Slight of Hand ist to distract or otherwise make things go unnoticed has nothing to do with being careful. How can you distract a poison item or any item, unless yhe item has Senses from some magical means which still requires the item to have a consciousness
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
I always think of sleight of hand as having manual dexterity, which would be useful when handling poisons that can kill you if they are touched.
I made this up while cross-referencing the Brewing Potions of Healing section of Chapter 2: Downtime Revisited in Xanathar's. Hope this helps someone!
Poison Crafting
Requires Proficiency with a Poisoner's Kit. Ingredients for poisons can be purchased from the Black Market at half their listed price (subject to availability), or procured from relevant sources (Monsters, Rare Plants, Etc.). Crafted poisons can be sold for their listed price to the Black Market.
{"For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself."}
Rules in players handbook is unbalanced and a mess like in many cases in dnd(the more i look in to it), but hey with an open DM we can make our own rules :D
I'm a player trying to become assassin who also gets interested in poison (we will have short low lvl campaign so no overpowered poisons for me) so im trying to make a balanced, logical, fun and easy to use poison crafting/using system for my DM.
What i intend to do is to make "Half poisons" based on Basic poison (we use old handbook btw). So these concoctions will have some effect on target but usually does no actual damage, its more of a tactical aid. Similar to how oil works with fire.
Also i plan to implement Improvised poisoners kit, its a bare minimum of tools, vials(containers for poison) being the most expensive part of it. because 50G for full kit is still a long way for my char. With Improvised poisoners kit and low lvl knowledge of poisons still i will get a chance to poison myself while trying to make poisons myself.
And i will NOT use those ridiculous time calculations. The fermenting idea sounds fun tho.
Slight of Hand ist to distract or otherwise make things go unnoticed has nothing to do with being careful. How can you distract a poison item or any item, unless yhe item has Senses from some magical means which still requires the item to have a consciousness
Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
I always think of sleight of hand as having manual dexterity, which would be useful when handling poisons that can kill you if they are touched.
I made this up while cross-referencing the Brewing Potions of Healing section of Chapter 2: Downtime Revisited in Xanathar's. Hope this helps someone!
Poison Crafting
Requires Proficiency with a Poisoner's Kit. Ingredients for poisons can be purchased from the Black Market at half their listed price (subject to availability), or procured from relevant sources (Monsters, Rare Plants, Etc.). Crafted poisons can be sold for their listed price to the Black Market.
{"For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself."}
Rules in players handbook is unbalanced and a mess like in many cases in dnd(the more i look in to it), but hey with an open DM we can make our own rules :D
I'm a player trying to become assassin who also gets interested in poison (we will have short low lvl campaign so no overpowered poisons for me) so im trying to make a balanced, logical, fun and easy to use poison crafting/using system for my DM.
What i intend to do is to make "Half poisons" based on Basic poison (we use old handbook btw). So these concoctions will have some effect on target but usually does no actual damage, its more of a tactical aid. Similar to how oil works with fire.
Also i plan to implement Improvised poisoners kit, its a bare minimum of tools, vials(containers for poison) being the most expensive part of it. because 50G for full kit is still a long way for my char. With Improvised poisoners kit and low lvl knowledge of poisons still i will get a chance to poison myself while trying to make poisons myself.
And i will NOT use those ridiculous time calculations. The fermenting idea sounds fun tho.