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Crafting Concoctions
In order to craft antitoxins, cures or poisons, skill is needed
with an herbalism and/or a poisoner's kit, depending on what
is being crafted. An herbalism kit can be used to make
antitoxins and cures (such as potions of healing, poultices
and salves). A poisoner's kit is needed to create posions, but
can be also used to craft antitoxins.
Some healers who are proficient with an Herbalism Kit,
prefer to use the more versatile Medicine Kit. Unfortunately,
some assassins also use the Medicine Kit to enhance and
disguise their Poisoner's Kit.
This kit contains many herbs, plants and tinctures that can be
used to increase the potency of poisons, but cures as well.
A Medicine Kit combines the ingredients of a Healer's Kit
and an Herbalism Kit. It contains bangages, salves, and
splints, as well as the instruments and materials included in
the Herbaslim kit. These materials can be used to create
more salves, poultices, and antitoxins as well as potions of
Healing. It can also be used to store the ingredients and tools
found in the Poisoner's kit.
An average Medicine Kit has 5 uses as a healer's kit, and
when purchased, holds enough ingredients to fashion 3 doses
of basic antitoxins and 2 potions of healing.
While the average Medicine Kit costs 50 gp or so. Some
can cost as much as 100 gp or more. These kits contain more
ingredients, and can easily be used to store and hide
ingredients for poison. For every 10 gp above 10 that is spent
on a Medicine Kit, two uses as a healers kit, or ingredients to
craft two antitoxins or cures can be added. Every 20 gp added
to the value of a medicine kit adds 1 lb. of weight.
A medicine kit is a wise purchase for anyone practicing the
art of poison in more civilized areas. Many of the tools and
ingredients are the same, and the average town guard would
have a hard time figuring out if your kit is being used to harm,
rather than heal.
Ingredients
Luca Ccb (Order #9255632)
Ingredients
A recipe for a antitoxin, cure or poison will typically call for
10 gp worth of basic ingredients. This does not include the
cost of a main ingredient for more potent concoctions, such
as types of venom, or rare plants or fungi.
At the DM's discretion, a recipe can be as simple as
"Purple Worm Venom and basic ingredients", or as
complicated as A one foot long piece of a mummy's
wrapping, boiled in one dose of psuedo dragon venom, 2
quarts of distilled water, 5 parts of succulent aloe, and 2
parts tincture of dandelion. Steep for 48 hours.
The table below shows many common basic ingredients
that can be purchased in a inhabited area of at least the size
of a small town, or from a local herbalist or healer, to be used
in crafting with the herbalism, medicine, and poisoner's kit.
The list shows the following information:
Ingredient: The type of ingredient being purchased.
Availability: The availability of the ingredient being
purchased.
Typical Use: Lists what type of antitoxin, cure, or poison
type the ingedients can be used for.
Cost: The typical cost of the ingredient, based on the
typical quantity.
Availability
Typical Use
Cost
Basic
Ingredients
Common
Any/All
10
gp/dose
Common
Ingredients
Common
Any/All
Varies
Poultices, Salves
2
sp/use
Poultice, Salve
5
cp/use
Moss, Pure
Rare
Inhaled, Poultice,
Salve
5sp/use
Oils
Uncommon
Any/All
varies
Pitch
Common
Contact, Injury,
Poultices, Salves
1
cp/use
Pitch, Pure
Uncommon
Contact, Injury,
Poultices, Salves
5sp/use
Pitch, Oil of
Rare
Contact, Injury
1
gp/use
Succulents,
Raw
Common
Any/All
1
sp/part
Tinctures
Common
Any/All
5
sp/part
Inhaled, Ingested,
Potions
5
sp/quart
Recipes
Creating recipes of ingredients can add flavor and
complexity to crafting antitoxins, cures and
poisons in your campaign. As the recipes become
more complex, it can present new opportunities
for side-quests or full adventures. It also gives you
another reward option for treasure. An assassin
may be more pleased with finding a Tincture of
Violet Fungus more valuable than a sack of gold or a
+1 dagger.
Be as creative as you'd like with your recipes!
Failure Variant:
At the DM's discretion, failing the skill check to
craft a concoction by 5 or more can result in a
False Concoction. The crafting result appears
successful, but when put into use, does not work,
or possibly has undesired effects.
Using this variant may require the DM to make
the crafting skill check on behalf of the player.
Crafting Tables
Antitoxins
An antitoxin is a concoction used to combat the effects of a
poison. In general use, it can be used to add advantage to
saving throws vs. the poison, or remove the negative effects of
being poisoned. Antitoxins to not generally restore any hit
points lost to poison.
A skilled healer is able to use an Herbalism Kit or a
Medicine Kit to create basic Antitoxin (Player's Handbook pg
151). The ingredients for creating antitoxin cost about 10 gp,
and can be commonly found in herbalism shops and
apothecaries. The DC for crafting a basic antitoxin with an
herbalism kit is 12, providing the necessary ingredients are at
hand. The Antitoxin Table table in this supplement shows
the DC of making more potent antitoxins.
Sample Antitoxins
Cures
Cures are concoctions that can be ingested, inhaled, applied
to wounds, or even applied to the skin to cure wounds,
restore hit points or remove a condition that is afflicting the
patient. Cures include potions of healing, poultices, salves,
and a number of solid and liquid ingestibles.
Proficiency with an Herbalism Kit or Medicine Kit can be
used to craft a Potion of Healing. The ingredients needed to
make a potion of healing cost about 25 gp. The base DC for
creating a Potion of Healing is 12.
The following list describes sample cures that can be
crafted with an Herbalism or Medicine Kit.
Sample Cures
Healing Potions
This supplement includes Potions of Healing as a
non-magical potion. Magical varieties of these
potions do exist as found in the Dungeon Master's
Guide, but the potion created with an Herbalism or
Medicine Kit will not radiate magic, and can vary
widely in properties such as taste, thickness, and
color.
At the DM's discretion, with the proper
ingredients and recipe, magical potions of healing,
including greater, superior, and supreme healing
can be concocted as well. The ingredient price
should be much higher for stronger magical
varieties.
Ingredient Availability
Ingredient Cost/Dose
Maximum Doses
Antiparalytic
Common
25 gp
4 hours
12
Anti-necrotic
Common
25 gp
1 hour
13
Antitoxin, Basic
Common
25 gp
4 hours
12
Uncommon
75 gp
8 hours
13
Antitoxin, Superior
Rare
250 gp
8 hours
16
Antitoxin, Supreme
Very rare
750 gp
8 hours
19
Draw
Common
15 gp
10 minutes
12
Focus
Uncommon
150 gp
8 hours
15
Slapshot
Uncommon
150 gp
8 hours
15
Antitoxin, Greater
Ingredient Availability
Potion of Healing
Common
50 gp
2 hours
12
Poultice, Cleansing
Common
10 gp
1 minute
12
Uncommon
75 gp
1 minute
13
Restorative, Condition
Uncommon
100 gp
8 hours
13
Rare
250 gp
4 hours
varies
Restorative, Exhaustion
Uncommon
150 gp
8 hours
15
Salve, Burn
Uncommon
75 gp
4 hours
13
Salve, Cold
Uncommon
75 gp
4 hours
13
Salve, Rot
Uncommon
125 gp
8 hours
15
Stabilizer, Basic
Uncommon
150 gp
8 hours
15
Tonic, Basic
Uncommon
100 gp
6 hours
15
Restorative, Disease
Ingredient Availability
Ingredient Cost/Dose
Unommon
75 gp
2 hours
12
Faerie's Breath
Rare
500 gp
12 hours
15
Little Death
Rare
300 gp
12 hours
15
Mummy, Blood of
Rare
350 gp
24 hours
13
Very rare
1,000 gp
24 hours
19
Mummy, Breath of
Rare
275 gp
6 hours
13
Rare
275 gp
8 hours
13
Uncommon
100 gp
4 hours
11
Sleepless Nights
Rare
250 gp
12 hours
15
Spores, Hallucination
Rare
200 gp
8 hours
12
Uncommon
100 gp
4 hours
12
Very rare
800 gp
24 hours
20
Rotting Violet
Spores, Pacifying
Venom's Bane
Poisons
As discussed in Geek Trash's Poisoner's Kit supplement
(http://http://www.dmsguild.com/product/184225/ThePoisoners-Kit), the poisoner's kit can be used to make the
sample poisons found in the Dungeon Master's Guide.
Following the rules for harvesting poisons, the venom of
any creature can be harvested for use as an injury poison,
and will have the same effect as the poison of the creature.
Creatures who have other physical attributes that can be
used as poisons (such as breath weapons or spores) can also
have those ingredients harvested. Some sample poisons
using the venom or other poison attributes of some of these
creatures are included in following list of sample poisons.
Poison Types
Non-Poisons
Sample Poisons
Mummy Poisons:
These poisons are harvested from an undead mummy or
mummy lord. All mummy poisons cause Mummy Rot.
Mummy Rot: The target can't regain hit points, and it's hit
point maximum decreses by 10 (3d6) for every 24 hours that
elapse. If the target's hit point maximum is reduced to 0, the
target dies, and it's body turns to dust within 12 hours.
Cure Disease or Remove Curse, will end the effect
immediately. An dose of an anti-necrotic antitoxin will allow a
new saving throw every 24 hours, before the decrease in hit
points is rolled, After 3 successful saves the effect ends.
The following is a sample of various known mummy (MM
229) poisons.
Blood of the Mummy (ingestion/injury) Not actually
blood, it is the evil, curse infused bitumen and other
chemicals used during mumification. The target must
make a DC 13 Constitution saving throw or be infected by
mummy rot.
Blood of the Mummy Lord (ingestion/injury): Like
mummy blood, only upon the initial injury or ingestion, the
target must make a DC 19 Constitution saving throw or
immediately takes 21 (6d6) necrotic damage. Following
saving throws against the mummy rot have a DC 16
Constitution saving throw.
Breath of the Mummy (inhaled): Harvested from the
dried flesh of an undead mummy or mummy lord, when
this dust is inhaled, the target must make a DC 14
Constitution saving throw or suffer from mummy rot.
Touch of the Mummy (contact): This substance is
harvested from the flesh of an undead mummy, and
crafted to make a contact poison. If the target comes into
contact with the poison, they must make a DC 13
Constitution saving throw or be infected with mummy rot.
Rotting Violet (inhaled/injury): The spores harvested
from a violet fungi (MM 138) can be crafted into a inhalation
dust, or a toxin that can be applied to weapons. When a
creature is exposed to the rotting violet toxin, it must make a
DC 11 Constitution saving throw or take 4 (1d8) necrotic
damage.
Sleepless Nights (ingested): When this odorless
concotion is ingested, the victim must make a DC 15
Constitution saving throw. On a success, the victim suffers a
restless night, but no other ill effects. If the saving throw fails,
the creature is unable to sleep or gain any of the benefits of a
long rest for up to 7 days, and each day under the effect the
posion causes 1 level of exhaustion. Each day, the victim can
make another saving throw against the poison, after three
successful saves, the effects end.
Feats
Healer (variant)
In addition to the benefits listed in the Players Handbook (pg
167), you gain proficiency with the Herbalism Kit if you don't
already have it.
You can craft antitoxins and cures using an Herbalism Kit
and Healer's Kit, or with a Medicine Kit.
You can readily identify poisons, their ingredients, and
effects by making a Nature, Survival or Herbalism Kit
check.
Poisoner
Prerequisite: Intelligence and Wisdom of 12 or higher.
You have studied the various plants, venoms, chemicals,
and formulae that allow you to understand the crafting of
various poisons and antitoxins.
Your Wisdom score increases by 1, to a maximum of 20.
You can readily identify poisons, their ingredients and
effects by making a Nature, Survival or Poisoner's Kit
check.
You gain proficiency with the Posioner's Kit. If you are
already proficient with the Posioner's Kit, you have double
your proficiency bonus to checks made with the kit.
If you fail your check when crafting a poison, you have
advantage on the saving throw required to avoid the
effects of the poison.
Toxin Master
Prerequisite: Proficiency with a Herbalism Kit and a
Poisoner's Kit, and the Healer or Poisoner feat.
Your knowledge of the ingredients and effects of poisons
and antitoxins is impressive.
You can identify the effects and ingredients of most
antitoxins and poisons.
You can reduce the time needed to craft concoctions by
25%, and have advantage on the skill check to craft them.
You gain advantage on skill checks for finding and
harvesting the ingredients needed for your concoctions.
You have advantage on saving throws against poison.
Credits
The rules for harvesting poison, the poison types and sample
poisons came from the Dungeon Master's Guide and the
SRD. This document was made using the Homebrewery at
NaturalCrit.com
Except where noted, the Healers and Poisoner's
supplement is Copyright 2016 by Armand Charpentier of
Geek Trash and Geek Fight Club. You can talk to the writer
@dharmabob on twitter, or over at GeekTrash.com