Requires: Poisoner's tools proficiency.
Proficiency with a poisoner's kit allows you to create poisons from various materials and handle them without risking exposing yourself to their harmful effects. Poisons are separated into several categories:
Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. A DM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury: Injury poison can be applied as an action to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Creatures immune to poison damage or the poisoned condition are immune to the effects of poison brews, unless otherwise stated. You use either your Wisdom or Intelligence modifier when making Poisoner's tools tool checks.
Contents
Poisoner's tools include 5 glass vials, a mortar and pestle, various common chemicals, and a glass stirring rod.
To craft a poison you must spend the associated amount of berri and stated ingredients then make poisoner kit rolls until you meet the threshold associated with the rarity. It cost 2DT to do this downtime activity
Poison Crafting Costs:
common poison: crafting goal-50, common fungi and 60k berri makes 4 doses
uncommon poison: crafting goal-75, uncommon fungi and 160k berri makes 3 doses
rare poison: crafting goal-100, rare fungi and 550k berri makes 2 doses
very rare poison: crafting goal-200, very rare fungi and 2.5 mil berri makes 1 dose
Acid Tablets
Designed to look like medicinal supplements , these tablet pack a punch. Consuming one forces the target to make a DC 13 Constitution saving throw or take 1d6 acid damage and be unable to vomit for 30 seconds. At the start of each subsequent turn, the target must repeat the saving throw. A successful saving throw allows the target to throw up and rid themselves of the poison’s effect.
Type: Ingested
Basic Coating
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or ammunition must make a DC 13 Constitution saving throw or become Poisoned. Once applied, the poison retains potency for 1 minute before drying.
Type: Injury
Hallucinogenic Gas
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be forced to attack the nearest creature to the target on its turns The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Type: Inhaled
Flash Powder
A small bomb that can be thrown up to 30 feet. When set off, it fills a 15 ft radius sphere with a highly irritating powder. Creatures exposed to the powder are forced to make a DC 13 Dexterity saving throw or be stunned for 1 turn. This poison overcomes immunity and resistance to Poison damage and the Poisoned condition.
Type: Inhaled
Malice
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be Poisoned blinded and deafened for up to 1d4 rounds.
Type: Inhaled
Noxious Transpiration
This pale turquoise poison has a very unique way of working. Drinking it itself is not dangerous but causes the drinker’s sweat to turn poisonous for 1 hour. This effect only happens 2 hours after drinking it. Any contact with the drinker with a surface of skin approximately the size of the palm of the hand or larger forces the target to make a DC 15 Constitution saving throw or take 1d10+4 poison damage. A successful save results in no damage. Once the target is exposed once, it cannot be affected by the poison again for 12 hours.
Type: Contact
Truth Serum
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or can’t knowingly speak a lie for 1 hour.
Type: Ingested
Bane Shroom Extract
Pink and smelling like strawberries, this is a poison that forces the drinker to make a DC 15 Constitution saving throw. On a failed save, the target has disadvantage against Strength, Constitution and Dexterity saving throws for 15 minutes. On successful save, the target experience no effects.
Type: Ingested
Black Paste
This poison was specifically designed to stick to the user's skin and leave a mark, commonly known among pirates as "The Black Mark". Once applied onto a creature (it does not matter where), they must succeed a DC 15 Constitution check or take 1d6 Poison damage and be poisoned. Every 2 rounds the target has "The Black Mark", they must make the check again. The creature must spend 1 minute removing Black Paste, washing it from their body with water.
Type: Contact
Directed Delay
This black liquid is highly viscous, having the consistency of concentrated molasses. When brought in contact with the blood via an injury or injection, the target has to make a DC 15 Wisdom saving throw. On a failed save, the target experiences the effects of the Slowed condition and can remake the saving throw at the end of each turn. On a successful save, the target’s movement speed is reduced by 5 feet for 3 turns.
Type: Injury
Lava Paste
Though a mundane looking, yellowish paste, this concoction is anything but. Once applied on skin or clothing, the paste forces the target to make a DC 15 Constitution saving throw. On a failed save, the target takes 2d6 fire damage and becomes vulnerable against fire damage for 1 occasion for the next 12 hours, on a successful save the target takes half damage and does not become vulnerable.
Type: Contact
Angel's Powder
A hyper fine, bright white powder with a faintly sweet aroma, this powder is to be blown into the face of the target before dispersing harmlessly into the air. The target has to make a DC 15 Charisma Saving throw. On a failed save, the target experiences an altered version of reality where it perceives everyone as trusted friends and becomes extremely suggestible to non-aggressive forms of persuasion and deception as well as to seduction for 1 hour. On a successful save, the target experiences no effects.
Type: Inhaled
Assassin’s Blood
A creature subjected to this poison must make a DC 15 Constitution saving throw. On a failed save, it takes 1d12 poison damage and become Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
Type: Ingested
Bane Shroom Extract
Pink and smelling like strawberries, this is a poison that forces the drinker to make a DC 15 Constitution saving throw. On a failed save, the target has disadvantage against Strength, Constitution and Dexterity saving throws for 15 minutes. On successful save, the target experience no effects.
Type: Ingested
Burnt Othur Fumes
A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or take 3d6 poison damage as well as be poisoned and have its movement halved. the creature can repeat the save at the end of each of its turns. After three successful saves, the poison ends and the condition is removed.
Type: Inhaled
Hell Powder
A hyper fine, red powder with a faintly smoky aroma, this powder is to be blown into the face of the target before dispersing harmlessly into the air. The target has to make a DC 17 Charisma Saving throw. On a failed save, the target experiences an altered version of reality where it perceives the world as a hellscape inhabited by foul creatures and becomes extremely vulnerable to intimidation, aggressive forms of persuasion and deception for 1 hour, taking disadvantage and a -5 penalty on Insight checks. On a successful save, the target becomes slightly paranoid and skittish.
Type: Inhaled
Scorched Skin
A viscous paste typically made underground and needing to be stored away from sunlight when applied to a weapon a creature struck must make a DC 17 Constitution save or suffer the effects of sunlight sensitivity and take 2d10 necrotic damage each time it starts its turn in bright light or enters bright light for the first time in a turn
Type: Injury
Dream Essence
A creature subjected to this sand-like poison must succeed on a DC 17 Constitution saving throw or become effected for 8 hours. The effected creature falls unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Type: Inhaled
Fire Plague
A rose-orange powder that is to be baked into bread or pastry. The baked goods take on a slight red hue. Eating at least a quarter of the bread or pastry forces the consumer to make a DC 17 Constitution saving throw. On a failure, the consumer takes 1d6 fire damage and 1d6 necrotic damage, becomes poisoned and gets necrotic patches of skin all over their body. While poisoned, the consumer has vivid hallucinations concerning death and demise. The saving throw can be remade every morning. On a successful save, all effects end on failure it takes the damage again.
Type: Ingestion
Hunter's Wine
This bottle of wine smells like old boots, but tastes sweetly and dry. Upon drinking it, the consumer gains the Marksman Slayer feat for 1 minute.
Type: Ingested
Devil's Venom
A creature that carries a devil fruit power that is subjected to this poison must make a DC 17 Constitution saving throw or become Suppressed for 1d4 hours. A creature that has resistance or immunity to poisons granted by their devil fruit is still normally affected by this poison.
Type: Inhaled.
Deathsleep
A creature that ingests this poison must succeed at DC 17 Constitution saving throw or become effected by the poison for 24 hours. The effected creature appears to be dead, and only succeeding a DC 20 Medicine check can determine otherwise.
Type: Ingested
Gorgon's Blood
This thick, grey liquid is a poison is to be applied to weapons or ammunition. If those weapons come in contact with the blood of a creature 3 times, the target is forced to make a DC 19 Charisma saving throw or become petrified over the next 3 turns; becoming more and more sluggish at the start of each of their turns, losing 1/3 of their max movement speed. On a failed save, the target loses 5ft of movement for the next 15 minutes. Once a target has made a successful saving throw, they are immune to the poison for the next minute.
The poison can coat a weapon for 1 minutes or 3 pieces of ammunition for a period of 3 days. Constructs are not affected by this poison.
Type: Injury
Essence of Rage
A brown potion with the consistency of mud, it turns into a clear, violently red potion when agitated with more than the lightest touch. When ingested or brought in contact with the blood of a creature through injury or injection, it forces the target to make a DC 19 Constitution saving throw. On a successful save, the target gains advantage on Strength skill checks and saving throws, their Strength based attacks deal extra damage equal to their Strength modifier for 1 minute.
On a failed save, the target suffers the effects of the confusion spell for up to 1 minute. Starting on the 2nd turn after the potion is applied, the target can make another Constitution saving throw. On a success, all effects end, but the target takes 3 ranks of exhaustion. This potion has no effect on constructs or undead.
Type: Ingested, Injury
Silver Tears
A creature that ingests this poison suffers no effect for 1d6 hours. If the poison has not been neutralized before then, the creature must succeed on a DC 19 Constitution saving throw, becoming paralyzed for 1 hour and taking 9d6 poison damage on a failure, or no condition and half as much damage on a success.
Type: Ingested
Water of Death
(this particular poison only makes a single dose)
This liquid looks, smells and tastes like water. Even the majority of alchemic and other tests on this liquid cannot distinguish it from water. Only an Archaeologist or higher or detailed alchemic test, costing 4 DT and costing 60,000 Berri, can reveal that this liquid is actually one of the deadliest poisons in existence.
Made from very rare mushrooms, herbs and poisons, any contact with this poison forces the subjected creature to make a DC 19 Constitution saving throw. On a failed save, the creature suffers blindness and deafness for 1d4 days and takes -3 penalty to attacks and saves. The creature’s maximum hit points is permanently reduced by 2d12. On a successful save, the creature’s maximum hit points is reduced by 2d6 hit points and has a max sight range of 30ft 24 hours.
The lost maximum hit points can only be restored by either seeking an antidote of the same cost made by the same maker or by spending 4 weeks and 1,000,000 berri of expenses at a hospital you do not gain daily DT while at the hospital
Type: Injury, Ingestion