

My best "poison user" so far has been a Moon Druid, that turned into venomous animals. On top of that the number of creatures resistant/immune to poison is very high. but I don't think the rules are not satisfying because it's not balanced within a class so it's balanced with money so the price is exorbitant and not worth doing. There are NPCs with great poisons and a poison user is definitely an arch-type players want to play. It sounds very "Witcher" when I say it out loud, but I think that's the hard part with how they did it.

You choose to know a limited number from a larger list and they could be much more easily balanced. What I mean by that is you have short/long rest abilities that refresh where you concoct different kinds of poisons. I think if the Assassin had a subclass closer to what the Battlemaster does it would have been more satisfying. It's actually not that hard to make poisons, but I guess when you're in a world with a much lower level of education (fantasy settings are usually quasi-medieval) then it's like the quote from Team Fortress 2 "Am I a good demoman? If I wasn't a good demoman I wouldn't be here!". I don't think the rules work in a way that feels good for a player. It deals with required dose, called LD:50 or lethal dose to kill 50% of humans. It's broken down by sections like: natural plant, natural animals, things from under your sink. That said it's out of print, but if you look up "HowDunit" series, you'll find something newer. I recommend "Book of Poisons A Guide for Writers". A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Purple Worm Poison (Injury): This poison must be harvested from a dead or incapacitated purple worm. Once applied, the poison retains potency for 1 minute before drying. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. In combat sense you are running around swinging your weapons the poison slowly drys or is "washed off" by the movement.īasic Poison: You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Meaning the rule of 1 min based on basic poison, could either be a negative effect of such a basic poison or the rule for how poisons work in combat. An injury poison lasts until it wounds or is washed off. Thank you Matthias_von_Schwarzwald for your information.
#Dnd appily point buy full
So in a normal campaign the possibility of anyone picking up a full vial of Purple Worm poison is decently low and buying it, if you could find a seller, would be 2,000 Gp per dose or 1 hit.Īll other balancing is based on how easy the DMs make it available as an drop or trade, etc. Which means every time you kill a Purple Worm (Which is a feat of it's own) you only get 1 dose of poison, or 1 successful hit. However the rules for harvesting involves a DC 20 nature check (p.258 DMG), where you only obtain one dose or 1/3 of a vial. Now there is the case of the Purple Worm Poison (found below) that people could say its to strong for 3 hits. In the case of all poisons, I'm thinking of saying a vial of poison has 3 doses to maintain this rule of 3. Either 3 attacks using one slashing or piercing weapon or three pieces of ammunition. So, I'm thinking, based on the basic poison (found below), that a vial of a poison can cover 3 successful attacks or until 1 min when in combat. Based on what I have read so far there is no real locked down rules for this yet. Ok, so I'm looking at poisons because the assassin in my campaign wants to know how they work.
