My player harvested some bits from a stirge and venom from a King Coral Snake. I had him role an intelligence check to see if he could figure out how to use the stirge and he succeeded and then a medicine check to make a poison. He has proficiency with a Poisioner's Kit and succeeded again. He will be on the road for week and I want to give him something but I don't know what.
Depending on the Challange rating or the level of the player, you may want to check what kind of poisons exist already that might resemble that snake's venom, if you do not want to give them a generic poison that deals damage equal to the snake's poison damage on its fangs/bite/poison-bit attacks it has.
If you want to make a new poison, consider its application, is it inhalable, drinkable or does it have a better effect if applied via an open wound. Perhaps it stuns its target for a turn on a failed Constitution save or poisons them, with an additional effect, such as reducing walking speed to 0, disantvantage on concentration checks, or if you are feeling relatively homebrewery, you can have it temporarilly outright make a body part go numb, like an arm, or the neck, for additional shenanigans. Just remember that depending on the afformationed rating or level, the effect shouldn't last too long or be too effective, lest your players start hunting down every beast and monster remotely capable of producing poison or otherwise. Not that that's a bad thing if you don't find it yourself one.
Coral snake venom can cause paralysis and respiratory failure. The Stirge will probably have an anti-coagulant type saliva similar to a mosquito.
If you combine the two, the poison that your player could concoct may look something like:
When applied to a weapon this poison cause the target to bleed more than normal and the target will suffer stiff muscles. On a successful hit the target must make a DC 12 Constitution saving throw. On a failure the target takes an extra 1d4 damage from successful attacks and has disadvantage on any Dexterity skill and ability checks.
The DC is fairly low, so it will be less effective at higher levels, but it could still work and make things interesting when it does.
My player harvested some bits from a stirge and venom from a King Coral Snake. I had him role an intelligence check to see if he could figure out how to use the stirge and he succeeded and then a medicine check to make a poison. He has proficiency with a Poisioner's Kit and succeeded again. He will be on the road for week and I want to give him something but I don't know what.
Depending on the Challange rating or the level of the player, you may want to check what kind of poisons exist already that might resemble that snake's venom, if you do not want to give them a generic poison that deals damage equal to the snake's poison damage on its fangs/bite/poison-bit attacks it has.
If you want to make a new poison, consider its application, is it inhalable, drinkable or does it have a better effect if applied via an open wound. Perhaps it stuns its target for a turn on a failed Constitution save or poisons them, with an additional effect, such as reducing walking speed to 0, disantvantage on concentration checks, or if you are feeling relatively homebrewery, you can have it temporarilly outright make a body part go numb, like an arm, or the neck, for additional shenanigans. Just remember that depending on the afformationed rating or level, the effect shouldn't last too long or be too effective, lest your players start hunting down every beast and monster remotely capable of producing poison or otherwise. Not that that's a bad thing if you don't find it yourself one.
Hope this helps
Coral snake venom can cause paralysis and respiratory failure. The Stirge will probably have an anti-coagulant type saliva similar to a mosquito.
If you combine the two, the poison that your player could concoct may look something like:
When applied to a weapon this poison cause the target to bleed more than normal and the target will suffer stiff muscles. On a successful hit the target must make a DC 12 Constitution saving throw. On a failure the target takes an extra 1d4 damage from successful attacks and has disadvantage on any Dexterity skill and ability checks.
The DC is fairly low, so it will be less effective at higher levels, but it could still work and make things interesting when it does.