Poisoning
Proficiency with Poisoning allows you to purchase these two highly specialized piece of equipment:
Alchemist’s Station (50gp): contains a modest chest, vials, varied collection of glassware, a small stove-top, and leather smock, gloves and reagents. Proficiency in Poisoning allows you to take toxic and poisonous substances and allows you to both alter their delivery vector, and apply them to weapons. It does not give you proficiency in Sleight of Hand to slip it into drinks or similar. Altering a poisons vector requires a d20 rolls, adding your Intelligence Modifier + Proficiency bonus for Poisoning.
Poisoner’s Kit (3gp): A small pouch filled with various vials to contain pre-made poisons, a brush and injector to apply the poison, and gloves and googles to protect the user while applying. Poisons cannot be fabricated or created using this kit, but it does provide a cheaper and more compact piece of equipment for applying poisons to weapons. Coating a weapon or 10 pieces of ammunition in poison does not require a d20 roll as the ability is assumed core competency. The weapon can be used for only 10 attack rolls before the dose of poison is considered diluted or ruined enough for the effects. Add your proficiency bonus to the save DC of the poison, as their potency increases as your skill does.
Beginner Poisons
These poisons are extremely common to black-market traders and require exceedingly easy techniques to create, therefore are suitable for mass-production. All of the ingredients are plentifully available from suppliers and can last a long time before the potency is reduced.
Swamp's Wrath: (DC 6) [Oleander Petals; 2gp, Glass Vial; 6sp, Aqua Vitae; 2sp, Cat Oil; 5cp] Oleander is a corrosive herb that attacks the vitality of tissue it's exposed to, requiring an open wound for maximum affect. Mix the crushed petals with aqua vitae and purify with an alchemical flame into a dense paste, mix with cat oil for maximum adhesion and vacuum seal in glass vial. Adds 1d4 poison damage to a piercing or slashing weapon attacks.
Warrior's End: (DC 8) [Carrion Mucus; 3gp, Doll's Eye Berries; 5sp, Glass Vial; 6sp, Aqua Vitae; 2sp, Cat Oil; 5cp] Uses the paralyzing properties of Carrion Crawlers to affect the muscles of the target. Crush the berries and mix with carrion mucus, then thin with Aqua Vitae before mixing with cat oil and putting in the glass vial. When added to a piercing or slashing weapon attack, the target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they have disadvantage on all Strength-based rolls for the next hour.
Tumble Ear: (DC 8) [Dire-Bear Blood; 2gp, Willow Bark; 5sp, Glass Vial; 6sp, Aqua Vitae; 2sp, Cat Oil; 5cp] Uses the ototoxic properties of willow bark with an enhancement of Dire-Bear blood, mixing with Aqua Vitae to make homogeneous, then mix with Cat Oil to a thickened paste and putting in the glass vial. When added to a piercing or slashing weapon attack, the target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they have disadvantage on all Dexterity-based rolls for the next hour.
Healer's Bane: (DC 8) [Ghoul Flesh; 3gp, Glass Vial; 6sp, Aqua Vitae; 2sp, Cat Oil; 5cp] Uses ghoul flesh and dilutes with aqua vitae and an alchemical flame to thicken and form a thin black layer of fat-like fluid. Take and mix with cat oil and put within the glass vial. When added to a piercing or slashing weapon attack, the target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they have disadvantage on all Constitution-based rolls for the next hour.
Sandman: (DC 10) [Jackalwere Eye; 5gp, Aqua Vitae; 2sp, Essence of Fire; 5gp, Iron Flask; 1gp, Aerosoliser; 9sp] Blend a Jackalwere eye, making sure to scrape the inner portions thoroughly. Mix with aqua vitae and boil with alchemical fire, then prime with the aerosoliser and put within the iron flask. When thrown, explodes into a 15ft radius of thin smoke, and the targets that breath it must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they have disadvantage on all Intelligence-based rolls for the next hour, and if they are an Intelligence based caster creatures have advantage against their spells.
Bloodmist: (DC 10) [Gold Cap Mushrooms; 6gp, Aqua Vitae; 2sp, Essence of Fire; 5gp, Iron Flask; 1gp, Aerosoliser; 9sp] Chop up the mushrooms, and steep in the aqua vitae overnight. When finished prime with the aerosoliser and put within the iron flask. When thrown, explodes into a 15ft radius of thin smoke, and the targets that breath it must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they have disadvantage on all Wisdom-based rolls for the next hour, and if they are a Wisdom based caster creatures have advantage against their spells.
Skinflame: (DC 10) [Hellebore; 8gp, Aqua Vitae; 2sp, Essence of Fire; 5gp, Iron Flask; 1gp, Aerosoliser; 9sp] Chop up the Hellebore, and mix with aqua vitae and an alchemical flame. When finished prime with the aerosoliser and put within the iron flask. When thrown, explodes into a 15ft radius of thin smoke, and the targets that breath it must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they have disadvantage on all Charisma-based rolls for the next hour, and if they are a Charisma based caster creatures have advantage against their spells.
Intermediate Poisons
These poisons are more uncommon, at very least because of the rarity of their ingredients or the potions tendency to age poorly in storage. They have slightly more difficult techniques, that while easy enough to complete for even a fletchling poisoner they do have a failure rate that makes them uneconomical for most blackcrafters in the end.
Zehir's Blessing: (DC 12) [Giant Snake Venom; 5gp, Mandrake Root; 1gp, Glass Vial; 6sp, Cat Oil; 5cp] Takes the venomous properties of snake venom and delays the speed of damage. Crush the root and wash in snake venom, then mix with cat oil into a dense paste and put in the glass vial. Target who fails against the poison takes 3d6 damage. At the start of their turn for the next minute they must save or take an additional 3d6 poison damage.
Brightwater: (DC 14) [Bloodwort; 5gp, Squid Ink; 5sp, Satyr Seed; 2gp, High-Quality Wine; 1gp, Crystal Vial; 1gp, Aqua Vitae; 3sp, Silver Charm 2sp] Use Satyr seed and Squid Ink to steep the Silver Charm. Add Bloodwort Sap to the Wine. Place within 60 feet of a couple making love. Once complete the charm will glow pink, rinse with Aqua Vitae and add to the wine. Place charm on the outside of the vial. A target that consumes or inhales the vapor of this mixture will become Charmed by you for the next 2 hours.
Reaper's Mantle: (DC 14) [Essence of Death; 10gp, Umber Hulk Chitin; 2gp, Glass Vial; 6sp, Aqua Vitae; 2sp, Whale Oil; 5sp] Use the umber hulk chitin and mix with essence of death, grind the mixture and steep in aqua vitae until grey in colour. Mix with whale oil and put in the glass vial. When added to a piercing or slashing weapon attack, the target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they are Frightened of you for the next hour.
Essence of Taggit: (DC 16) [Cave Spider Venom; 14gp, Living Wood; 7sp, Glass Vial; 6sp, Aqua Vitae; 2sp, Whale Oil; 5sp] Steep the wood in the aqua vitae, and mix with spider venom. Take mixture and subject with alchemical flame to thicken. Mix with whale oil and put in the glass vial. When added to a piercing or slashing weapon attack, the target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they are Blinded for the next 10 minutes.
Certa Mors: (DC 16) [Wight Flesh; 18gp, Glass Vial; 6sp, Aqua Vitae; 2sp, Whale Oil; 5sp] Uses wight flesh and dilutes with aqua vitae and an alchemical flame to thicken and form a thin black layer of fat-like fluid. Take and mix with whale oil and put within the glass vial. When added to a piercing or slashing weapon attack, the target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they are Stunned for 1 minute. They can make repeated saving throw at the end of each of their turns.
Drow's Strike: (DC 18) [Slyph's Dust; 18gp, Mercy’s Lily; 4gp, Witch’s Hex; 3sp; Glass Vial, 6sp, Aqua Vitae; 2sp, Whale Oil; 5sp] Use the Lily’s bulbous root, and mash it with the berries of Witch’s Hex under the light of a full moon. Place within butcher’s cloth with Slyph's dust and wash with Aqua Vitae into the glass vial. Burn with an alchemical flame to thicken and form a thin green layer of fat-like fluid. Take and mix with whale oil and put within the glass vial. When added to a piercing or slashing weapon attack, the target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they fall Unconscious for 1 hour. They can make repeated saving throws if another creature spend an action to wake them or they are subject to damage.
Advanced Poisons
Made from extremely reactive and dangerous substances, these advanced poisons usually have to be harvested by their users and require magical forms of preservation to stop their spoiling. They are not usually for sales but if they do it’s more an auction than general sale.
Elemental Bile: (DC 20) [Wyvern Venom; 22gp, Mandrake Root; 1gp, Elemental Essence; 5gp, Glass Vial; 6sp, Whale Oil; 5cp] Takes the strong venomous properties of wyvern venom twist it into damaging the physiology of the target. Crush the root and wash in wyvern venom, mix with Elemental Essence then mix with whale oil into a dense paste and put in the glass vial. Depending on the type of element used, the poison will either remove resistance to that element, or grant vulnerability to it.
Wasp's Nest: (DC 22) [Rot Grubs; 15gp, Essence of Death; 10gp, Dire-Wasp Larvae; 2gp, Rothe Oil; 5gp, Crystal Vial; 1gp] Grind the rot grubs in the essence of death, then filter with a sieve to avoid any living rot grubs of rot grub flesh. Mix in wasp larvae and seep in the essence for 2 hours, then mix with rothe oil and put in the vial. When target dies, they corpse explodes in a swarm of killer wasps. Everything within 20ft of the corpse must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they are Poisoned.
Pale Tincture: (DC 22) [Rakshasa Claw; 26gp, Essence of Death; 10gp, Crystal Vial; 1gp, Aqua Vitae; 3sp, Rothe Oil; 5gp] Grind up the Rakshasa claws, mix with aqua vitae and thicken with alchemists fire. Add the mixture to essence of death and rothe oil and put in the vial. The target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they cannot heal any damage in the next 24 hours, or gain the benefits of a long rest in that time.
Mage's End: (DC 24) [Hellebore; 8gp, Bryonia; 11gp, Lavender; 2gp, Aqua Vitae; 2sp, Essence of Water; 5gp, Essence of Storms; 5gp, Essence of Stone; 5gp, Essence of Fire; 5gp, Iron Flask; 1gp, Aerosoliser; 9sp] Chop up the flowers and steep in the aqua vitae overnight. When finished, wash in each of the essences, making sure to stop on each colour change. Prime with the aerosoliser and put within the iron flask. When thrown, explodes into a 15ft radius of thin smoke, and the targets that breath it must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they are silenced until their next short rest.
Truth Serum: (DC 24) [Aasimar Blood; 40gp, Bloodwort; 5gp, Squid Ink; 5sp, Crystal Vial; 1gp, Aqua Vitae; 3sp, Rothe Oil; 5gp] Mix aasimar blood with squid ink and steep a bloodwort in it. Subject to alchemical flame to thicken, then mix with rothe oil. When added to a piercing or slashing weapon attack, the target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they are compelled to tell the truth, and to answer questions posed to them for the next minute. These answers are usually short and can be misleading, as they fight to not answer.
Masterclass Poisons
The most infamous of poisons, told in legend and rarely successfully produced.
Midnight Oil: (DC 26) [Purple Worm Toxin; 50gp, Griffin Blood; 4gp, Rothe Oil; 5gp, Crystal Vial; 1gp] Takes the venomous properties of wyvern venom and enhances the speed of damage. mix the purple worm toxin and and griffin blood, then mix with rothe oil into a dense paste and put in the crystal vial. The target must make a saving throw at midnight. They take 6d4 damage if they fail, and each round the poison increases in power, going toi 6d6, 6d8, 6d10, 6d12, and eventually 6d20 for the next minute.
Jester's End: (DC 28) [Faerie Dragon Dust; 20gp, Liquid Joy; 15gp, Slaadi Tadpole; 20gp, Aqua Vitae; 2sp, Cendriane Vial, 1gp] Pulverise the tadpole, and steep in liquid joy over a week. Take the pinkish layer and mix with faerie dust, thin with aqua vitae and put in vial. The target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they are Incapacitated with laughter. If failed again they are Unconscious.
Gorgon's Touch: (DC 28) [Gorgon Oil; 40gp, Medusa Eyes; 20gp, Basilisk Tongue; 10gp, Cockatrice Beak 5gp, Aqua Vitae; 2sp, Cendriane Vial, 1gp] Take the oil of a gorgon, mix with crushed eyes and tongue and powdered beak. The target must make a Constitution DC 8 + Intelligence Modifier + your Proficiency Bonus, if failed they are Restrained. If failed again they are Petrified.
Inevitable End: (DC 30) [Essence of Death; 10gp, Spring Water; 1sp, Cendriane Vial; 5gp] Unknown Process. This poison works on celestials, undead, even fiends.