I have a device I'm making, called B.A.B.E (Bear-trap Activated Bomb Euthanizer) When it is triggered it lights a stick of dynamite that is attached, this stick then detonates.
I'm looking to add a little pizazz to it, possibly poison to the trap. Which type of poison should I apply? Preferably cheap.
Also what other deadly devices can i add to this device?
Rollback Post to RevisionRollBack
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
yeah, don't be so cheap! splurge on some top of the line anticoagulant to spur bleeding. then, why not, do your best to place the trap over a red ant hill.
Rollback Post to RevisionRollBack
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
I can understand why. If used like they could be in real life it would make a first level character capable of killing a 20th level character in a few rounds or even less.
Just remember that even in real life poisons do not actually act like they do in the movies. Very few modern poisons work in under 10 minutes and almost no ancient ones work any faster. Except for a very very few even the worst snake bites do not work any faster. Or better.
Normally a good poison takes quite a while to kill someone, they normally first destroy organs and that kills the victim. And there are no one breath knock out gasses or drugs.
Anything for the game needs balanced for level of target character, availability and cost.
if tasha's cauldron of everything, then the Poisoner's feat and a Poisoner's kit (50gp) results in a DC 14, 2d8 blade coating, although potent for only about a minute.
potentially you could scrounge up some "devil's mushrooms" causing a minute of potentially self destructive confusion.
for anything else you're going to have to spend some serious gold. just slather on the cheap stuff and make good use of the disadvantage to ability checks.
Rollback Post to RevisionRollBack
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
Actually there are plenty of good poisons available but they are hidden behind the harvesting mechanic. Just most players have been shutdown because it requires rangers or dm to say yes to harvesting(even though raw).
A PHB beasmaster can get a flying snake dose (3d4 damage No save) and regularly apply it to traps or caltrops. They may even get +prof depending on your dms read of the ability.
there are a couple of harvested poisons with riders but I dont think you really need them as most of the interesting ones trigger if at 0HP and are non-lethal
you could also add the spell cordon of arrows for an extra attack(that could also be poisoned)
Actually there are plenty of good poisons available but they are hidden behind the harvesting mechanic. Just most players have been shutdown because it requires rangers or dm to say yes to harvesting(even though raw).
A PHB beasmaster can get a flying snake dose (3d4 damage No save) and regularly apply it to traps or caltrops. They may even get +prof depending on your dms read of the ability.
there are a couple of harvested poisons with riders but I dont think you really need them as most of the interesting ones trigger if at 0HP and are non-lethal
you could also add the spell cordon of arrows for an extra attack(that could also be poisoned)
Actually there are plenty of good poisons available but they are hidden behind the harvesting mechanic. Just most players have been shutdown because it requires rangers or dm to say yes to harvesting(even though raw).
A PHB beasmaster can get a flying snake dose (3d4 damage No save) and regularly apply it to traps or caltrops. They may even get +prof depending on your dms read of the ability.
there are a couple of harvested poisons with riders but I dont think you really need them as most of the interesting ones trigger if at 0HP and are non-lethal
you could also add the spell cordon of arrows for an extra attack(that could also be poisoned)
A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner’s kit applies to this check if the character doesn’t have proficiency in Nature). On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature’s poison.
This means harvesting from any poisonous creature is possible. (Note usually magical summons and creatures with Poison weapons Are not considered poisonous creatures) snakes are the easiest because they are specifically called out in the rules. dead creatures are a lot more grey and dms adjudicate the rules (usually to once/one dose) but live ones only have the 1d6 min and unconscious restrictions. A phb beasmaster can order their pet to sleep rather than beat it into submission.
Actually there are plenty of good poisons available but they are hidden behind the harvesting mechanic. Just most players have been shutdown because it requires rangers or dm to say yes to harvesting(even though raw).
A PHB beasmaster can get a flying snake dose (3d4 damage No save) and regularly apply it to traps or caltrops. They may even get +prof depending on your dms read of the ability.
there are a couple of harvested poisons with riders but I dont think you really need them as most of the interesting ones trigger if at 0HP and are non-lethal
you could also add the spell cordon of arrows for an extra attack(that could also be poisoned)
A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner’s kit applies to this check if the character doesn’t have proficiency in Nature). On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature’s poison.
This means harvesting from any poisonous creature is possible. (Note usually magical summons and creatures with Poison weapons Are not considered poisonous creatures) snakes are the easiest because they are specifically called out in the rules. dead creatures are a lot more grey and dms adjudicate the rules (usually to once/one dose) but live ones only have the 1d6 min and unconscious restrictions. A phb beasmaster can order their pet to sleep rather than beat it into submission.
Thanks for the reference. I've said this before, but people like to proverbially shit on the DMG, even though it has a lot of useful information and rules.
Actually there are plenty of good poisons available but they are hidden behind the harvesting mechanic. Just most players have been shutdown because it requires rangers or dm to say yes to harvesting(even though raw).
A PHB beasmaster can get a flying snake dose (3d4 damage No save) and regularly apply it to traps or caltrops. They may even get +prof depending on your dms read of the ability.
there are a couple of harvested poisons with riders but I dont think you really need them as most of the interesting ones trigger if at 0HP and are non-lethal
you could also add the spell cordon of arrows for an extra attack(that could also be poisoned)
A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner’s kit applies to this check if the character doesn’t have proficiency in Nature). On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature’s poison.
This means harvesting from any poisonous creature is possible. (Note usually magical summons and creatures with Poison weapons Are not considered poisonous creatures) snakes are the easiest because they are specifically called out in the rules. dead creatures are a lot more grey and dms adjudicate the rules (usually to once/one dose) but live ones only have the 1d6 min and unconscious restrictions. A phb beasmaster can order their pet to sleep rather than beat it into submission.
Thanks for the reference. I've said this before, but people like to proverbially shit on the DMG, even though it has a lot of useful information and rules.
People generally crap on bm ranger, poison and survival but just like bonus action spells and normal spells mixing, they memorize the wrong information or overly simplify it. few actually it out for themselves and see the potential fun.
I have a device I'm making, called B.A.B.E (Bear-trap Activated Bomb Euthanizer) When it is triggered it lights a stick of dynamite that is attached, this stick then detonates.
I'm looking to add a little pizazz to it, possibly poison to the trap. Which type of poison should I apply? Preferably cheap.
Also what other deadly devices can i add to this device?
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
If you're looking for cheap poisons in D&D, save your money. Poisons available to PCs are so weak that they're not worth using.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
yeah, don't be so cheap! splurge on some top of the line anticoagulant to spur bleeding. then, why not, do your best to place the trap over a red ant hill.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Poisons in 5E are a bit weak sauce.
I can understand why. If used like they could be in real life it would make a first level character capable of killing a 20th level character in a few rounds or even less.
Just remember that even in real life poisons do not actually act like they do in the movies. Very few modern poisons work in under 10 minutes and almost no ancient ones work any faster. Except for a very very few even the worst snake bites do not work any faster. Or better.
Normally a good poison takes quite a while to kill someone, they normally first destroy organs and that kills the victim.
And there are no one breath knock out gasses or drugs.
Anything for the game needs balanced for level of target character, availability and cost.
I'm just talking about the RAW poisons found in the phb, i dont know anything bout real life poisons my guy
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
if player's handbook, then you're restricted to the DC10, 1d4 basic stuff (100gp)
if dungeon master's guide, then you can milk a giant snake for DC11, 3d6 serpent venom (200gp)
if tasha's cauldron of everything, then the Poisoner's feat and a Poisoner's kit (50gp) results in a DC 14, 2d8 blade coating, although potent for only about a minute.
potentially you could scrounge up some "devil's mushrooms" causing a minute of potentially self destructive confusion.
for anything else you're going to have to spend some serious gold. just slather on the cheap stuff and make good use of the disadvantage to ability checks.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Actually there are plenty of good poisons available but they are hidden behind the harvesting mechanic. Just most players have been shutdown because it requires rangers or dm to say yes to harvesting(even though raw).
A PHB beasmaster can get a flying snake dose (3d4 damage No save) and regularly apply it to traps or caltrops. They may even get +prof depending on your dms read of the ability.
there are a couple of harvested poisons with riders but I dont think you really need them as most of the interesting ones trigger if at 0HP and are non-lethal
you could also add the spell cordon of arrows for an extra attack(that could also be poisoned)
Where are these harvesting rules, exactly?
[REDACTED]
https://www.dndbeyond.com/sources/dmg/running-the-game#Poisons
https://www.dndbeyond.com/sources/dmg/running-the-game#CraftingandHarvestingPoison
This means harvesting from any poisonous creature is possible. (Note usually magical summons and creatures with Poison weapons Are not considered poisonous creatures) snakes are the easiest because they are specifically called out in the rules. dead creatures are a lot more grey and dms adjudicate the rules (usually to once/one dose) but live ones only have the 1d6 min and unconscious restrictions. A phb beasmaster can order their pet to sleep rather than beat it into submission.
Thanks for the reference. I've said this before, but people like to proverbially shit on the DMG, even though it has a lot of useful information and rules.
[REDACTED]
People generally crap on bm ranger, poison and survival but just like bonus action spells and normal spells mixing, they memorize the wrong information or overly simplify it. few actually it out for themselves and see the potential fun.