Poison

Poisoner's Guide

By using a poisoner's kit, a skilled poisoner can create a variety of harmful toxins. Each poison can be created in one hour and expires if not used within one day. If the poison requires a saving throw, the constitution save is equal to 8 + your intelligence modifier + your proficiency bonus. Note that most poisons are illegal in civilized settlements.

Coating Poison

Each poison must enter the bloodstream to take effect. They have no effect on non-living creatures. Once created, they can be applied as an action and expire if not used within one minute. You may reduce the cost of any of these poison if you have a freshly killed poisonous creature by 50 gold per CR of the creature. If a creature passes their saving throw against these poison, that creature only takes half damage and does not become poisoned.

Weak Poison. It requires 10 gold and a DC 11 skill check to create. It deals 1 additional poison damage and poisons the creature for 1 round.

Mild Poison. It requires 25gold and a DC 13 skill check to create. It deals an additional 2d4 poison damage and poisons the creature for 1d4 rounds.

Moderate Poison. It requires 50 gold and a DC 15 skill check to create. It deals an additional 3d6 poison damage and poisons the creature for 1d6 rounds.

Strong Poison. It requires 100 gold and a DC 17 skill check to create. It deals an additional 4d8 poison damage and poisons the creature for 1d8 rounds.

Potent Poison. It requires 250 gold and a DC 19 skill check to create. It deals an additional 5d10 poison damage and poisons the creature for 1d10 rounds.

Extremely Potent Poison. It requires 500 gold  and a DC 21 skill check to create. It deals an additional 6d12 poison damage and poisons the creature for 1d12 rounds.

Ingested Poison

These poisons are required to be ingested by a creature to take effect. Once ingested, the creature must fail a saving throw to become affected by it.

Thinning Liquid. If the creature fails it’s saving throw, it cannot regain hit points for 1 round. To create this poison, it requires 10 gold worth of ingredients and a DC 10 skill check.

Blinding Agent. If the creature fails it's saving throw, it becomes blind for d4 rounds. To create this poison, it requires 25 gold worth of ingredients and a DC 12 skill check.

Sleeping Draught. If the creature fails it's saving throw, it falls asleep for d6 rounds. To create this poison, it requires 50 gold worth of ingredients and a DC 14 skill check.

Paralytic Agent. If the creature fails it's saving throw, it becomes paralyzed for d8 rounds. To create this poison, it requires 100 gold worth of ingredients and a DC 16 skill check.

Truth Serum. If the creature fails it's saving throw, it cannot willingly tell a lie for d10 rounds. To create this poison, it requires 250 gold worth of ingredients and a DC 18 skill check.

Madding Agent. If the creature fails it's saving throw, it gains a random short term maddess for d12 rounds. To create this poison, it requires 500 gold worth of ingredients and a DC 20 skill check.

Combining Effects

If you wish to combine two of the effects, you make the check at disadvantage with the higher DC + d10. The poison lasts for the higher number of rounds and only one effect can be from each category.