> [!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.