Antiapothecary
You have a knack for crafting and harvesting poisons. The saving throw DC against your crafted poisons is calculated as 8 + your proficiency bonus + your Wisdom or Intelligence modifier (your choice when you pick this feat). You gain the following benefits:
- You gain proficiency with the poisoner's kit if you don't already have it. Every time you take a long rest, you may use whatever ingredients you can muster to create a number of basic poisons equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, this poison retains its potency for 1 minute or until you hit with the piece of ammunition, or hit with the weapon a total of 3 times.
- You can apply poison to a weapon or up to three pieces of ammunition as a bonus action, instead of an action.
- Using your Poisoner’s Kit, you can prepare and have ready a number of doses of poison you have crafted or harvested equal to double your proficiency bonus per long rest.
- When you make a damage roll with a poison you have crafted or harvested that deals poison damage, it ignores resistance to poison damage. If you have crafted or collected a type of poison that deals another damage type, the damage rolls for that poison also ignores any relevant damage resistances.
At your DM’s discretion, you may craft better poisons as a downtime activity, bettering your chances of creating something more powerful depending on time, resources, and luck spent. Doing so requires a Poisoner’s Station that can be created in a well ventilated area using two sets of Poisoner’s Kits (2*50gp), a copper-bottomed steel cauldron (20gp), a bellows (1gp), and a small hearth (5gp).
Basic poison: This poison deals 1d4 + Wis or Int modifier poison damage, increasing by 1d4 when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4). When a creature takes damage from a weapon or ammunition coated in this poison, that creature must succeed on a Constitution saving throw or become poisoned until the end of your next turn.