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diff --git a/homebrew/items/Poisons.md b/homebrew/items/Poisons.md
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+# Poison Crafting
+
+## Carrying Capacity
+The number of doses that can be carried at once is **proficiency bonus + Wisdom modifier**
+
+## Crafting Requirements by Tier
+
+| Tier | Components | Time | Checks |
+|------|-----------|------|--------|
+| 1 | 1 toxin base | 1 hour | 1 × DC 12 |
+| 2 | 2 toxin base, 1 rare herb | 4 hours | 2 × DC 14 |
+| 3 | 3 toxin base, 2 rare herb | 8 hours | 3 × DC 16 |
+| 4 | 4 toxin base, 3 rare herb, 1 alchemical catalyst | 24 hours | 4 × DC 18 |
+
+**Component Sources:**
+- **Toxin bases:** Harvested from poisonous creatures or plants
+- **Rare herbs:** Foraged during travels
+- **Alchemical catalysts:** Rare treasures (found, not purchased)
+
+**Crafting Checks:**
+- Use Intelligence (Nature) or Wisdom (Survival)
+
+**Check Results:**
+- **0 failures:** Craft 2 doses
+- **1 failure:** Craft 1 dose
+- **2+ failures:** All ingredients wasted
+
+**Proficiency Benefits:**
+- **Poisoner's Kit proficiency:** Add proficiency bonus to crafting rolls
+- **Expertise:** Reroll one failed check per crafting attempt
+
+---
+
+## Tier 1 Poisons
+
+### Assassin's Blood
+A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.
+
+### Prespra
+A creature subjected to Prespra must succeed on a DC 11 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The creature also has the Blinded condition while Poisoned in this way. The creature repeats the save at the start of each of its turns, taking 3 (1d6) Poison damage on a failed save. On a successful save, the effect ends for the creature.
+
+### Serpent Venom
+A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one.
+
+### Truth Serum
+A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie.
+
+### Weapon Poison (Tier 1)
+A creature that takes Piercing or Slashing damage from the poisoned weapon takes an extra **1d4 Poison damage**. Once applied, the poison retains potency for 1 minute.
+
+---
+
+## Tier 2 Poisons
+
+### Burnt Othur Fumes
+A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.
+
+### Deathdance
+A creature subjected to Deathdance must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Incapacitated condition while Poisoned in this way, as it thrashes uncontrollably.
+
+### Lolth's Sting
+A creature subjected to Lolth's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
+
+### Oil of Taggit
+A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.
+
+### Pale Tincture
+A creature subjected to Pale Tincture must succeed on a DC 13 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After three successful saves against the poison, the creature is no longer Poisoned.
+
+### Wyvern Poison
+A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.
+
+### Yellow Death
+A creature subjected to Yellow Death makes a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) Poison damage and has the Poisoned condition for 1 minute. On a successful save, the creature takes half as much damage only.
+
+### Weapon Poison (Tier 2)
+A creature that takes Piercing or Slashing damage from the poisoned weapon takes an extra **1d8 Poison damage**. Once applied, the poison retains potency for 1 minute.
+
+Target has disadvantage on the next attack roll or ability check it makes before the end of **its** next turn.
+
+---
+
+## Tier 3 Poisons
+
+### Biza's Breath
+A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+### Carrion Crawler Mucus
+A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
+
+### Essence of Ether
+A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
+
+### Malice
+A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way.
+
+### Midnight Tears
+A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.
+
+### Torpor
+A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way.
+
+### Ulcrun
+A creature subjected to Ulcrun must succeed on a DC 15 Constitution saving throw or take 21 (6d6) Poison damage and gain 1 Exhaustion level.
+
+### Weapon Poison (Tier 3)
+A creature that takes Piercing or Slashing damage from the poisoned weapon takes an extra **2d6 Poison damage**. Once applied, the poison retains potency for 1 minute.
+
+Target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of **your** next turn.
+
+---
+
+## Tier 4 Poisons
+
+### Perfected Pale Tincture
+A creature subjected to Perfected Pale Tincture must succeed on a DC 16 Constitution saving throw or take 10 (3d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save at the start of each of its turns, taking 10 (3d6) Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After four successful saves against the poison, the creature is no longer Poisoned.
+
+### Purple Worm Poison
+A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.
+
+### Weapon Poison (Tier 4)
+A creature that takes Piercing or Slashing damage from the poisoned weapon takes an extra **2d10 Poison damage**. Once applied, the poison retains potency for 1 minute.
+
+Target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target's speed is reduced by 10 feet and it takes 2d6 poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
+
+---
+
+## Quick Reference: Poison Selection Guide
+
+**Damage Focused:**
+- Tier 1: Serpent Venom (3d6)
+- Tier 2: Wyvern Poison (7d6)
+- Tier 3: Ulcrun (6d6 + exhaustion)
+- Tier 4: Purple Worm Poison (10d6)
+
+**Control/Debuff:**
+- Paralysis: Carrion Crawler Mucus (T2)
+- Unconscious: Oil of Taggit (T2), Essence of Ether (T3)
+- Confusion: Biza's Breath (T3)
+- Blind: Prespra (T1), Malice (T3)
+
+**Utility:**
+- Interrogation: Truth Serum (T1)
+- Assassination: Midnight Tears (T4)
+- Persistent Damage: Pale Tincture (T3)
|