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Help me craft poison
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<blockquote data-quote="CydKnight" data-source="post: 7165390" data-attributes="member: 6873462"><p>I try not to get too crazy with harvesting creature poisons. If it is already Poison when harvested, then there is no crafting necessary. If they can make the successful check to harvest the poison and they have something reasonable to contain it, then you have the Poison. I typically allow 3 uses per vial for dipping weapons or using to poison things like food, drink, etc.</p><p></p><p>The Poisoner's Kit lets you add your Proficiency Bonus when crafting or using poisons. With this kit you can craft <em>basic</em> poisons under the 5E Crafting Rules/Guidelines. There is a list of different poisons with descriptions in the DM's Guide but my interpretation of this is that you could not use it to craft poisons unique to specific creatures (Carrion Crawler, Wyvern, Purple Wyrm, etc.)</p><p></p><p>In my current campaign I would also not allow Drow's Poison unless the character is a Drow or has something reasonable in it's background that makes it possible. Otherwise, they will have to stumble upon some Drow Poison and make a check to reverse engineer it (perhaps with disadvantage for unfamiliarity), or they will have to learn it from a Drow Assassin proficient in crafting this type of poison.</p><p></p><p>Craftable Poison's in my campaigns like <em>Assassin's Blood</em> can be crafted if the ingredients are readily available or already in possession. What those ingredients are and whether they are readily obtainable is going to largely be up to the DM. You may also want to limit the number of Poisons a character can craft at certain levels. Maybe start them off with knowing how to craft 2 then allow them to progress 1 per level or something like that.</p></blockquote><p></p>
[QUOTE="CydKnight, post: 7165390, member: 6873462"] I try not to get too crazy with harvesting creature poisons. If it is already Poison when harvested, then there is no crafting necessary. If they can make the successful check to harvest the poison and they have something reasonable to contain it, then you have the Poison. I typically allow 3 uses per vial for dipping weapons or using to poison things like food, drink, etc. The Poisoner's Kit lets you add your Proficiency Bonus when crafting or using poisons. With this kit you can craft [I]basic[/I] poisons under the 5E Crafting Rules/Guidelines. There is a list of different poisons with descriptions in the DM's Guide but my interpretation of this is that you could not use it to craft poisons unique to specific creatures (Carrion Crawler, Wyvern, Purple Wyrm, etc.) In my current campaign I would also not allow Drow's Poison unless the character is a Drow or has something reasonable in it's background that makes it possible. Otherwise, they will have to stumble upon some Drow Poison and make a check to reverse engineer it (perhaps with disadvantage for unfamiliarity), or they will have to learn it from a Drow Assassin proficient in crafting this type of poison. Craftable Poison's in my campaigns like [I]Assassin's Blood[/I] can be crafted if the ingredients are readily available or already in possession. What those ingredients are and whether they are readily obtainable is going to largely be up to the DM. You may also want to limit the number of Poisons a character can craft at certain levels. Maybe start them off with knowing how to craft 2 then allow them to progress 1 per level or something like that. [/QUOTE]
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