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The Poisoner's Kit
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The Poisoner's Kit


There isn't too much said about the use of a poisoner's kit in the Player's Handbook. It states that the kit contains the ingredients needed to make Basic Poison. It doesn't say how much poison can be made with the kit, or what the DC is to make Basic Poison.

The DM's Guide does state that it is up the DM's discretion to allow characters to make other poisons with the poisoner's kit, but still contains no additional information on how to create them, other than rules on extracting venom to use as poisons.

The following guide to the poisoner's kit should help DM and player alike in the use of the kit.

If you like this, check out the supplemet Healers and Posioners here on DMs Guild. It has new poisons, as well as antitoxins and cures for healers. 

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Discussions (6)
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Chris S August 18, 2017 3:05 am UTC
How did you come up with the crafting times?
Customer avatar
R Ryan W February 09, 2017 3:38 pm UTC
the product has some great ideas, Loved the inclusion on DCs, however (personally) the crafting time are problematic.

A player could craft a number of these things in a day or less versus ~100 days per standard crafting rules.

Meaning they could game this system to make significant money in downtime actions. (even if only selling for a 10% markup one item offers 100gp for a solid day crafting - vs the 1gp a day rate for labor via the PhB - this almost outstrips AL's spell casting service prices).
Customer avatar
Armand C March 09, 2017 4:10 am UTC
That's an excellent point, Ronald. When I update this, I'll add a RAW variant note. This was designed based on my main campaign, where we don't really use any downtime or do any downtime activities. It's an "epic" non-stop cliff-hangery adventure. By the time a poison was crafted, the world would likely be in ruins. DM's should of course, use whichever method they prefer, based on their style of play. In my current Roll20 campaign, I plan on using the standard crafting. Keep your eyes out for an update in the next couple of weeks. And thanks for the great feedback!
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james K February 09, 2017 5:14 am UTC
I liked almost everything about this, and I will be using it as a more accurate portrayal of how the poison rules should be applied. I do think a class where poison kit is an attribute, like rogue assassin, that using the poison should be a bonus action instead of an action, to apply material to a weapon or device. I will recommend this file as a must have to friends and DM's I know. Thanks for the good work.
Customer avatar
Armand C March 09, 2017 4:02 am UTC
Thank you, James!
Customer avatar
Christa F August 09, 2016 4:46 am UTC
This kit, as well as the supplement, are a fantastic set of mechanics for brewing poisons and cures! Is there any plan in the future for a supplement expanding on magical and non-magical potions, either with alchemy or herbalism? If you're already brewing, might as well go full Professor Snape. :) Thanks for the material here.
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Armand C August 15, 2016 7:50 am UTC
Thanks, Christa! Yes, I have been putting together some ideas for another supplement. I hope to have it finished soon.
Thanks again for your support!
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Timo H June 06, 2016 8:50 am UTC
Just a small hint, but the small font size makes it really hard to read. There is no problems filling 3 pages and adding some small decriptive pictures inbetween. That would even open up the crampness I get currently reading through
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Armand C June 08, 2016 5:19 am UTC
Thanks for the feedback, Timo. I'm using because it's much nicer than my own template, but the body text font is pretty much set. I played with the markup to see if I could increase it, but with no success. When I can, maybe I'll add an additional copy with my old template, and make the font larger.
I may add some pictures in a later revision as well.
Thanks again!
Customer avatar
Collin C May 30, 2016 5:58 pm UTC
Hello. Thanks for making this document. The one thing that falls flat is the feat. Most feats give a bit more than a tool proficiency. Tool proficiencies can be learned by spending 250 days and 250 gold. My suggestion would be that the feat also gives advantage when collecting poisons or recognizing the affects of poisons. Maybe even advantage on the saves for poisons too.
Customer avatar
Armand C May 30, 2016 8:08 pm UTC
That's an excellent point! I mostly added the feat to give others access to using the poisoner's kit. I'll give it some thought and make it pop a little more. Thanks Collin!
Customer avatar
Collin C May 31, 2016 3:10 pm UTC
I do have one question for you. How are the anti-poisons made? Might be something else to look into.
Customer avatar
Armand C June 05, 2016 4:48 am UTC
Agreed. I've been working on something to expand on this supplement, and should have it done shortly. I've also updated the Poisoner Feat using a couple of your suggestions, which will be replaced when the second supplement is ready. Thanks again for the input, Collin. It's appreciated!
Customer avatar
Armand C June 08, 2016 5:22 am UTC
Collin, the new Poisoner Feat reads:

Prerequisite: Intelligence and Wisdom of 12 or higher.
You have studied the various plants, venoms, chemicals, and formulae that allow you to understand the crafting of various poisons and antitoxins.
Your Wisdom score increases by 1, to a maximum of 20.
You can readily identify poisons, their ingredients and effects by making a Nature, Survival or Poisoner's Kit check.
You gain proficiency with the Posioner's Kit. If you are already proficient with the Posioner's Kit, you have double your proficiency bonus to checks made with the kit.
If you fail your check when crafting a poison, you have advantage on the saving throw required to avoid the effects of the poison.

It's in the second supplement, Healers and Poisoners, along with a variant to the Healer feat, and a Toxins Master feat. The supplement also has antitoxins, as well as cures for healers. It's here at more
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File Last Updated:
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This title was added to our catalog on May 29, 2016.