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Poisons

Refer to the poison rules of the DMG, the list of poisons, and the poisoner's kit as detailed in the PHB and XGE. The following extends and slightly modifies those rules.

Legality

Poisons are illegal in most civilized realms and circulate only through hidden channels or under strict government control. There is no open market for them, and no established prices; the values listed in the DMG represent estimates for the rare occasions when such substances change hands.

Spoilage

Most poisons spoil within a month, losing their effectiveness as their volatile components break down.

Proficient use

Proficiency with the poisoner's kit allows indefinite storage of poisons. When a creature is subjected to a poison applied by a character proficient with a poisoner's kit, the saving throw DC to resist that poison increases by the poisoner's proficiency bonus.

Harvesting

A creature that produces venom can be harvested for a single dose no more than once per month. The creature must be dead, unconscious, or otherwise unable to resist. On a natural 1 on the check to harvest the poison, the attempt damages the creature, dealing 1d6 bludgeoning damage and destroying its ability to produce poison. Harvested poisons use the effects described in the creature's stat block.

Manufacture

The following poisons can be made with the correct formula and proficiency with a poisoner's kit:

Poison Materials Time
Basic Poison 50 gp 1 day
Assassin's Blood 75 gp 2 days
Truth Serum 100 gp 2 days
Pale Tincture 150 gp 3 days
Malice 200 gp 4 days
Oil of Taggit 200 gp 4 days
Essence of Ether 300 gp 6 days
Drow Poison 300 gp 6 days
Torpor 300 gp 6 days
Burnt Othur Fumes 400 gp 8 days
Midnight Tears 750 gp 15 days