Are there any official rules around creating or using poisons with this? It's included in the assassin subclass and they get so little else compared to other subclasses. I feel like it's supposed to be important but there doesn't seem to be any indication of what it's game mechanics are. D&D Beyond explains, "A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons." (https://www.dndbeyond.com/equipment/poisoners-kit)
It sounds like this kit not only makes it possible to craft poisons but also be better at using them. Can anyone provide clarity on this class feature?
The DMG has rules for purchasing or crafting poisons as well as multiple example poisons. It also provides rules for attempting to harvest poison from poisonous creatures the players encounter. All details are in Chapter 8 - Running The Game - Poisons.
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The more things change, the more they stay the same
A simple poison hack I've heard discussed is to add the poisoner's proficiency bonus to saves against poisons they apply, so long as they are proficient with poisoner's kit. Makes that "add your proficiency bonus to any ability checks you make to... use poisons" bit almost make sense (although a save isn't your ability check, it's your target's)
Are there any official rules around creating or using poisons with this? It's included in the assassin subclass and they get so little else compared to other subclasses. I feel like it's supposed to be important but there doesn't seem to be any indication of what it's game mechanics are. D&D Beyond explains, "A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons." (https://www.dndbeyond.com/equipment/poisoners-kit)
It sounds like this kit not only makes it possible to craft poisons but also be better at using them. Can anyone provide clarity on this class feature?
The DMG has rules for purchasing or crafting poisons as well as multiple example poisons.
It also provides rules for attempting to harvest poison from poisonous creatures the players encounter.
All details are in Chapter 8 - Running The Game - Poisons.
The more things change, the more they stay the same
Most tool proficiencies don't describe what they are used for beyond a general sense. You can work with your DM to make a poison listed in DMG.
Here are some links (require DMG and/or XGtE):
https://www.dndbeyond.com/compendium/rules/dmg/running-the-game#CraftingandHarvestingPoison
https://www.dndbeyond.com/compendium/rules/dmg/running-the-game#SamplePoisons
https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#PoisonersKit
A simple poison hack I've heard discussed is to add the poisoner's proficiency bonus to saves against poisons they apply, so long as they are proficient with poisoner's kit. Makes that "add your proficiency bonus to any ability checks you make to... use poisons" bit almost make sense (although a save isn't your ability check, it's your target's)
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I'm going to make this way harder than it needs to be.