When you take this feat, you can spend a period of a short rest, changing the types of a poison from one to another, such as changing a poison from contact to injury. This cannot be done with a poison that has a crafting DC of 20 or higher due to the complexity of such a poison being too specific to change.
You can also spend a long rest taking an inhale poison and pressurizing it in a glass container with some heat to cause it to explode on impact creating a poisonous area of poison gas.
- These gas bombs have a range of 60 ft. when thrown, everything within 15 feet of the point of impact must make a save against the poisons DC.
- If a target on the beginning of its turn, while within this gas doesn’t immediately use its movement to leave the area, it must repeat the save again treating this instance as a new stack.
- Any creature that doesn’t need to breathe has advantage on the save against this poison gas. In addition, if a creature that doesn’t have to breathe willingly becomes blinded, it can be entirely immune to this gas.
- A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
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