# Poisoner *Source: Player's Handbook (2024) p. 206* **Prerequisite**: 4th You gain the following benefits. **Ability Score Increase.** Increase your Dexterity or Intelligence by 1, to a maximum of 20. **Potent Poison.** When you make a damage roll that deals Poison damage, it ignores [Resistance](/Rules/Source/variant-rules/resistance-xphb.md) to Poison damage. **Brew Poison.** You gain proficiency with the [Poisoner's Kit](/Rules/Source/items/poisoners-kit-xphb.md). With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your [Proficiency Bonus](/Rules/Source/variant-rules/proficiency-xphb.md). As a [Bonus Action](/Rules/Source/variant-rules/bonus-action-xphb.md), you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your [Proficiency Bonus](/Rules/Source/variant-rules/proficiency-xphb.md)) or take `dice:2d8|noform|noparens|avg` (`2d8`) Poison damage and have the [Poisoned](/Rules/Source/conditions.md#Poisoned) condition until the end of your next turn.