## Homebrew Poisoner's Kit
A poisoner's kit includes the vials, chemicals and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.



### Foraging Ingredients
Roll a Nature check, with proficiency in your poisoner's kit if you are not proficient in the Nature skill, with a DC based on the foraging table below:

| DC | Method of Search |
|:----:|:-------------|
| 10   | Spend an hour doing nothing but search |
| 15   | WHile traveling at a slow/stealthy pace |
| 18   | While traveling at a normal pace |
| 20 | While traveling at a fast pace |




### Crafting a poison
Once you recover an ingredient, you can begin the process of crafting it into a poison. Roll a crafting check, d20 plus your posioner's kit proficiency, with a DC of 10 plus the difficulty modifiers of any added ingredients. You may craft a poison with up to 5 ingredients. Any poison with a total DC under 13 can be crafted in the field during a short rest. Anything DC13 or above must be made in a safe, workshop environment such as a room at an inn over the course of an hour. 

On a successful crafting check you create 1 vial of poison. On a failure, you do not create the poison and all the used ingredients are lost. Should you roll a natural 20 on your crafting check you are able to make 2 vials. Vials are good for one week after crafting before they decay. 
        
### Application of Poison
You may use one full action to apply poison to 1 melee weapon or 3 pieces ammunition. Your applied poisons lasts for 1 hour out of combat and 10 rounds in combat. Each poison vial has enough for 1 application. 

### Poison in Combat
When you hit a creature with a poisoned weapon they must roll a Constitution saving throw against 8+ your proficiency bonus. On a failure, the creature is affected by the poisoned condition (disadvantage on attacks/saves) in addition to any other bonuses crafted into your poison. On a success the creature is not affected poisoned condition but still suffers from the bonuses crafted into the poison.

### Duration and Effects
A creature successfully poisoned remains so for 1 minute. Any bonus effects from other ingredients have the same duration unless otherwise indicated. For any status effect, the save is repeated at the end of the creature's turn. 




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### Foraging Ingredient Table


| 2d6 | Ingredient | Details | DC Mod|
|:----:|:-------------:|:------|:-------:|
| 2 | Mandrake Root | Increases save DC by 2| +2 |
| 3 | Quicksilver Lichen | Add 1d4 poison damage | +2|
| 4 | Milkweed Seeds | Reduce crafting DC by 1 | -1 |
| 5 | Wild Sageroot | Add 2d4 poison damage | +3 |
| 6-8 |  Wyrmtongue | Required for all poisons | -- |
| 9 | Wild Sageroot | Add 2d4 poison damage | +3 |
| 10 | Milkweed Seeds | Reduce crafting DC by 1 | -1 |
| 11 | Quicksilver Lichen | Add 1d4 poison damage | +2 |
| 12 | Mandrake Root | Increases save DC by 2 | +2 | 


### Special Ingredient Table

| 1d6 | Ingredient | Details | DC Mod |
|:----:|:-------------|:--------------|:----:|
| 1 | Wrackwort | Reduce Target AC by 2 | +4 |
| 2 | Spineflower Berry | Double poison damage | +3 |
| 3 | Amanita Cap | Target is silenced | +2 |
| 4 | Stonesap | Target is stunned | +3 |
| 5 | Verdant Nettle | Speed 0 for 1 minute | +2 |
| 6 | Bloodleaf | 1d12 poison damage | +4 | 



<img 
  src='http://i.imgur.com/i8IfOPW.jpg' 
  style='width:300px' />
Credit: Makeup box


### Special ingredients

In addition to foraging, some monsters or NPCs might have special types of poison ingredients that you can buy, barter or even harvest from their corpses! Get creative when out in the world. 




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