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Creating a good and simple slow poison
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<blockquote data-quote="Stalker0" data-source="post: 8411512" data-attributes="member: 5889"><p><strong>Slow Poison Alternate Version 1</strong></p><p>Slow poisons take time to act but are exceptionally lethal. Without treatment, they are almost always fatal.</p><p></p><p><em>Onset</em>: After this duration, the person makes a constitution saving throw equal to the poison DC. On a success, the duration resets. On a failure, the creatures takes 1 Fatigue and the poison moves into the Escalation phase.</p><p></p><p><em>Escalation</em>: After this amount of time, the person makes a constitution saving throw equal to the poison DC and takes 1 fatigue on a failure. This repeats until the poison is cured or the target has made 10 saving throws (saves during onset do not count).</p><p></p><p><em>Medicine DC</em>: A medicine check equal to the poison DC cures the poison if done during the onset period. During escalation, a successful check gives the creature advantage on their saving throws. A failed medicine check cannot be retried unless the healer gets access to new remedies or medicines.</p><p></p><p><em>Legendary Resistance: </em>Creatures with legendary resistance cannot be affected by slow poisons.</p><p></p><p><strong>Poisons</strong></p><p><em>Slow</em></p><p>Onset: 1 minute</p><p>Escalation: 1 hour</p><p>DC: 15</p><p></p><p><em>Virulent</em></p><p>Onset: 5 rounds</p><p>Escalation: 30 minutes</p><p>DC: 18</p><p></p><p><em>Noxious</em></p><p>Onset: 1 round</p><p>Escalation: 1 minute</p><p>DC: 20</p><p></p><p><strong>Example</strong></p><p>A fighter gets hit with a slow poison. After 1 minute, they pass a constitution saving throw (DC 15). After an additional minute, they have to make another save and fail. They take 1 fatigue and now the poison is in escalation. 1 hour after that, they pass another save. 1 hour after that, they fail a save and take 1 fatigue. The process continues for an additional 8 more saves or until the poison is cured.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8411512, member: 5889"] [B]Slow Poison Alternate Version 1[/B] Slow poisons take time to act but are exceptionally lethal. Without treatment, they are almost always fatal. [I]Onset[/I]: After this duration, the person makes a constitution saving throw equal to the poison DC. On a success, the duration resets. On a failure, the creatures takes 1 Fatigue and the poison moves into the Escalation phase. [I]Escalation[/I]: After this amount of time, the person makes a constitution saving throw equal to the poison DC and takes 1 fatigue on a failure. This repeats until the poison is cured or the target has made 10 saving throws (saves during onset do not count). [I]Medicine DC[/I]: A medicine check equal to the poison DC cures the poison if done during the onset period. During escalation, a successful check gives the creature advantage on their saving throws. A failed medicine check cannot be retried unless the healer gets access to new remedies or medicines. [I]Legendary Resistance: [/I]Creatures with legendary resistance cannot be affected by slow poisons. [B]Poisons[/B] [I]Slow[/I] Onset: 1 minute Escalation: 1 hour DC: 15 [I]Virulent[/I] Onset: 5 rounds Escalation: 30 minutes DC: 18 [I]Noxious[/I] Onset: 1 round Escalation: 1 minute DC: 20 [B]Example[/B] A fighter gets hit with a slow poison. After 1 minute, they pass a constitution saving throw (DC 15). After an additional minute, they have to make another save and fail. They take 1 fatigue and now the poison is in escalation. 1 hour after that, they pass another save. 1 hour after that, they fail a save and take 1 fatigue. The process continues for an additional 8 more saves or until the poison is cured. [/QUOTE]
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