Alchemist's supplies/Herbalism Kit/Poisoners kit
- Gives the proficiency bonus to craft the items, if the crafter is proficient with it.
- The kit contains equipment and "consumables" for 10 uses.
- 1 kit use for each Gathering(Venoms)/Crafting/Identifying.
Example 1 unknown poisonus creature: 1 use per dose of venom, 1 use to identify it(the Dose is used up by that, 1 use to craft the venom.
- If youre not in a guild that provides the kit! You can gather the "kit" by buying all the items individually from different shops. Glas vials, stuff from alchemist/herbalist for an amount of 50 gold. Investigation DC 12 if not bought in the current town before.
- No refills, it cost 50g for 10 uses.
- Can identify unknown poisons with the kit. Same DC as as the Venom have. The dose is used,
- Can be used to make one antidote vial.
Extract Venom
- Survival check DC 20 to extract venom glands, kit proficiency apply. Natural 1= selfpoisoned.
- Nature/Arcana (proficient only) check DC 15, gives Advantage on survival check.
- Extraction from same kind of creature with previous success, Advantage on Survival check.
- The creature must be dead, incapacitated or friendly.
- Extraction takes one use from a poisoners kit per dose.
- Creature size gives different amount of poison. 1 dose= 1 use from poisoners kit.
- Tiny-Medium= 1 dose
- Large-Huge= 1d4 doses
- Gargantuan= 2d4+2 doses
Craft
- Roll the (all ingreedients added) Craft DC +10 or higher. Or its a failed craft and expanded use(s) and no toxin.
- A successful craft is equal to 1 crafted object and one expanded use of the kit.
- Natural 20 on craft, will raise the DC with +2 on the poison DC and +1 dice on damage.
- Crafting takes 4 hours per object.
- Maximum craftings at the same time. Crafting stat bonus (int or wis) is the limit.
- Object with crafting DC 13 or lower, can be crafted in the field during a rest.
- Object with crafting DC 14 or higher must be made in a safe environment such as a workshop.
- Find out Craft DC on Objects:
- Maximum Damage/4 (round up)
- Add Save type point 1,2 or 3 (see saves type below).
- Add them and /2 (round up)
- Use Venom DC
- Add time on effect value
- Up too 1 minute=+1
- Up too an hour = +2
- More than 1 hour=+3
- No save Craft DC point +3
- Save vs effect, No save for damage Craft DC point +2
- All or nothing (Exmple Spider): Craft DC point +1
- Save for half damage Craft DC point +1
- Damage Toxins/Minerals:
- Non Damage venoms:
- Save type add to Craft DC
- Use 2 doses of the same toxin, craft DC x2.=Result +2 DC on toxin save and +1 dice damage.
Example on calculation.:
Bone Devil poison
Damage= (5d6) 30 max poison damage/4=7,5 round up = 8.
Save= Save vs effect. No save for damage = +2 Craft DC
8+2=10 divide by 2= +5 Craft DC (plus the normal +10) equals Craft DC +15 with Bone Devil poison.
Bone devil poison x2: Save DC +2 (16 instead of 14).
2 venom doses in the same crafting:
DC 10 (Basic DC) + 10 (5+5 for the poisons) = Craft DC 20.
On success= 6d6 poison damage.
The poisons DC (5+5=10) are the number of poison kit uses that are needed as well.
(Extracted venom can be used "as is" and dont need to be refined, but if the player want it. This is how i calculate.)
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Use in action:
- Each dose gives damage/effect 1 time. Unless description say otherwise. (I dont use the 5e Herbalism & Alchemy 10 rounds of damage, its too OP in my games)
- Each dose, after applied its active for 1 hour. Unless description say otherwise.
- 5 rounds of combat, wielding the poisoned weapon, then the poison is useless.
- Can be applied on 3 ammo/missiles.