The thing about poisons IRL is that they can be massively game-changing. A four-foot snake can kill an elephant if its fangs manages to pierce the skin. Poisons in D&D seem weak b/c most people expect PCs to fight supernatural monstrosities, like Undead, Elementals, Hydras, etc. But in a politics-heavy campaign of mostly non-Yuan Ti humanoids, this feat can be pretty useful.
My main issue with the feat is that there is no ability to craft non-damage poisons. There really should exist the ability to craft poisons that cause the Paralyzed or Blinded conditions at higher levels, but I can see that veering into Class/Sub-class territory.
The Poisoner accomplishment is primarily for the touch about applying harms by means of a reward activity. A great deal of the convenience of this at later levels will rely upon the amount of these better toxic substances you can go over. Things like Wyvern Poison or Purple Worm Poison. Inconvenience is, they're costly to purchase and require an experience just to go homestead.snaptubevidmateword to pdfPerhaps the DM could let you catch a wyvern and milk it for poison consistently?
Problem is 5e still don't have comprehensive crafting system (DMG bit is a crutch). You should be capable of crafting your own poisons with a combination of Herbalist kit, Alchemist kit and Poisoner's kit, but it's entirely up to GM how it would work, and if he's not into homebrewing you're down to buying hyper-expensive poisons that only make sense for high-level characters in shops.
I just walked unknowingly into this kettle of fish by rolling up an enhanced progression based Monk using Way of the Shadow. Setup for infiltration @ level 6.
We're likely to handle it in a stepped method but since poison / venoms need to be built out of materials on a basic chemical level we need to approach it differently from weapon crafting (which we do with say Base item / Magic Infused thing / Catayst or Focus). Following that logic you could apply a simple method of...
Poison: --Type (Based on creature or plant) --Application (on dagger, inhailed etc:) this depends on the construction method, ground, distilled, etc: --Housing (where you store it etc:) --Prof with proper tools (Poisoner feat / Poisoner kit)
DC calculation for each would just be done by damage or effect directly. Monetary costs should be logistical, not acquisitions unless that's all the opportunity they have for said thing.
As for the DC of whatever poison in question just refer to their lists on Equipment and gear here on beyond or if that doesn't do it for you add the players Prof bonus or half or something to the save DC of the poison they produce / use.
I agree the feat is weak for what it is and what it does but I do not see it as doing to much. It should be, and is heavily focused on adding all of the tools the player needs to make this particular thing viable. But it just stops short of adding the proper scaling that it needs to make it truly good.
Sorry for the disorganized post this was more a stream of thought at 1AM. Either way I'd be curious to see if anyone takes this and runs with it creating a good system. I'm hot garbage at that. G'day.
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"I once knew this fella, Aasimar raised in the Underdark. Was like a brother to me. When he escaped we couldn't take much with us. Poor, emaciated husks of the living we were. 'ts okay though. We survived and made our ways. I'll never forget the way the people from my home looked at us when we walked in the archway. Though, I'm frighteningly certain the feelings they would have, had they but the opportunity ta see us leave." --Manolovo the Traitor, Memoirs of a Scoundrel
Also there are no expertise in tool use. You are either proficient with a tool or you are not. There should be a a difference between someone who knows basic applications of an Herbalism Kit/Poisoner's Kit, and someone very specialized in its use. Well, I guess that's the inevitable result of a streamlined game system like 5e.
Also there are no expertise in tool use. You are either proficient with a tool or you are not. There should be a a difference between someone who knows basic applications of an Herbalism Kit/Poisoner's Kit, and someone very specialized in its use. Well, I guess that's the inevitable result of a streamlined game system like 5e.
Sorry, what I meant was that there is no way to invest points into tool use when leveling up the way that you can in some other RPGs that would demonstrate gradual progression and justify opening up wider options for something like Poisoner's Kit or Alchemist Tools. .
The thing about poisons IRL is that they can be massively game-changing. A four-foot snake can kill an elephant if its fangs manages to pierce the skin. Poisons in D&D seem weak b/c most people expect PCs to fight supernatural monstrosities, like Undead, Elementals, Hydras, etc. But in a politics-heavy campaign of mostly non-Yuan Ti humanoids, this feat can be pretty useful.
My main issue with the feat is that there is no ability to craft non-damage poisons. There really should exist the ability to craft poisons that cause the Paralyzed or Blinded conditions at higher levels, but I can see that veering into Class/Sub-class territory.
The Poisoner accomplishment is primarily for the touch about applying harms by means of a reward activity. A great deal of the convenience of this at later levels will rely upon the amount of these better toxic substances you can go over. Things like Wyvern Poison or Purple Worm Poison. Inconvenience is, they're costly to purchase and require an experience just to go homestead.snaptube vidmate word to pdf Perhaps the DM could let you catch a wyvern and milk it for poison consistently?
Problem is 5e still don't have comprehensive crafting system (DMG bit is a crutch). You should be capable of crafting your own poisons with a combination of Herbalist kit, Alchemist kit and Poisoner's kit, but it's entirely up to GM how it would work, and if he's not into homebrewing you're down to buying hyper-expensive poisons that only make sense for high-level characters in shops.
I just walked unknowingly into this kettle of fish by rolling up an enhanced progression based Monk using Way of the Shadow. Setup for infiltration @ level 6.
We're likely to handle it in a stepped method but since poison / venoms need to be built out of materials on a basic chemical level we need to approach it differently from weapon crafting (which we do with say Base item / Magic Infused thing / Catayst or Focus). Following that logic you could apply a simple method of...
Poison:
--Type (Based on creature or plant)
--Application (on dagger, inhailed etc:) this depends on the construction method, ground, distilled, etc:
--Housing (where you store it etc:)
--Prof with proper tools (Poisoner feat / Poisoner kit)
DC calculation for each would just be done by damage or effect directly.
Monetary costs should be logistical, not acquisitions unless that's all the opportunity they have for said thing.
As for the DC of whatever poison in question just refer to their lists on Equipment and gear here on beyond or if that doesn't do it for you add the players Prof bonus or half or something to the save DC of the poison they produce / use.
I agree the feat is weak for what it is and what it does but I do not see it as doing to much. It should be, and is heavily focused on adding all of the tools the player needs to make this particular thing viable. But it just stops short of adding the proper scaling that it needs to make it truly good.
Sorry for the disorganized post this was more a stream of thought at 1AM. Either way I'd be curious to see if anyone takes this and runs with it creating a good system. I'm hot garbage at that. G'day.
"I once knew this fella, Aasimar raised in the Underdark. Was like a brother to me. When he escaped we couldn't take much with us. Poor, emaciated husks of the living we were. 'ts okay though. We survived and made our ways. I'll never forget the way the people from my home looked at us when we walked in the archway. Though, I'm frighteningly certain the feelings they would have, had they but the opportunity ta see us leave." --Manolovo the Traitor, Memoirs of a Scoundrel
Also there are no expertise in tool use. You are either proficient with a tool or you are not. There should be a a difference between someone who knows basic applications of an Herbalism Kit/Poisoner's Kit, and someone very specialized in its use. Well, I guess that's the inevitable result of a streamlined game system like 5e.
It is not common, but there is expertise in tool use. For the most well known example, rogues can get expertise with thieve's tools.
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Sorry, what I meant was that there is no way to invest points into tool use when leveling up the way that you can in some other RPGs that would demonstrate gradual progression and justify opening up wider options for something like Poisoner's Kit or Alchemist Tools. .