Your training with blowguns has led you to making special darts, at the end of a short or long rest, you may attempt to create a number of darts up to 1.5 times your proficiency bonus (rounded down). The DC for the intelligence and wisdom checks both start at 10 and increase depending on the number of poisons.*you may only make 2 per rest, costs 3 poisons. **you may only make 1 per rest, costs 4 poisons.
Blinding Death. Int DC: +2, Wis: DC: +3, Target must make a DC 13 Constitution saving throw or be blinded for 1 one minute. The target can retry the save at the end of its turn.
Blood Boiling Poison. Int DC: +3, Wis DC: +2 Target must make a DC 13 Constitution saving throw or take 10(3d6) fire damage.
Blood Shocking Poison.* Int DC: +4, Wis DC: +4, Target must make a DC 15 Constitution saving throw or take 18(4d8) lightning damage and be paralyzed for one minute. The target can retry the save at the end of its turn.
Sleep Venom.* Int DC: +3, Wis DC: +4, Target must make a DC 15 Constitution saving throw or fall unconscious for 1 hour. At the end of each minute the target can retry the save. The target wakes up if it takes damage or if a creature uses its action to wake the creature.
Weakening Poison.** Int DC: +5, Wis DC: +6, Target must make a DC 17 Constitution saving throw or be under the effects of both the slow and ray of enfeeblement spells for 1 minute.
Withering Poison.** Int DC: +6, Wis DC: +6, Target must make a DC 17 Constitution saving throw or take 18(4d8) necrotic damage and its hit point maximum is reduced by a number equal to the amount of damage taken. The target regains the hp at the end of the next short or long rest