CapnZapp
Legend
Something like:
If you spend one minute before a combat, make a Poison Kit (Dexterity) tool check. If you're rushed, you can make it in two rounds if you take disadvantage on the check. What you can use for the coming fight depends on your result (see table below).
Combat poison is delivered by slashing or piercing weapon attacks. You can apply your poison either to one weapon or three pieces of ammunition. Ammunition lose the poison after one hit. Weapons lose the poison after five hits. Applied but unused poison dries up and is destroyed after 10 minutes.
(That melee/thrown weapons get five usages and ranged ammunition only gets three is an intentional balancing factor)
Poison dice = a number of d6 poison damage dice equal to your proficiency bonus. These dice count as weapon dice for purposes of crit doubling.
Poison save DC = 8 + your Proficency bonus + your Intelligence ability modifier. All poison saves are Constitution saves.
Poison Kit (Dexterity) tool check
<10: you poison yourself. You take poison dice damage and must make a save vs poison at your own poison save DC. Failure and you suffer the Poisoned condition until healed of all poison damage.
10-14: you wasted your time, but feel free to try again
15-19: choose effects (see below) totaling 1 poison point
20-24: choose effects totaling 2 poison points
25-29: choose effects totaling 1d6 poison points
30 or more: choose effects totaling 2d6 poison points
(Poison use is never entirely reliable, reflected by good tool checks result yielding variable results)
Poison Points and Effects menu
1: add your proficiency bonus as poison damage to any attack
2: add poison dice damage to your sneak attack damage
2: add poison dice damage to the first hit on each target
2: apply Poisoned condition (save ends)*
3: apply Incapacitated condition (save ends)*
3: apply Restrained condition (save ends)*
4: add poison dice damage to any attack
4: apply Stunned condition (save ends)*
4: sticky poison: you can add it to six pieces of ammunition or it lasts ten hits on a weapon
4: strong poison: creatures are vulnerable to any damage dealt by the poison, and have disadvantage on saving throws against the poison
4: debilitating poison: any condition give a single initial save and have the duration 10 minutes instead of save ends otherwise
5: apply Unconscious condition (save ends)*
Multiple effects are cumulative. A given effect, however, only applies once per standard stacking rules. Make a single save against one poison, even if it imposes many conditions (succeeding or failing against all of them at once). As previously mentioned: Ammunition lose the poison after one hit. Weapons lose the poison after five hits. Any saves are made against your poison save DC.
*) Creatures that have advantage on saving throws against poison isn't affected initially, only after failing their save (that they make with advantage).
Note how this doesn't discuss cost. That's mainly because something like "spend 100 gp per tool check" is useless as anything more than a background/atmosphere trivia piece. While likely exorbitant on low levels, equally likely trivial at high levels.
This is a work in progress - I look forward to constructive balancing comments. Such as posts discussing how often the Rogue can expect to reach DC 25 at low or high levels. Or whether Incapacitated condition should be cheaper or more expensive, etc.
Please post comments of the "I don't like it" or "Poisons shouldn't work this way" variety elsewhere. Consider this a "plus thread".
Thanks in advance
If you spend one minute before a combat, make a Poison Kit (Dexterity) tool check. If you're rushed, you can make it in two rounds if you take disadvantage on the check. What you can use for the coming fight depends on your result (see table below).
Combat poison is delivered by slashing or piercing weapon attacks. You can apply your poison either to one weapon or three pieces of ammunition. Ammunition lose the poison after one hit. Weapons lose the poison after five hits. Applied but unused poison dries up and is destroyed after 10 minutes.
(That melee/thrown weapons get five usages and ranged ammunition only gets three is an intentional balancing factor)
Poison dice = a number of d6 poison damage dice equal to your proficiency bonus. These dice count as weapon dice for purposes of crit doubling.
Poison save DC = 8 + your Proficency bonus + your Intelligence ability modifier. All poison saves are Constitution saves.
Poison Kit (Dexterity) tool check
<10: you poison yourself. You take poison dice damage and must make a save vs poison at your own poison save DC. Failure and you suffer the Poisoned condition until healed of all poison damage.
10-14: you wasted your time, but feel free to try again
15-19: choose effects (see below) totaling 1 poison point
20-24: choose effects totaling 2 poison points
25-29: choose effects totaling 1d6 poison points
30 or more: choose effects totaling 2d6 poison points
(Poison use is never entirely reliable, reflected by good tool checks result yielding variable results)
Poison Points and Effects menu
1: add your proficiency bonus as poison damage to any attack
2: add poison dice damage to your sneak attack damage
2: add poison dice damage to the first hit on each target
2: apply Poisoned condition (save ends)*
3: apply Incapacitated condition (save ends)*
3: apply Restrained condition (save ends)*
4: add poison dice damage to any attack
4: apply Stunned condition (save ends)*
4: sticky poison: you can add it to six pieces of ammunition or it lasts ten hits on a weapon
4: strong poison: creatures are vulnerable to any damage dealt by the poison, and have disadvantage on saving throws against the poison
4: debilitating poison: any condition give a single initial save and have the duration 10 minutes instead of save ends otherwise
5: apply Unconscious condition (save ends)*
Multiple effects are cumulative. A given effect, however, only applies once per standard stacking rules. Make a single save against one poison, even if it imposes many conditions (succeeding or failing against all of them at once). As previously mentioned: Ammunition lose the poison after one hit. Weapons lose the poison after five hits. Any saves are made against your poison save DC.
*) Creatures that have advantage on saving throws against poison isn't affected initially, only after failing their save (that they make with advantage).
Note how this doesn't discuss cost. That's mainly because something like "spend 100 gp per tool check" is useless as anything more than a background/atmosphere trivia piece. While likely exorbitant on low levels, equally likely trivial at high levels.
This is a work in progress - I look forward to constructive balancing comments. Such as posts discussing how often the Rogue can expect to reach DC 25 at low or high levels. Or whether Incapacitated condition should be cheaper or more expensive, etc.
Please post comments of the "I don't like it" or "Poisons shouldn't work this way" variety elsewhere. Consider this a "plus thread".
Thanks in advance
