Table of Contents

Poisons

The Poisoner skill can be used (with successful check) to identify potions, poisons, toxins, acids, and alchemical products discovered in the world. If one has an alchemy kit (10gp 1 load, 2 SUP) the check is made at advantage. If one has an Alchemy Workshop (500gp, in a fixed location), one can also make any of the venoms, toxins, or acids listed below. To make a product it takes 1d4 days plus 1 day per 50gp (or fraction thereof) of list price, the required ingredients for the product, and a successful Poisoner check. If you have an Alchemical Laboratory and a trained assistant, the check is made with advantage. The alchemical laboratory can also be used to create new poisons, the details of which must be worked out with the Campaign Judges.

Venoms

Poisoners may coat their weapons with these poisons to deliver extra damage along with a successful weapon attack. Each dose may only be used for one fight, and takes an Active action to apply. Some venoms are more powerful and require a higher DC check reflected by the Check Modifier.

When attacking with a venom-coated weapon, an attacker has a chance of poisoning themselves on a critical failure. Make a DEX check to see if the attacker accidentally poisons themselves in addition to any other effects. An attacker with the Poisoner skill, may make this check at Advantage. An attacker who poisons themselves must suffer the same effect delivered by the venom.

Type Price/DoseCheck Modifier Effect Required Ingredients
Blade Venom25gp- 1D4 poison damageA dram of crushed and dried murder fly maggots
Razorbat Toxin100gp-Paralysis for 1D6 rounds on a failed CON checkThe corpses of at least three Razorbats
Scorphemoth Poison400gp+42D6 poison damageA dram of venom from a Scorphemoth
Snake Venom100gp-1D6 poison damageThe corpse of a poisonous snake
Ratscorpion Venom100gp+11D4+1 poison damageThe corpse of a whole swarm of Ratscorpions
Quail Ichor150gp-Death on a failed CON check after 10 minutesThe blood of a Spined Quail
Tunneler Venom1200gp+63D6 poison damageA dram of venom from the extinct Porphyrous Tunneler
Vampire Spider Bile150gp+2Staggered on a failed CON check for 10 minutes; Can only take a Move, Quick, or Active action each turn The crushed, dried, and concentrated remains of a Vampire Spider Swarm

Toxins

Poisoners may also sneak deadly toxins into food or water consumed by the target. All these toxins must be consumed by the target for them to be effective. An hearbalism check may be used to find and harvest these required ingredients.

Type Price/Dose Onset Time Check Modifier Effect on Failed CON check Required Ingredients
Deadly Nightshade20gp1 hour+2Poisoned and Staggered from wretching; Death after second failed CON check after 24 hours of debilitating agonyA bushel of the small green fruit of the rare black nightshade plant which may only be found and harvested in late August
Foxglove10gp 1 hour -2Poisoned for 1 day; Death from heart failure on a second failed CON check after 12 hoursFoxglove root which is a weaker but less detectable toxin, requiring potential victims to check at Disadvantage to realize they are being poisoned
Hemlock5gp10 minutes-2D4 Poison Damage; Staggered; Can only take a Move, Quick, or Active action each turn until healed; Death after a second failed CON check after 1 hour Hemlock Seeds
Monkshood5gp1 minute+2Paralysis; Death from asphyxiation in 4 hours after a second failed CON checkMonkshood leaves and stems must be consumed, but it has a strong foul and bitter taste giving victims Advantage to realize they are being poisoned
Toadstools10gp10 minutes-Inflicts 1 point of poison damage per hour until 0 reachedToadstools

Acids

Poisoners may harvest acids that are made to burn through organic, metalic, or mineral materials. These substances each have specific uses whether it is to help clear Atlantean locks and traps or to burn wounds to slow an opponent down like a venom.

All acids can be used to make an acid bomb. The acid must be kept in a pottery flask (if the person who carries it falls down, roll DEX check or it will break on him and do damage) and can be thrown up to 50' as a thrown weapon. If it hits a target, it inflicts 2d4 points of acid damage, and 1d4 acid damage to anyone standing within 5' of the main target. Additionally, each acid type has a potential damaging effect to target's gear.

Acid Type Price LoadSupplyPrime IngredientEffects
Oil of Vitriol (sulfuric acid)25gp 0.2 5BrimstoneA powerful agent to burn away organic material, used to treat a chest or wooden door, give advantage to breaking attempts. If used in an acid bomb, 1 in 6 chance of wrecking a shield carried by target
Spirits of Salt (hydrochloric acid)35gp0.25Green VitriolUsed to clean and prepare precious metals and gemstones, a dose of this acid can grant a reroll to Appraisal checks on items that could benefit from such a treatment. If used in an acid bomb, 1 in 6 chance of doing 1 point of Durability damage to weapon wielded by the target
Spirits of Niter (nitric acid)35gp0.25NiterGood from dissolving base metal, using a dose of this can grant a lockpicker a second attempt to pick a rusty lock or to disarm an ancient trap. If used in an acid bomb,1 in 6 chance of doing 1 point of durability damage to target's armor
Aqua Regius (mixture)50gp0.26Niter and Green VitriolStrong metal dissolver, also gold, silver, useful in destroying precious items, and can automatically open metallic seals on doors or boxes. If used in an acid bomb, has a 1 in 6 chance each of doing durability damage to both weapon and armor of target