************************************** POISON ************************************** See DMG5e p. 257. * Four types: contact, ingested, inhaled, injury. * Typically a Constitution saving throw needed. * On failed save, full damage and minor condition or a major major condition. * On a successful save, half damage and no condition. * Minor conditions include blinded, deafened, paralyzed, or poisoned. * Major conditions include charmed, petrified, reducing an ability score or reducing hit point maximum. * Condition usually lasts 24 hours to until subject to a Lesser Restoration spell (minor conditions) or Greater Restoration spell (major conditions). POISONER'S KIT (50 gp, 2 lbs.) 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. Some guidelines: * "0-level" poison: Save DC 10, 2 (1d4) poison damage. Craft dose in 20 days or buy for 100 g.p. (Examples: Commonly made by assassin guilds and sold in shady merchant shops everywhere, venom from normal spiders and rattlesnakes.) * Level 1 to 4: Save DC 11, 5 (1d10) poison damage and minor condition. Craft dose in 30 days or buy for 150 g.p. (Examples: poisonous snake venom such as from q cobra, death adder, black mamba.) * Level 5 to 10: Save DC 13, 11 (2d10) poison damage and minor condition. Craft dose in 80 days. (Example: giant spider venom, swarm of poisonous snakes.) * Level 11 to 16: Save DC 15, 22 (4d10) poison damage and minor condition. Craft dose in 240 days or buy for 1,200 g.p. (Example: giant scorpion or wyvern venom.) * Level 17 to 20: Save DC 17, 55 (10d10) poison damage and minor condition. Craft dose in 400 days or buy for 2,000 g.p. (Example: purple worm venom.) * Use major condition instead of minor: Add 500 days to crafting, or 2,500 g.p. to price. Examples from DMG... ASSASSIN'S BLOOD (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. Costs 150 g.p. or craft in 30 days. DROW POISON (Injury). This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Costs 200 g.p. or craft in the Underdark over 40 days, cannot be made above ground. TRUTH SERUM (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a Zone Of Truth spell. Costs 150 g.p. or craft in 30 days.