I am pretty new to 5e, but I've been fiddling around with a homebrew Poisoner's Kit that is aimed at gaining a reasonable sense of risk/reward for crafting. I was wanting to run the table by ya'll and see if it seemed overpowered, underpowered or fairly well balanced. What adjustments would you make? Any help is appreciated!
The idea is for the player to have to choose how long they want to spend working on a poison (i.e. are they in a hurry and need to whip something together or do they have time to really sit down and make it) which comes with bonuses/penalties on the quality of the roll (while still allowing for some cool Roleplaying. i.e. you spend a couple of hours on a poison and, even though you're rushed and at disadvantage, you still roll high for an awesome poison).
The process in game is outlined below. Would love to hear your thoughts on this as I might be looking at this too narrowly and overlooking something obvious. Thanks!
Note: In the table, "Base Ingredient" means base property of the ingredient used. So if a plant had the ability to cause blindness, or did 4d6 damage, that would be the status effect or in the case of damage, the value being multiplied.
Good morning!
I am pretty new to 5e, but I've been fiddling around with a homebrew Poisoner's Kit that is aimed at gaining a reasonable sense of risk/reward for crafting. I was wanting to run the table by ya'll and see if it seemed overpowered, underpowered or fairly well balanced. What adjustments would you make? Any help is appreciated!
The idea is for the player to have to choose how long they want to spend working on a poison (i.e. are they in a hurry and need to whip something together or do they have time to really sit down and make it) which comes with bonuses/penalties on the quality of the roll (while still allowing for some cool Roleplaying. i.e. you spend a couple of hours on a poison and, even though you're rushed and at disadvantage, you still roll high for an awesome poison).
The process in game is outlined below. Would love to hear your thoughts on this as I might be looking at this too narrowly and overlooking something obvious. Thanks!
https://1drv.ms/x/s!Akkz2nY6eKlciTrnr5F6gRhP7ATW
Note: In the table, "Base Ingredient" means base property of the ingredient used. So if a plant had the ability to cause blindness, or did 4d6 damage, that would be the status effect or in the case of damage, the value being multiplied.