Your poisons are particularly potent. The DC of any poison you make is 8 + your Intelligence modifier + your proficiency bonus. You are also able to make a variety of poisons beyond the potent poison granted by the Poisoner feat. The cost and time to create the additional poisons with a Poisoner's Kit are listed below.
Inhaled poisons are prepared in small, sealed jars which can be thrown as an improvised weapon as an action. On a successful hit, the target must make a saving throw per the rules of the poison and resolve accordingly. On a failed hit, roll 1d4: 1 is north, 2 is south, 3 is east, 4 is west. That square relative to the target is where the jar breaks, impacting any creature in that 5 foot square if it is occupied per the poison's description. The poison in the air dissipates after 1 round.
Knockout Poison (Injury): 100 gold, one work day (use Drow Poison, ignoring the sunlight restriction)
Malice (Inhaled): 125 gold, one work week
Essence of Ether (Inhaled): 150 gold, one work week
Oil of Taggit (Contact): 200 gold, two work weeks
Burnt Othur Fumes (Inhaled): 250 gold, two work weeks
Torpor (Ingested): 300 gold, three work weeks
Comments