Poison, potent
You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
When a creature takes damage from the coated weapon or ammunition, it makes a DC 14 Constitution saving throw or takes 2d8 poison damage and is poisoned until the end of your next turn.
Poison, advanced
You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or takes 2d6 poison damage and is poisoned until the end of your next turn.
Poison, basic
You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
When a creature takes damage from the coated weapon or ammunition, it makes a DC 12 Constitution saving throw or takes 2d4 poison damage and is poisoned until the end of your next turn.
Ether
You can use the chemicals in this flask to soak a rag or other small cloth item. An open flask of ether or an ether-soaked rag retains its potency for 1 minute or until you hit with it. While you are grappling a creature, you may make a special melee weapon attack against it using ether. On a hit, the creature makes a DC 12 Constitution saving throw or fall unconscious. The creature remains unconscious for 1 minute, until it takes damage, or until an action is used to shake or slap the creature awake.
Curare
You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or is stunned until the end of its next turn.