Poisoner's Kit Technology / Science in Vallonde | World Anvil

Poisoner's Kit

Antidote Crafting

You can attempt to identify a poison by making an Intelligence (Medicine) check, and adding your Poisoner's Kit proficiency bonus to the roll. The DC of the check is equal to the saving throw DC of the poison, if it has one. Otherwise the DC is determined by the DM in accordance with the poison's overall power. To identify a poison, its effects must be observed, or the poison itself must be available for testing. Observing the effects of the poison allows you to attempt a knowledge check costing no action, while conventional testing of the poison requires 10 minutes of work. If a poison has been successfully identified, this allows you to counteract it with either a Remedy, or an Antidote.   A Remedy requires no crafting, and is always available from your Poisoner's Kit. So long as you have identified the poison, you may spend an action to give a creature within 5 ft. of you the Remedy, after which they gain advantage on all saving throws made against that poison for 10 minutes. Remedies are generalized cure-alls that aid in resisting the effects of toxins, but are not as pinpoint effective as an Antidote.   An Antidote can be crafted for any poison you know how to craft, or have identified. Crafting an antidote for a poison you've identified requires a Short Rest, and costs a quarter of the poisons market value in components. A creature may consume the Antidote to gain immunity to its corresponding poison for 24 hours.    

Poison Crafting

You may craft any poison listed in the SRD, with the component cost being equal to half of the poison's market value. A Basic Poison only requires 1 hour of crafting time, while other powerful poisons typically require 8 hours of crafting time, or longer. To craft a poison in this way assumes you have access to the necessary components, which are sometimes specific (such as Wyvern Poison requiring harvesting from a Wyvern), and are often rare and magical. In most cases, the required ingredients are available to buy at the worlds largest cities, or anywhere with a significant criminal presence, such as the Thieves Guild. Feel free to be creative and work with the DM to make poisons of your own creation.    

Customized Poison

When using the Poison Crafting feature to craft the Basic Poison, you may customize the poison to your liking. When doing so, you must make a Wisdom or Intelligence based Poisoner's Kit check, failing the crafting if the Crafting DC isn't achieved. A failed crafting causes you to lose half the component cost invested in the crafting. Each customization increases the poisons Volatility by a certain amount. You may add as many customizations as your wish, risking greater reward for increased chance of crafting failure.   The Crafting DC equals 8 + the Volatility value.   As you craft an established recipe, you become more proficient at it. Each time you successfully craft the same recipe you had crafted before, it's Volatility decreases by 2 for the next crafting. When a recipe's Volatility becomes 0, you have perfected the process, and it can be crafted by simply spending the time and component cost required. It's encouraged to give your poisons names, noting their recipes, and keeping track of your efforts in reducing their Volatility.     Increased Save DC
You may take multiple instances of this upgrade, each of which increases poison's save DC by an additional +2. This bonus cannot exceed your Poisoner's Kit proficiency bonus, doubled. Each instance of this upgrade increases the component cost by an additional +10 gp and the Volatility by +1.   Increased Damage
Increase the the size of the damage dice to d6s, and can add additional damage dice. Of applied to a weapon, each time you apply the poison using that weapon, it wears thinner, reducing the damage dice it deals by 1 die, to a minimum of 1 die. The additional component cost and Volatility are listed in the following chart:          
Damage DiceComponent CostVolatility Increase
1d6 15 gp +1
2d6 30 gp +2
3d6 60 gp +3
4d6 100 gp +4
Pacified
The poison cannot deal damage, and its Volatility is reduced by 3. This has no additional component cost.   Reliability
The poison deals half damage even on a successful save. This costs 25 gp in component cost, and increases Volatility by 2.   Hyper-Toxicity
This poison ignores resistance to poison damage, but not immunity. This costs 25 gp in component cost, and increases Volatility by 2.   Stealthy
The poison becomes tasteless, odorless, colorless, and clear. It can have other properties besides those listed that help it remain unnoticed. This costs 10 gp and increases Volatility by 1.   Sickening Poison
A creature that fails the poison's Save DC also gains the Poisoned condition until the end of their next turn. This costs 25 gp in component cost, and increases Volatility by 2.   Alternate Delivery
Change the delivery method to one of the following options, costing 10 gp in component cost, and increasing the Volatility by 1.
  • Ingested: The poison must be ingested by the creature to act, but it's effects are amplified. Is is up to DM discretion in what ways, but commonly the damage the poison deals would be doubled, and the creature suffers the effects of the poison at the start of each of their turns for 1 minute.
  • Inhaled: The poison becomes a fine, dry powder, or a noxious gas. It can no longer be applied to a weapon or ammunition, and instead has 3 charges. As an action, the poison can be blown or thrown at a creature. Using 1 charge you target a single creature within 5 ft., using all 3 charges you can target all creatures in a 20 ft. cone. Targeted creatures becomes affected by the poison, even if they hold their breath, as the poison is absorbed through the mucous membranes. A strong wind blowing opposite the direction of the target hinders using the poison this way, though a strong wind in the direction of the target might increase the range at which you can target enemies.
Save Ends
The poison can only be applied to one piece of ammunition, or a weapon. Once applied it remains potent indefinitely, but it's effect is only dealt once. Once applied, instead of saving against the poison immediately, the creature must save against the poison each time they start their turn, suffering it's effect on a failure. On a successful save, the poison's effect ends. Costs 25 gp in components, and increases the Volatility by 2.   Altered Release
You may set a condition for the poisons effect to activate. This delays the poison from enacting its effect upon a creature after being successfully applied to that creature. This can be a time delay (up to 24 hours), or a triggering event, the condition being up to the player. This must be within reason, with the triggering event likely involving some physical, biological, or magical process. This costs 20 gp in component cost, and increases Volatility by 1.   Unique Effect
Working with the DM, you may wish to create and apply a unique effect that the poison applies. The component cost and volatility increase of this effect will be determined by the DM, and powerful effects may require unique ingredients in order to craft.