Poison Guide

Forage ingredients, brew poisons, and put them to use — a homebrew crafting system for 5e-compatible games.

The Kit

A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Foraging for Ingredients

Roll a Nature check — with proficiency from your poisoner's kit if you are not proficient in the Nature skill — against a DC based on how you search.

DCMethod of Search
10Spend an hour doing nothing but searching
15While traveling at a slow or steady pace
18While traveling at a normal pace
21While traveling at a fast pace
  • Success: Recover one ingredient from the Foraging Ingredient Table.
  • Failure: Find nothing.
  • Natural 20: Recover one ingredient from the Special Ingredients Table.

Foraging Ingredient Table (2d6)

RollIngredientDetailsDC Mod
2Mandrake RootIncreases save DC by 2+2
3Quicksilver LichenAdd 1d4 poison damage+2
4Milkweed SeedsReduce crafting DC by 1+1
5Wild SagewortAdd 2d4 poison damage+3
6–8WyrmtongueRequired base for all poisons+0
9Wild SagewortAdd 2d4 poison damage+3
10Milkweed SeedsReduce crafting DC by 1+1
11Quicksilver LichenAdd 1d4 poison damage+2
12Mandrake RootIncreases save DC by 2+2

Special Ingredient Table (1d6)

RollIngredientDetailsDC Mod
1WrackwortReduces target's AC by 2+2
2Spineflower BerryDouble poison damage+3
3Dried Amanita CapTarget is silenced+2
4Emetic WaxApplies the stunned condition+3
5Verdant NettleHalves target's speed for 1 minute+2
6Bloodleaf1d12 poison damage+3

Crafting a Poison

  • Roll a crafting check: d20 + poisoner's kit proficiency
  • DC = 10 + sum of ingredient modifiers
  • Maximum of 5 ingredients per poison

Crafting Conditions

  • DC < 13 → Can be crafted in the field during a short rest
  • DC ≥ 13 → Requires a workshop (e.g. an inn room), 1 hour

Outcomes

  • Success → 1 vial of poison
  • Failure → Ingredients lost
  • Natural 20 → Create 2 vials

Shelf life: vials last 1 week before decaying.

Applying Poison

  • Use 1 full action to apply poison to 1 melee weapon or 3 pieces of ammunition.
  • Duration once applied: 1 hour out of combat, or 5 rounds in combat.
  • Each vial = 2 applications.

Poison in Combat

  • On a hit, the target rolls a Constitution saving throw: DC = 8 + your proficiency bonus
  • Failure → poison effects apply.
  • Success → poison is consumed, effects resisted (except the poisoned condition).

Duration & Effects

  • The poisoned condition lasts 1 minute.
  • Bonus effects from ingredients share the same duration unless noted.
  • Status effects: the save is repeated at the end of each turn.

Variant: Drow Poison

A dark elf with poisoner's kit proficiency may craft Drow Poison. It requires a Wyrmtongue base plus innate magic, and consumes all innate magic until the next dawn.

Effect

If the target fails its save by 5 or more, it falls unconscious until it takes damage or another creature uses an action to wake it.

Variant: Poison from Creatures

  • Make a DC 20 Nature check to harvest poison from a creature.
  • Add proficiency if the creature's stat block includes poison.
  • Minimum DC modifier = the creature's save + 5, plus a further +5 for each additional poison effect.