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Healers and Posioners: Antitoxins,

Cures, and more Poisons - A Poisoner's


Kit Supplement

eyond the more common poisons we have come


to fear, the world is filled with more venom and
toxins than the average person can imagine. All
of these toxins can be used to cause injury,
death, sleep, paralysis and many other strange
and dangerous effects.

Healers and Poisoners fight an escalating battle with the


tools and ingredients at their disposal. Creating toxins,
antitoxins and cures seems simple enough, but a great
amount of skill and knowledge is needed.
This guide hopes to make your concoctions more effective.
None of the rules and guidelines in this supplement are
meant to replace those in the Player's Handbook or Dungeon
Master's Guide. They have been designed to add more flavor
and variety to your campaign.

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.

The Medicine 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
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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.

Sample Ingredients List


Ingredient

Availability

Typical Use

Cost

Basic
Ingredients

Common

Any/All

10
gp/dose

Common
Ingredients

Common

Any/All

Varies

Clay, Healer's Uncommon

Poultices, Salves

2
sp/use

Moss, Patch Uncommon

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

Water, Distilled Uncommon

HEALERS AND POISONERS:

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.

A brief description of each ingredient and their potential use


is listed below.
Basic Ingredients This is the generic requirement for
crafting antitoxin, cures, and poisons.
Common Ingredients Very common ingredients include
everyday items such as herbs, spices, leaves, minerals, as
well as things like frogs eyes, willow bark, bat's wings, wolf
fur, milk, egg yolks, mustard seed, grave dirt, and just about
anything else that can be easily found or aquired. Used for
any number of applications, such as flavor, tradition or as
emulsifiers.
Clay, Healer's Healer's clay is a lump of purified clay,
typically wrapped in a wet cloth or kept in an airtight
container to keep it moist. Commonly mixed with other
ingredients and used in poltices and salves.
Moss, Patch of A patch of various mosses collected from
the wild, each type chosen for certain properties. Commonly
mixed with other ingredients and used in poltices and salves,
or burned with other ingredients to create inhaled
concoctions.
Moss, Pure A patch of moss that has been cultivated in
sterile or controlled conditions to maintain purity, or for
enhanced properties. Used in poltices or burned with other
ingredients to create inhaled concoctions.
Oils Any number of organic or mineral oils, to be mixed
with other ingredients to act as a lubricant, adjuvant, or many
other potential purposes.
Pitch This coal tar or plant resin is a thick, sticky
substance commonly used in waterproofing and for making
torches. Can be mixed with other ingredients and applied to
objects and surfaces for contact and injury concoctions, as
well as poultices and salves.
Pitch, Pure Pitch that has been crafted or cultivated in
gcontrolled conditions to remove impurities. Can be mixed
with other ingredients and applied to objects and surfaces for
contact and injury concoctions, as well as poultices and
salves.

ANTITOXINS, CURES, AND POISONS

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Pitch, Oil of An oily byproduct of pitch that is mixed with


poison to make it easy to apply to metal weapons and
ammunition, or to items like caltrops for contact or injury
Succulents, Raw Any number of plants with fleshy leaves,
stems or roots designed to hold water or sap, such as aloe,
cacti, and jade. Used in a variety of means for the various
properties.
Tinctures Typically alcoholic extracts of plant, animal and
some mineral materials. In some cases, acids, oils or
vinegars are used instead of alcohol as the solvent for the
materials.
Water, Distilled Water with all impurites removed through
distilling. Commonly used when crafting inhaled and
ingested concoctions, as well as potions of healing.

Crafting Tables

The crafting tables show the various concoctions


Ingredient Availability: Not all concoctions require exotic
ingredients. Some may be readily available, and only helpful
or dangerous when mixed in the proper amounts. Common
ingredients may consist of simple plants and items readily
available at the market. Rare and very rare ingredients may
be dangerous plants and chemicals only available at certain
black market locations, or through wizards or alchemists.
Legendary ingedients are those that come from rare or
dangerous creatures such as the purple worm.
Ingredient Cost: The cost of the ingredients needed to
create concoctions. This includes the cost of the main
ingredients. If the character has obtained the main ingedient
through their own means, the remaining ingredient cost will
be 10% of the total.
Maximum Doses: The maximum number of doses that
can be crafted at one time. If more than one type of
concoction can be crafted, each batch may only contain one of
those types.
Crafting Time: The amount of time needed to craft the
concoction. Some must be tended to during the entire time,
while others can be quickly mixed and then left to brew or
steep until the required time has passed. Leaving some
concoctions in this stage beyond the time required may result
in a bad batch at the DM's discretion.
Crafting DC: The Difficulty Check of crafting each
concoction. As a rule of thumb, the crafting DC is equal to the
saving throw DC of the concoction, but concoctions that deal
with more exotic ingredients may require a higher DC.

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.

In the wild, a creature who is proficient with Nature or


Survival can find the necessary ingredients to create a basic
antitoxin. The base DC for finding the ingredients is 12. This
DC indicates an optimal environment for finding the proper
raw materials. The DM should determine the DC for locating
the materials or equivalent subsititutes in other
environments. In a deep jungle, such ingredients may be
quite easy to find, while in the underdark, it may be necessary
to find and identify strange fungi and minerals to substitute
for the usual ingredients. In the desert, or in frozen
wastelands, they may be nearly impossible to find.

Sample Antitoxins

The following is a list of some of the antitoxins that can be


crafted.
Anti-paralytic (ingested/injected): A dose of antiparalytic
counters poisons of DC 16 or lower that cause the paralysis
condition, and grants immunity to poisons of that type for 1
hour. For paralysis poisons with a saving throw of 17 or
higher, the antitoxin grants advantage on saving throws for 1
hour.
Anti-necrotic (ingested/injected): A dose of this antitoxin
counters, and grants immunity to poisons that cause necrotic
damage with a Saving Throw DC of 13 or lower that for 1
hour. The recipient regains 1/2 of hit points lost to necrotic
damage if taken before the end of the victims next turn. Also
grants advantage on saving throws for poisons of DC 14 or
higher during that time.
Antitoxin, Basic (ingested/injected): A creature that takes
a dose of this concoction gains advantage on saving throws
vs. poison for 1 hour.
Antitoxin, Greater (ingested/injected): A dose of this
concoction counters poisons with a saving throw DC of 13 or
lower. The recipient regains 1/2 of hit points lost to poison
damage if taken before the end of the victims next turn.
Grants advantage on saving throws against poisons with a
saving throw DC of 14 or higher.
Antitoxin, Superior (ingested/injected): A dose of this
concoction counters poisons with a saving throw DC of 16 or
lower. The recipient regains 1/2 of hit points lost to poison
damage if taken before the end of the victims next turn.
Grants advantage on saving throws against poisons with a
saving throw DC of 17 or higher.
Antitoxin, Supreme (ingested/injected): A dose of this
concoction counters poisons with a saving throw DC of 19 or
lower. The recipient regains 1/2 of hit points lost to poison
damage if taken before the end of the victims next turn.
Grants advantage on saving throws against poisons with a
saving throw DC of 20 or higher.
Draw (poultice): If this poultice is applied to a wound that
has taken damage from injury poison before the end of the
wounded creature's next turn, half of the poison damage is
negated.
Focus (inhaled/ingested/injected): A dose of this
antitoxin counters, and grants immunity to Truth Serum, and
any poisons of DC 16 or lower that cause hallucinations
and/or the stunned condition, for 1 hour. Also grants
advantage on saving throws for poisons of DC 17 or higher
during that time.

Slapshot (inhaled/ingested/injected): A dose of slapshot


counters poisons of DC 16 or lower that cause the
incapacitated or unconsious condition, and grants immunity
to poisons of that type for 1 hour. For like poisons with a
saving throw of 17 or higher, the antitoxin grants advantage
on saving throws for 1 hour.

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

The following is a list of some of the antitoxins that can be


crafted.
Potion of Healing (ingested): Drinking this concoction
restores 2d4 + 2 Hit Points.

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.

Poultice of Cleansing (poultice): When applied within 10


minutes to a wound that causes disease or necrotic damage,
it counters either effect that has a saving throw DC of 13 or
lower. If the DC is 14 or higher, it allows a second saving
throw to be made at advantage. If an ongoing saving throw is
required, advantage is given for each saving throw as long as
a fresh poultice is reapplied at least twice a day.
Poultice of Wound Closure (poultice): This mixture
added to this poultice helps to close wounds, including those
from a Sword of Wounding, whose effects it immediately
ends. If used during a short rest, the poultice allows the
recipient to recover hit points equal to 1 hit die, without
expending the hit die. One poultice can be used this way for
every 4 hit dice the recipient has, with a minimum of 1.

HEALERS AND POISONERS

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Antitoxins Crafting Table


Cures Crafting Table

Antitoxins Crafting Table


Antitoxin

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

Cures Crafting Table

Cures Crafting Table


Cure

Ingredient Availability

Ingredient Cost/Dose Maximum Doses Crafting Time Crafting DC

Potion of Healing

Common

50 gp

2 hours

12

Poultice, Cleansing

Common

10 gp

1 minute

12

Poultice, Wound closure

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

Restorative, Condition (varies): Depending on the


circumstances behind the condition, a restorative can be
crafted to remove one of the following conditions from the
patient: Blinded, Deafened, Incapacitaed, Paralyzed, Stunned,
Unconscious.
Restorative, Disease (ingested/injected): Once a disease
has been identified, a restorative to cure the disease can be
crafted, with a crafting DC equal to that of saving throw DC of
the disease. A successful concoction allows the recipient to
make a new saving throw with advantage against the disease.
If the saving throw fails, the symptoms are relieved for 1d12
hours.
Restorative, Exhaustion (ingested/injected): Taking a
dose of this restorative will temporarily remove the effects of
1 level of exhaustion. It should be used with caution, as it
does not affect the level of exhaustion itself.

Crafting Time Crafting DC

ANTITOXIN, CURES, & POISONS

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Salve, Burn (contact): When applied to a wound that has


taken fire damage within 10 minutes of the incident, this
salve negates some of the damage. One dose of salve can be
used to heal 1d6 fire damage for every 2 dice of damage dealt
by the incident, so if a creature has taken 6d6 of fire damage,
3 doses of Burn Salve can be used to restore 3d6 hit points. If
the damage die were higher, the salve still only heals 1d6 for
each dose.
Salve, Cold (contact): Similar to burn salve, when applied
to an area on a creature that has suffered cold damage within
10 minutes of the incident, this salve negates some of the
damage. One dose of salve can be used to heal 1d6 cold
damage for every 2 dice of damage dealt by the incident, so if
a creature has taken 3d8 of cold damage, 2 doses of Burn
Salve can be used to restore 2d6 hit points.
Salve, Rot (contact): This salve, if applied to an area on a
creature that suffered necrotic damage within 10 minutes of
the incident, will negate damage in the same manner as burn
and cold salves. If being applied to a wound that causes
ongoing necrotic damage, the salve grants advantage on the
saving throw, if any, and must be reapplied after each saving
throw until the effect ends.

Poisons Crafting Table

Poisons Crafting Table


Poison

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

Giant Centipede Venom

Mummy Lord, Blood of

Maximum Doses Crafting Time Crafting DC

Very rare

1,000 gp

24 hours

19

Mummy, Breath of

Rare

275 gp

6 hours

13

Mummy, Touch of the

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

Stabilizier, Basic (ingested, injected): One dose of Basic


Stabilizer can stabilize a dying creature, without requiring a
medicine check. The creature must take a short rest before
taking any further actions or recieving any further healing.
Tonic, Basic (ingested, injected): A Basic Tonic gives the
recipient 10 temporary hit points, not to exceed the creature's
maximum hit points. These temporary hit points last for 10
minutes.

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

Some toxins can be crafted into more than one type of


poison. When crafting a poison that has more than one type,
the crafter must choose 1 type of poison that is being crafted.
One type of crafted poison can not be used as another. For
example, a dose of Little Death that has been crafted as an
injury poison, can not be used as a contact or ingested
poison.

Non-Poisons

Some poisons can be crafted that do types of damage that are


not poison. Some fungi and mummy poisons do necrotic
damage rather than poison damage. If a creature has
advantage or a bonus to saving throws against poison, these
will still apply. A creature who is resistant to poison will take
the full damage of the non-poison type, while a creature
immune to poison will instead gain resistance to the damage
done.

Sample Poisons

The following is a list of some of the antitoxins that can be


crafted.
Giant Centipede Venom (injury): Injuries caused by this
poison added to a blade or piercing ammunition, requires
that the target make a DC 11 Constitution saving throw or
take 10 (3d6) poison damage. If the poison damage reduces
the target to 0 hit points, the target is stable but poisoned for
1 hour, even after regaining hit points, and is paralyzed while
poisoned in this way (Monster Manual page 323).
Faerie's Breath (inhaled): This poison gas is harvested from
the Faerie Dragon and crafted into a dust, or a liquid that can
be sprayed into the face of a creature to create a state of
euphoria. The target must succeed on a DC 11 Wisdom
saving throw, or for 1 minute, the target can't take reactions
and must roll a d6 at the start of each of it's turns to
determine it's behavior during the turn:
1-4. The target takes no action or bonus action and uses all
of it's movement to move in a random direction.
5-6. The target doesn't move, and the only thing it can do
on it's turn is make a DC 11 Wisdom saving throw, ending the
effect on itself on a success (MM 133).

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Little Death (contact/ingested/injury): A creature affected


by this poison must make a DC 16 Constitution saving throw
or will become incapacitated and appear to be dead to all but
magical means or a DC 20 Medicine check, for 24 hours. The
creature is not unconscious, and is aware of it's surroundings
during this time. The creature can make an additional saving
throw every eight hours, ending the effect on a success.

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.

ANTITOXIN, CURES, & POISONS

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Spores, Hallucination (contact/inhaled): Harvested from


a myconid sovereign (MM 232), these spores can be
concocted into a poison that causes intense hallucinations.
The target must succeed on a DC 12 Constitution saving
throw or be poisoned for 1 minute. The poisoned target is
incapacitated while it hallucinates. The target can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success.
Spores, Pacifying (contact/inhaled): Harvested from a
myconid (MM 232), these spores can be crafted into a contact
or inhaled poison. The victim must make a DC 12
Constitution Saving throw or be stunned for 1 minute. The
victim can repeat the saving throw at the end of each of it's
turns, ending the effect on itself on a success.
Venom's Bane (any type): This potent poison, when
properly crafted, does not cause any damage itself. When
used against a creature that has natural poison attributes, it
causes their immunity to their own poison to fail. At the start
of each turn, he afflicted creature must roll a saving throw
against it's own poison, or suffer the effects of that poison. At
the end of each turn, it can make a DC 16 saving throw
against the Venom's Bane. After three successful saves
against the Venom's Bane, the effect ends.

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

V1.3: Changes to Healers and


Poisoners
Fixed a problem where the text was not showing on page 5.

V1.2: Changes to Healers and


Poisoners
After some feedback from purchasers, and the release of the
Unearthed Arcana article on feats at
http://dnd.wizards.com/articles/features/feats, I have modified
the feats.

HEALERS & POISONERS

Luca Ccb (Order #9255632)

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