[Basic version](https://a5e.tabletopbytheik.nl/compendium/items/poisoners_kit)
**Type:** Misc Tool
**Main Uses:** Harvest poisons from flora and monsters
**[Enchanting](https://a5e.tools/rules/crafting-magic-items):** N/A
**Journey Activities:** [[Harvest Medicinals or Poisons]]
**Xanathar's Skill Bonuses:**
- [[03-Mechanics/6-Ability Scores/History|History]]: Your training with poisons grants you an expertise die when you try to recall facts about infamous poisonings.
- [[03-Mechanics/6-Ability Scores/Investigation|Investigation]] and [[03-Mechanics/6-Ability Scores/Perception|Perception]]: Your knowledge of poisons has taught you to handle those substances carefully, giving you an expertise die when you inspect poisoned objects or try to extract clues from events that involve poison.
- [[03-Mechanics/6-Ability Scores/Medicine|Medicine]]: When you treat the victim of a poison, your knowledge means you have advantage to provide care to your patient.
- [[03-Mechanics/6-Ability Scores/Nature|Nature]] and [[03-Mechanics/6-Ability Scores/Survival|Survival]]: Working with poisons grants you an expertise die to determine which plants and animals are poisonous.
**Xanathar's Other Uses:**
- **Handle Poison.** Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
| Activity | DC |
| --------------------------------- | --- |
| Spot a poisoned object | 10 |
| Determine the effects of a poison | 20 |
# Master Poisoner's Kit
80 gp, 25 lb.
A poisoner’s kit is a favoured resource for thieves, assassins, and those who engage in skullduggery. Knowledge of poisons allows one to create, apply and treat them.
### Components
Thin leather gloves, a case of 12 glass vials with steel caps, a mortar and pestle, glass stirring rods and utensils, a book filled with notes on humanoid biology, a jar of carrier oil, a syringe, glass jars, cheesecloth, a dose of antitoxin, and a reinforced, insulated leather pack.
### Special Uses
**Leech.** You can spend 10 minutes using your poisoner’s kit to automatically extract enough venom from an unconscious or dead creature to fill a single vial. If you attempt to fill a second vial, or if the creature is not unconscious or dead, you must succeed on a Dexterity check using your poisoner's kit versus a DC of 10 + the creature’s challenge rating (rounded down). On a failure, the venom is lost in the collection process. Venom must be extracted from a dead creature no more than1 hour after its death for it to remain potent.