You have mastered a the art of poison craft and application, allowing you to prepare toxic poisons. You gain the following benefits:

Your Constitution or Dexterity score increases by 1, to a maximum of 20.
You gain proficiency with poisoner’s kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
As an action, you can inspect any surface or weapon within 5 feet of you and know if it has been laced with a poison, provided you can see the surface and still have your sense of smell.

Lastly, during a long rest, you can attempt to prepare a poison to help you wound or cripple your foes, provided you have a poisoner’s kit, suitable materials, and a container able to safely hold the poison such as a vial or empty bottle.

If you choose to do so you must select a poison to that you will attempt to create then roll a d20 + your Poisoner’s Kit bonus. You must make this roll three times. On a success the poison is successfully created and is stored within your available container with each subsequent success increases the poison’s effectiveness. The poison retains potency for 24 hours, and any saving throw that is forced from a poison you craft has a DC of 12 + your Proficiency bonus. Poisons that you are able to create are listed below:


DC 8 – Potent Poison

On a failed save the creature becomes poisoned. At the end of the creatures turn it may repeat this saving throw, ending the effect on a success.

On each subsequent Success: The DC for the saving throw inflicted by this poison is increased by 2.


DC 12 – Slowing Poison

On a failed save the creature can not take reactions until the beginning of their next turn.

On each subsequent Success: The DC for the saving throw inflicted by this poison is increased by 2.


DC 15 – Simple Poison

On a failed save the creature takes 1d6 Poison damage.

On each subsequent Success: The DC for the saving throw inflicted by this poison is increased by 2.


DC 18 – Pain Poison

On a failed save the creature feels excruciating pain. The creature drops any objects or items it is holding, if any, then falls prone and is unable to get up from prone. At the end of the creatures turn it may repeat this saving throw, ending the effect on a success.

On each subsequent Success: The DC for the saving throw inflicted by this poison is increased by 2.


DC 20 – Deadly Poison

On a failed save the creature takes 2d6 Poison damage.

On each subsequent Success: The DC for the saving throw inflicted by this poison is increased by 2.


DC 23 – Suffocating Poison

On a failed save the creature begins to suffocate: thus unable to speak or cast spells with verbal components. At the end of the creatures turn the creature must repeat this saving throw, gaining 1 level of exhaustion on a failed save.

On each subsequent Success: The DC for the saving throw inflicted by this poison is increased by 2.


DC 25 – Assassin’s Poison

On a failed save the creature takes 3d6 Poison damage.

On each subsequent Success: The DC for the saving throw inflicted by this poison is increased by 2.


You can use a poison to coat one light slashing or piercing weapon or up to ten pieces of ammunition. Applying the poison takes an action. Once applied, the poison retains potency for 1 minute before drying.

Whenever you take the Attack action on your turn to make an attack roll with a poisoned weapon, you can only make 1 weapon attack regardless of how many you could normally make. If you have already made an attack with a non-poisoned weapon as part of the attack action you can not make an attack with a poisoned weapon.

The first time a creature is hit by this poison on a turn they must make a Constitution saving throw, the effect of which is explained within the poison.

Credits

0 Average Shield Rating
1 0 reviews
2 0 reviews
3 0 reviews
4 0 reviews
5 0 reviews

Add a Review

Your Review will be submitted as a guest review