Poisoner's kit
A small, lacquered case — vials, mortar, glass droppers, gloves, stable reagents. Identify, brew, harvest, and apply.
Quick reference
- Apply One Action coats one weapon or up to 3 pieces of ammunition.
- Duration Coating lasts 1 minute, or until first hit (whichever comes first).
- On hit Target makes a Con save vs. the poison's listed DC.
- Miss Coating remains on the weapon — try again next turn.
- Save effect Most poisons: half damage on success, or condition negated.
- Without proficiency 1-in-20 chance per application of poisoning yourself.
What proficiency does
A poisoner's kit is a tool proficiency — same bucket as thieves' tools or a smith's tools. With proficiency you add your proficiency bonus to any check involving poison: identifying an unknown substance, neutralizing a dose, brewing a fresh batch, or applying one to a weapon without botching.
Possession of the kit matters as much as the proficiency. The rules require you to use the kit, not just be trained with it. Lose the case, lose the bonus.
You can do
- Identify poison by sight, smell, or residue
- Apply a dose without spilling it
- Harvest venom from a felled creature
- Brew poison from a recipe and reagents
- Neutralize a poison on someone else
You cannot do (with the kit alone)
- Cure an already-poisoned creature without an antitoxin or magic
- Improve a poison's save DC beyond the listed value
- Apply poison to natural weapons (claws, fangs)
- Coat an area or trap with one dose
Applying poison
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Draw a dose Object interaction
Free interaction on your turn — pulling a vial from your kit. Drawing a second dose in the same turn is itself an Action.
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Coat the weapon Action
One Action covers one weapon, or up to three pieces of ammunition. Roll a Dex (poisoner's kit) check only if circumstances are unfavorable — moving, in poor light, under fire.
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Attack normally
The first attack that hits delivers the poison. The target makes the listed Con save. Whether they pass or fail, the dose is spent.
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Track the timer
Unused coating evaporates / dries / oxidizes after 1 minute (10 rounds). After that, the weapon is clean again.
Edge cases worth ruling on
- Crit — the poison still applies once. Damage doubles per the weapon, but the save and effect are unchanged.
- Multiattack — only the first hit delivers poison unless the weapon was coated with multiple doses.
- Sheathing — putting away a coated weapon is fine; the poison persists on the blade until the timer ends.
- Allies handling it — anyone without proficiency who touches a coated blade triggers the 1-in-20 self-poisoning check.
Harvesting from creatures
When a venomous creature falls, a poisoner's kit check made within an hour can extract a usable dose. The creature must be intact enough — burned to ash or disintegrated yields nothing.
| Creature CR | DC | Doses on success | On failure |
|---|---|---|---|
| CR 0–2 | DC 12 | 1 dose | Sample ruined |
| CR 3–6 | DC 15 | 1d4 doses | Sample ruined; on a nat 1, expose self to dose |
| CR 7–10 | DC 17 | 1d4+1 doses | Sample ruined; on a nat 1, save vs. own poison |
| CR 11+ | DC 19 | 1d6+2 doses | Sample ruined; on a nat 1, take 2d8 poison damage |
DCs are guideline values; the DM may adjust based on creature type, condition of the corpse, and whether it's a creature whose venom is well-documented (lower) or exotic (higher).
Crafting poison
Crafting requires a recipe (or a sample to reverse-engineer), the kit, raw materials at the listed gold cost, and downtime. Workshop optional but helpful — bonuses to the crafting check vary by table.
| Tier | Materials | Time | DC |
|---|---|---|---|
| Basic poison | 100 gp | 1 day | DC 13 |
| Drow sleep poison | ~600 gp | 3 days | DC 15 |
| Serpent / wyvern venom | ~1,200 gp | 7 days | DC 17 |
| Purple worm poison | ~2,000 gp | 10 days | DC 19 |
| Essence of oblivion Rare | DM-set | DM-set | DC 20+ |
On a successful check, one dose is produced. Failure burns half the materials and yields nothing. Failure by 5 or more burns all materials — and on a nat 1, the crafter is exposed to the in-progress batch.
Common poisons
| Poison | Type | Save | Effect on failed save |
|---|---|---|---|
| Basic poison | Injury | DC 10 Con | 1d4 poison damage; poisoned 1 minute, save end-of-turn. |
| Drow sleep poison | Injury | DC 13 Con | Unconscious 1 hour, or until damaged or shaken awake. |
| Serpent venom | Injury | DC 11 Con | 3d6 poison damage; half on success. |
| Wyvern poison | Injury | DC 15 Con | 7d6 poison damage; half on success. |
| Crawler mucus | Contact | DC 13 Con | Paralyzed 1 minute, save end-of-turn. |
| Purple worm poison | Injury | DC 19 Con | 12d6 poison damage; half on success. |
| Essence of oblivion | DM | DM | DM-defined — typically erasure of memory or identity. |
Poison types. Injury requires breaking skin — coats blades and arrows. Contact works on touch — coats doorknobs, hilts, gloves. Ingested requires consumption. Inhaled is a powder or gas in an enclosed space.
Mishaps & self-poisoning
Without proficiency
Each time someone untrained applies a poison, roll a d20. On a 1, they expose themselves and must save against their own poison.
Natural 1 on a kit check
Even with proficiency, a nat 1 means something has gone wrong: a vial broken in the case, a dose oxidized, a glove punctured. The DM picks the consequence. Most often: lose the dose; sometimes: lose two; rarely: poison self.
Treating a poisoned ally
A poisoner's kit check (DC equal to the poison's save DC) on a poisoned creature ends the effect early — but only one attempt per dose. Failure means waiting it out, or finding an antitoxin or lesser restoration.
House rules
At this table
- Application is an Action by default. Bonus Action is allowed only if the character is proficient with the kit AND has a feature that says so (Assassin, Master Poisoner, etc.).
- Pre-coated weapons declared at the start of an encounter cost no Action — but consume the dose whether or not you hit, and the timer starts at round 1.
- Crafting downtime happens between sessions. Bring a list to session zero of the next arc.
- Harvesting needs to be declared at the moment the creature drops. Walking away and coming back later means the venom has spoiled.
- Selling poison is illegal in most civilized settlements; possession of more than 3 doses is a magistrate's matter.