC 15)
Value: 300 gp
Applied to food or beverage. A creature that consumes this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, they are under the effect of the slow spell for 8 hours. This effect can be removed by effects that remove poison.
Whispers of Madness (Contact Poison, Rare)
Ingredients: 1 Rare Poisonous Reagent, 1 Uncommon Psionic Essence, 1 Glass Vial
Crafting Time: 4 Hours (2 Checks, DC 16)
Value: 450 gp
Applied to an object. The first creature that touches must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, the character becomes poisoned for 10 minutes, and rolls on the short term madness table. They are under the effect of the rolled madness while poisoned.
Withering Soul (Injury Poison, Uncommon)
Ingredients: 1 Uncommon Poisonous Reagent, 1 Common Arcane Essence, 1 Glass Vial
Crafting Time: 2 Hours (1 Check, DC 14)
Value: 100 gp
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.
On failure, they become Poisoned for 1 minute. While poisoned in this way, a creatures takes 1d4 necrotic damage at the start of their turn, and are under the effect of bane. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.
Comments