> [!warning] > This page is a work in progress. Information on this page is subject to change. # Poisonmaker ## Overview - **Primary Tool:** Poisoner's Kit - **Primary Ability:** [[Abilities#Intelligence|Intelligence]] - **Available Checks:** - Identify a poison, venom, or toxic substance by appearance, smell, or effect - Determine the source, composition, or antidote requirements of a known poison - Detect the presence of poison in food, drink, or on a surface - [[#Performing Poisoncraft|Perform a poisoncraft check]] ### Creation Types | **Creations** | **Description** | | --- | --- | | Contact Poisons | Substances applied to surfaces, handles, or clothing that take effect when touched by bare skin. No ingestion or injection required. | | Ingested Poisons | Odorless or tasteless substances introduced into food or drink. Typically slower-acting than other delivery methods but harder to detect. | | Injury Poisons | Applied to bladed weapons, needles, or projectiles. Take effect when they enter the bloodstream through a wound. | | Inhaled Poisons | Powders, gases, or spores released into the air. Affect all creatures breathing in an area simultaneously. | | Antitoxins & Counteragents | Preparations that neutralize, delay, or suppress specific poisons. Require precise knowledge of the target toxin's structure. | ### Ingredient Types | **Ingredients** | **Description** | | --- | --- | | 🞛 Refined Toxins | Concentrated, purified, and stabilized toxic compounds processed from raw sources. Require careful extraction to separate active compounds from inert material; imprecise refinement produces inconsistent or degraded toxins. | | 🞚 Raw Sources | Venomous creature secretions, toxic plants, poisonous fungi, and mineral toxins. Harvested, milked, or extracted from living or recently killed sources. Potency degrades quickly without proper preservation. | | 🞜 Carriers, Stabilizers & Delivery Agents | Binding oils, desiccants, volatile solvents, and alchemical stabilizers. Determine how the poison is delivered, how long it remains potent, and whether it can withstand detection or neutralization. | ### Creation Cost & Time | **Poisoner Level** | **Creation Slots** | | --- | --- | | Level 0 –<br>Novice | 1 | | Level 1 –<br>Intermediate | 2 | | Level 2 –<br>Advanced | 3 | | Level 3 –<br>Superior | 4 | | Level 4 –<br>Master | 5 | All creation slots are utilized over an 8 hour period. | **Rarity** | **Poisoncraft DC** | **Poisoncraft Die** | **Slot Cost** | | --- | --- | --- | --- | | Common | 10 | 1d4 | 1 | | Uncommon | 15 | 1d6 | 1 | | Rare | 20 | 1d8 | 2 | | Very Rare | 25 | 1d10 | 3 | | Legendary | 30 | 1d12 | 4 | ### Performing Poisoncraft > [!faq]- Poisoncraft Creation Example > To prepare a vial of ***Midnight Torpor***, an Uncommon ingested poison that causes the target to fall unconscious for 1 hour on a failed Constitution saving throw (DC 14), follow the steps below: > > **1. Gather ingredients** > The ingredients for Midnight Torpor are: > 🞜 Odourless Suspension Oil (Carrier) > 🞛 Refined Dreamshade Extract (Refined Toxin) > 🞚 Raw Dreamshade Berries > For this example, we'll assume Odourless Suspension Oil has been purchased from an alchemist. > > **2. Roll a poisoncraft check to determine the potency and stability of the preparation.** > The DC is equal to... > *the rarity of the creation* — *your poisoner level* — *your [[Abilities#Intelligence|Intelligence]] modifier* (minimum of 0) — *your proficiency bonus* (only if proficient with a Poisoner's Kit) > - Upon success, you waste no ingredients and produce a full-potency dose. > - Upon [[#Failing A Poisoncraft Check|failure]], you waste materials and the process takes longer. > > **3. Refine the toxin.** > In this case, you succeed and now need to extract and purify ***Dreamshade Extract*** from raw berries, which costs 1d6 *Dreamshade Berries* — *Intelligence modifier* (minimum of 0) per vial. > > **4. Add remaining ingredients.** > All other listed ingredients are consumed at a 1-to-1 ratio unless otherwise stated. > In this example, 1 vial of Odourless Suspension Oil is consumed. ### Failing A Poisoncraft Check On a failed poisoncraft check, roll a *poisoncraft die* — *your poisoner level* to see how many ingredients are lost (resulting in a minimum of 1). You must roll separately for both *refined toxins* and *raw sources*. For time wasted (resulting in a minimum of 1 hour), roll a *poisoncraft die* — *your proficiency bonus* (only if you are proficient with a Poisoner's Kit). > [!warning] > A catastrophically failed poisoncraft check (rolling a 1 on the die after modifiers) means the preparation goes wrong during refinement. The poisoner must make a DC 12 Dexterity saving throw or be exposed to the toxin themselves, suffering its effects at half potency. ## Recipes Poison formulas are never shared openly and are treated as lethal secrets. They pass between assassins' guilds, alchemists, and those who can pay. Known reference works include: - *The Quiet Art* — Foundational preparation of common contact, ingested, and injury poisons. - *Death in a Bottle: Advanced Toxicology* — Rare and exotic toxin refinement, antitoxin construction, and inhaled compound preparation.