Poison are notoriously bad in DnD due to great number of monster immune to poison. I saw many rules / book, but most of them are really complicated to implement.
I wanted to make something really simple and not broken. Here my proposal :
Advanced Poison Handling (Homebrew Rule)
Optional rules for characters proficient with a poisoner's kit
1.Improved Poison Application
You’ve learned how to infuse, preserve, and apply poison to maximize its effectiveness. When you apply poison to a weapon, the saving throw DC for the poison is calculated as:
Poison Save DC = 8 + your Dexterity or Intelligence modifier (your choice) + your proficiency bonus.
This replaces the standard DC of the poison, reflecting your advanced technique.
2. Extracted Essence
You’ve learned to refine poisons into a corrosive essence. When applying poison to a weapon, you may attempt a DC 20 Nature check using your poisoner’s kit. On a success, you alter the poison as follows:
The damage type changes to acid instead of poison.
The target still makes a saving throw using your Poison Save DC.
On a failed save, the target takes half the normal poison damage, but does not suffer the poisoned condition.
On a successful save, the target takes no damage, as normal.
If you are an Assassin (13th level or higher) or have the Poisoner feat, you automatically succeed on this Nature check. On a failed Nature check, the poison is ruined and becomes inert, losing all effectiveness.
(Credit also to frantisekvrana3902 which wo i discussed how to improve my ideas. )
I like your ideas, but I think reducing the damage by more than half effectively is too harsh of a downside. Poisons with different damage types in general are a cool idea though.
You’ve learned to refine poisons into destructive essences. When applying poison to a weapon, you may attempt to alter it into one of two forms:
Corrosive Essence (Acid): Make a DC 20 Nature check using your poisoner’s kit.
On a success, the poison’s damage type changes to acid instead of poison.
The target still makes a saving throw using your Poison Save DC.
On a failed save, the target takes the normal poison damage (as acid damage), but does not suffer the poisoned condition.
On a successful save, the target takes no damage, as normal.
On a failed check, the poison is ruined and becomes inert.
Withering Essence (Necrotic): Make a DC 20 Arcana check using your poisoner’s kit.
On a success, the poison’s damage type changes to necrotic instead of poison.
The target still makes a saving throw using your Poison Save DC.
On a failed save, the target takes the normal poison damage (as necrotic damage), but does not suffer the poisoned condition.
On a successful save, the target takes no damage, as normal.
On a failed check, the poison is ruined and becomes inert.
Mastery: If you are an Assassin (13th level or higher) or have the Poisoner feat, you automatically succeed on either the Nature or Arcana/Intelligence check.
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Dear All,
Poison are notoriously bad in DnD due to great number of monster immune to poison. I saw many rules / book, but most of them are really complicated to implement.
I wanted to make something really simple and not broken. Here my proposal :
(Credit also to frantisekvrana3902 which wo i discussed how to improve my ideas. )
I like your ideas, but I think reducing the damage by more than half effectively is too harsh of a downside. Poisons with different damage types in general are a cool idea though.
Thank for the return.
here an updated proposal for part two: