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Crafting Roll
Poisoncraft Putting that together means that when you would like to
create poison, your crafting roll is as follows:
A subdomain of alchemy, the profession of poisoncraft is often
seen as the “dark side” of Alchemy. While Alchemy often deals Poisoncraft Modifier = your Poisoner’s Kit proficiency bonus
in poisonous reagents, typically speaking they aim to tame the + your Intelligence or Wisdom modifier (your choice).
poison, channeling it into useful effects. While capable of
making crudely poisonous potions, such things are generally
considered failures to an alchemist. To a poisoner, they are Poisoncraft Saving Throw
considered the art itself. When a poison requires a saving throw, the following is the
Poisoncraft shares Shelf Life and Reagents with Alchemy; formula for calculating the saving throw. The saving throw is
for details regarding those, see Alchemy. calculated at the time of creation based on the creators
attributes and proficiency, and doesn’t change once it is
created.
Quick Reference
While each step will go into more depth, the quick reference Poison DC = 8 + your Poisoner’s Kit proficiency bonus + your
allows you to at a glance follow the steps to make a potion in Intelligence or Wisdom Modifier (your choice).
its most basic form:
Success and Failure
• Select a poison that you would like to craft from the For Poisoncraft, after you make the crafting roll and succeed,
“Poison Crafting Table”. mark your progress on a crafting project. If you succeed, you
• Acquire the items listed in the materials column for that make 2 hours of progress toward the total crafting time (and
potion. have completed one of the required checks for making an
• Use your Poisoner’s Kit tool to craft the option using the item). Checks for Poisoncraft do not need to be immediately
number of hours listed in the Crafting Time column, or consecutive. Failure means that no progress is made during
during a long rest using the crafting camp action if the that time. Once an item is started, even if no progress is made,
crafting time is 2 hours or less. Poisoncraft items must be the components reserved for that item can only be recovered
crafted in a single session. via salvage.
• For every 2 hours, make a crafting roll of 1d20 + your If you fail three times in a row, all progress and materials
Intelligence or Wisdom modifier (your choice) + your are lost and can no longer be salvaged.
proficiency bonus with a Poisoner’s Kit. You can abort the
craft after a bad crafting roll if you wish, this counts as a
failure. Poisons
• On success, you mark 2 hours of completed time. Once the Given their insidious and deadly nature, poisons are illegal in
completed time is equal to the crafting time, the magic most societies but are a favorite tool among assassins, drow,
item is complete. On failure, the crafting time is lost and no and other evil creatures.
progress has been made during the 2 hours. If you fail 3 Poisons come in the following four types.
times in a row, the crafting is a failure and all materials are
lost. Contact. Contact poison can be smeared on an object and
remains potent until it is touched or washed off. A creature
Related Tool & Ability Score that touches contact poison with exposed skin suffers its
effects.
Poisoncraft works using Poisoner’s Kit. Attempting to craft a
potion without these will almost always be made with Ingested. A creature must swallow an entire dose of ingested
disadvantage, and proficiency with these allows you to add poison to suffer its effects. The dose can be delivered in food
your proficiency to any poisoncraft crafting roll. or a liquid. You might decide that a partial dose has a reduced
Poisoncraft uses your choice of your Intelligence or Wisdom effect, such as allowing advantage on the saving throw or
modifier, representing your path of knowledge to the art of dealing only half damage on a failed save.
making deadly things deadlier.
Inhaled. These poisons are powders or gases that take effect
Applying the Poison when inhaled. Blowing the powder or releasing the gas
Applying an Injury poison to a weapon or a Contact poison to subjects creatures in a 5-foot cube to its effect. The resulting
an object, requires a poisoner’s kit and proficiency with it. To cloud dissipates immediately afterward. Holding one’s breath
attempt to apply the poison without a kit, make a DC 15 is ineffective against inhaled poisons, as they affect nasal
Dexterity check, adding your proficiency bonus if you are membranes, tear ducts, and other parts of the body.
proficient with the poisoner’s kit. On a failure, the poison is
not applied and you suffer the effects of the poison. Injury. Injury poison can be applied to weapons, ammunition,
trap components, and other objects that deal piercing or
slashing damage. An injury poison typically lasts 1 minute on
a weapon, and lasts for up to 5 hits. A creature that takes
piercing or slashing damage from an object coated with the
poison is exposed to its effects.
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Poison Crafting Table
Name Ingredients Crafting Time Checks Difficulty Rarity Value
1 common poisonous reagent
Dizzying TouchK 1 common arcane essence 2 hours 1 DC 14 common 45 gp
1 glass vial
Simple Injury 2 common poisonous reagents
2 hour 1 DC 14 common 40 gp
PoisonK 1 glass vial
2 common poisonous reagents
Simple Inhaled
1 common reactive reagent 2 hour 1 DC 14 common 60 gp
PoisonK
1 glass vial
Simple Contact 2 common poisonous reagents
2 hour 1 DC 14 common 40 gp
PoisonK 1 glass vial
Simple Ingested 2 common poisonous reagents
2 hour 1 DC 12 common 35 gp
PoisonK 1 glass vial
1 uncommon poisonous reagent
Burning 1 uncommon reactive reagent
2 hours 1 DC 16 uncommon 150 gp
WoundK 2 common reactive reagents
1 glass vial
1 uncommon poisonous reagent
Old ReliableK 1 common curative reagent 2 hours 1 DC 14 uncommon 70 gp
1 glass vial
Potent Injury 2 uncommon poisonous reagents
2 hours 1 DC 15 uncommon 100 gp
PoisonK 1 glass vial
2 uncommon poisonous reagents
Potent Inhaled
1 uncommon reactive reagents 2 hours 1 DC 15 uncommon 140 gp
PoisonK
1 glass vial
Potent Contact 2 uncommon poisonous reagents
2 hours 1 DC 15 uncommon 100 gp
PoisonK 1 glass vial
Potent Ingested 2 uncommon poisonous reagents
2 hour 1 DC 14 uncommon 95 gp
PoisonK 1 glass vial
1 uncommon poisonous reagent
Withering SoulK 1 common arcane essence 2 hours 1 DC 14 uncommon 100 gp
1 glass vial
1 rare poisonous reagents
Crawler Mucus 2 hours 1 DC 16 rare 250 gp
1 glass vial
1 rare poisonous reagent
Fainting 1 uncommon reactive regeant
4 hours 2 DC 16 rare 415 gp
FumesK 2 uncommon poisonous reagents
1 glass vial
Essence of 1 rare poisonous reagent
2 hours 1 DC 17 rare 270 gp
Ether 1 glass vial
Malice 1 rare poisonous reagent 2 hours 1 DC 16 rare 250 gp
Knockout 3 rare poisonous reagents
4 hour 2 DC 17 rare 760 gp
Poison 1 glass vial
2 rare poisonous reagents
Paralyzing
2 uncommon poisonous reagents 4 hours 2 DC 16 rare 590 gp
PoisonK
1 glass vial
1 rare poisonous reagent
1 uncommon reactive reagent
Veins of TarK 4 hours 2 DC 15 rare 300 gp
1 uncommon supplies
1 glass vial
1 rare poisonous reagent
Whispers of
1 uncommon psionic essence 4 hours 2 DC 16 rare 450 gp
MadnessK
1 glass vial
1 very rare poisonous reagent
Midnight Tears 4 hours 2 DC 16 very rare 2,300 gp
1 crystal vial
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Chapter 6 | Crafting
Poison Crafting Table (cont)
Crafting
Name Ingredients Checks Difficulty Rarity Value
Time
Grievous Injury 1 very rare poisonous reagent
4 hours 2 DC 18 very rare 2,380 gp
PoisonK 1 crystal vial
2 very rare poisonous reagents
Slow DeathK 1 very rare curative reagent 6 hours 3 DC 18 very rare 6,800 gp
1 crystal vial
1 legendary poisonous reagent
Endless
2 very rare curative reagents 8 hours 4 DC 20 legendary 11,000 gp
DreamsK
1 crystal vial
Burning Wound (Injury)K Essence of Ether (Inhaled)
Poison, uncommon Poison, rare
Applied to a melee weapon or up to 5 pieces of ammunition. A When released, this poison fills a 5-foot radius around the
creature subjected to this poison must make a Constitution source. You can accurately throw a vial of it (shattering on
saving throw with a DC equal to the crafter's Poison DC. impact) at a point up to 30 feet away, or release it by other
On failure, the target becomes poisoned for 1 minute. While means. A creature subjected to this poison must make a
poisoned this way, a creature takes 1d6 fire damage at the end Constitution saving throw with a DC equal to the crafter's
of each of its turns, and any hit points regained is reduced by Poison DC.
half. At the end of each of their turns, they can repeat the On failure, the creature becomes Poisoned for 8 hours. The
saving throw, ending the effect on success. Poisoned creature is Unconscious. The creature wakes up if it
Once applied, the poison retains potency for 1 minute takes damage or if another creature takes an action to shake it
before drying, and wears off of a weapon after that weapon awake.
has delivered the effect 5 times. If stored as powder, you can throw this powder 5 feet. If
stored in a vial, you can throw 30 feet.
Crawler Mucus (Contact)
Poison, uncommon Fainting Fumes (Inhaled)K
Poison, rare
Applied to an object. The first creature that touches must
make a Constitution saving throw with a DC equal to the When released, this poison fills a 10-foot radius around the
crafter's Poison DC or be Poisoned for 1 minute. The source. You can accurately throw a vial of it (shattering on
Poisoned creature is Paralyzed. The creature can repeat the impact) at a point up to 30 feet away, or release it by other
saving throw at the end of each of its turns, Ending the Effect means. A creature subjected to this poison must make a
on itself on a success., after which the poison is rubbed off. Constitution saving throw with a DC equal to the crafter's
Poison DC. On failure, the target becomes poisoned for 1
Dizzying Touch (Contact) hour. If the saving throw fails by 5 or more, the creature is also
unconscious while poisoned in this way. The creature wakes
Poison, common
up if it takes damage or if another creature takes an action to
shake it awake.
Applied to an object. The first creature that touches must
make a Constitution saving throw with a DC equal to the
crafter's Poison DC. On failure, the creature becomes Grievous Injury Poison (Injury)K
poisoned for 1 minute. While poisoned in this way, they must Poison, very rare
succeed a Wisdom saving throw at the end of each of their
turns or fall prone. Applied to a melee weapon or up to 5 pieces of ammunition.
A creature subjected to this poison must make a
Endless Dreams (Ingested)K Constitution saving throw with a DC equal to the crafter's
Poison DC, taking 6d6 poison damage on a failed save, or half
Poison, legendary
as much damage on a successful save.
Once applied, the poison retains potency for 1 minute
Applied to food or beverage. A creature that consumes this
before drying, and wears off of a weapon after that weapon
poison must make a Constitution saving throw with a DC
has delivered the effect 5 times.
equal to the crafter's Poison DC. On failure, the next time the
creature falls asleep they enter endless slumber in stasis.
They do not wake and can’t be roused by any normal means. A
creature sleeping in this way doesn’t require food or drink,
and doesn’t age.
This effect can only be ended by greater restoration cast at
7th level or higher, or wish.
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Knockout Poison (Injury) Potent Injury Poison (Injury) K
Poison, rare Poison, uncommon
Applied to a melee weapon or up to 5 pieces of ammunition. A Applied to a melee weapon or up to 5 pieces of ammunition. A
creature subjected to this poison must make a Constitution creature subjected to this poison must make a Constitution
saving throw with a DC equal to the crafter's Poison DC. saving throw with a DC equal to the crafter's Poison DC.
On failure, the target becomes poisoned for 1 hour. If the On failure, they take 2d6 Poison damage and become
saving throw fails by 5 or more, the creature is also Poisoned for 1 hour. At the end of a poisoned creature’s turn,
unconscious while poisoned in this way. The creature wakes it can repeat the saving throw, ending the condition on
up if it takes damage or if another creature takes an action to success.
shake it awake. Once applied, the poison retains potency for 1 minute
Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon
before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.
has delivered the effect 5 times.
Potent Inhaled Poison (Inhaled)K
Paralyzing Poison (Injury) K
Poison, uncommon
Poison, rare
When released, this poison fills a 10-foot radius around the
Applied to a melee weapon or up to 5 pieces of ammunition. A source. You can accurately throw a vial of it (shattering on
creature subjected to this poison must make a Constitution impact) at a point up to 30 feet away, or release it by other
saving throw with a DC equal to the crafter's Poison DC. means. A creature subjected to this poison must make a
On failure, the target becomes poisoned for 1 minute. A Constitution saving throw with a DC equal to the crafter's
creature is paralyzed while poisoned this way. At the end of Poison DC.
each of the creature’s turns, it can repeat the saving throw, On failure, they take 2d4 Poison damage and become
ending the effect on success. Poisoned for 1 hour. At the end of a poisoned creature’s turn,
Once applied, the poison retains potency for 1 minute it can repeat the saving throw, ending the condition on
before drying, and wears off of a weapon after that weapon success.
has delivered the effect 5 times. This effect lingers in the area it was released for 1d4
rounds. A strong wind will clear away and disperse the poison.
A creature that enters the area for the first time must save
Malice (Inhaled) against the poison.
Poison, rare
When released (by throwing powder or breaking a vial of it), Potent Contact Poison (Contact)K
this poison affects a 5-foot radius from where it was released. Poison, uncommon
A creature subjected to this poison must make a Constitution
saving throw with a DC equal to the crafter's Poison DC. Applied to an object. The first creature that touches that
On failure, the creature becomes Poisoned for 1 hour. The object after it is applied must make a Constitution saving
Poisoned creature is Blinded. throw with a DC equal to the crafter's Poison DC.
If stored as powder, you can throw this powder 5 feet. If On failure, they take 4d4 Poison damage and become
stored in a vial, you can throw 20 feet. Poisoned for 1 hour. At the end of a poisoned creature’s turn,
it can repeat the saving throw, ending the condition on
success.
Mightnight Tears (Ingested)
Poison, uncommon
Potent Ingested Poison (Ingested)K
A creature that ingests this poison suffers no Effect until the Poison, uncommon
stroke of midnight. If the poison has not been neutralized
before then, the creature must succeed on a Constitution A creature subjected to this poison must make a Constitution
saving throw with a DC equal to the crafter's Poison DC, saving throw with a DC equal to the crafter's Poison DC. On
taking 31 (9d6) poison damage on a failed save, or half as failure, they take 3d6 Poison damage and suffer the poisoned
much damage on a successful one. condition for 1 hour.
Old Reliable (Injury)K Simple Ingested Poison (Ingested)K
Poison, uncommon Poison, common
Applied to a melee weapon or up to 5 pieces of ammunition. Applied to food or beverage. A creature that consumes this
This poison is exceptionally durable, lasting on a weapon for 1 poison must make a Constitution saving throw with a DC
hour and an unlimited number of hits during that time. On hit, equal to the crafter's Poison DC. On failure, they take 2d6
weapons with this poison applied deal 1d4 additional poison Poison damage and suffer the poisoned condition for 1 hour.
damage.
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Simple Injury Poison (Injury)K poisoned for 10 minutes, and rolls on the short term madness
table. They are under the effect of the rolled madness while
Poison, common
poisoned.
Applied to a melee weapon or up to 5 pieces of ammunition. A
creature subjected to this poison must succeed a Constitution Withering Soul (Injury)K
saving throw with a DC equal to the crafter's Poison DC or Poison, uncommon
take 2d4 Poison damage.
Once applied, the poison retains potency for 1 minute Applied to a melee weapon or up to 5 pieces of ammunition. A
before drying, and wears off of a weapon after that weapon creature subjected to this poison must make a Constitution
has delivered the effect 5 times. saving throw with a DC equal to the crafter's Poison DC.
On failure, they become Poisoned for 1 minute. While
Simple Inhaled Poison (Inhaled)K poisoned in this way, a creatures takes 1d4 necrotic damage at
the start of their turn, and are under the effect of bane. At the
Poison, common
end of a poisoned creature’s turn, it can repeat the saving
throw, ending the condition on success.
When released, this poison fills a 10-foot radius around the
Once applied, the poison retains potency for 1 minute
source. You can accurately throw a vial of it (shattering on
before drying, and wears off of a weapon after that weapon
impact) at a point up to 30 feet away, or release it by other
has delivered the effect 5 times.
means. A creature subjected to this poison must make a
Constitution saving throw with a DC equal to the crafter's
Poison DC. On failure, they take 2d4 Poison damage.
Simple Contact Poison (Contact)K
Poison, common
Applied to an object. The first creature that touches must
make a Constitution saving throw with a DC equal to the
crafter's Poison DC or take 2d4 Poison damage, after which
the poison is rubbed off.
Slow Death (Ingested)K
Poison, very rare
Applied to food or beverage. A creature that consumes this
poison begins to slowly die if they aren’t immune to poison.
Each time that creature finishes a long rest, its hit point
maximum is reduced by 1. If the creature’s hit point maximum
hit is reduced to 0 by this effect, it dies. While its hit points are
less than half of its original maximum, it is poisoned. This
effect can be removed by effects that remove the poisoned
condition, and can be only be identified by magic or a DC 15
Wisdom (Medicine) check.
If a creature is cured, it regains its lost hit points after it
finishes a long rest.
Veins of Tar (Ingested)K
Poison, rare
Applied to food or beverage. A creature that consumes this
poison must make a Constitution saving throw with a DC
equal to the crafter's Poison DC. On failure, they are under the
effect of the slow spell for 8 hours. This effect can be removed
by effects that remove poison.
Whispers of Madness (Contact)
Poison, rare
Applied to an object. The first creature that touches must
make a Constitution saving throw with a DC equal to the
crafter's Poison DC. On failure, the character becomes
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