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Poisons

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

Poisons come in the following four types:
Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. The dose can be delivered in food or a liquid.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Poisons:

Name Type Cost per dose Description
Assassins Blood Ingested 15 gp A creature subjected to this poison must make a DC 10 Constitution saving throw.
On a failed save, it takes 6 (1d12) poison
damage and is poisoned for 24 hours. On a successful save,
the creature takes half damage and isn't poisoned.
Burnt Othur Fumes Inhaled 50 gp A creature subjected to this poison must succeed on a DC 13 Constitution saving
throw or take 10 (3d6) poison damage, and must repeat the saving throw at the
start of each of its turns. On each successive failed save, the character takes
3 (1d6) poison damage. After three successful saves, the poison ends.
Carrion Crawler Mucus Contact 20 gp This poison must be harvested from a dead or incapacitated carrion crawler.
A creature subjected to this poison must succeed on a DC 13 Constitution
saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed.
The creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Drow Poison Injury 20 gp This poison is typically made only by the drow, and only in a place far removed
from sunlight. A creature subjected to this poison must succeed on a DC 13
Constitution saving throw or be poisoned for 1 hour. If the saving throw fails
by 5 or more, the creature is also unconscious while poisoned in this way.
The creature wakes up if it takes damage or if another creature
takes an action to shake it awake.
Essence of Ether Inhaled 20 gp A creature subjected to this poison must succeed on a DC 15 Constitution saving
throw or become poisoned for 8 hours. The poisoned creature is unconscious.
The creature wakes up if it takes damage or if another creature takes an action
to shake it awake.
Malice Inhaled 25 gp A creature subjected to this poison must succeed on a DC 15 Constitution saving
throw or become poisoned for 1 hour. The poisoned creature is blinded.
Midnight Tears Ingested 150 gp A creature that ingests this poison suffers no effect until the stroke of midnight.
If the poison has not been neutralized before then, the creature must succeed
on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a
failed save, or half as much damage on a successful one.
Oil of Taggit Contact 40 gp A creature subjected to this poison must succeed on a DC 13 Constitution saving
throw or become poisoned for 24 hours.
The poisoned creature is unconscious. The creature wakes up if it takes damage.
Pale Tincture Ingested 25 gp A creature subjected to this poison must succeed on a DC 16 Constitution saving
throw or take 3 (1d6) poison damage and become poisoned. The poisoned
creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison
damage on a failed save. Until this poison ends, the damage the poison deals
can't be healed by any means. After seven successful saving throws,
the effect ends and the creature can heal normally.
Purple Worm Poison Injury 200 gp This poison must be harvested from a dead or incapacitated purple worm.
A creature subjected to this poison must make a
DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a
failed save, or half as much damage on a successful one.
Serpent Venom Injury 20 gp This poison must be harvested from a dead or incapacitated giant
poisonous snake. A creature subjected to this poison must succeed on a
DC 11 Constitution saving throw, taking 10 (3d6) poison damage
on a failed save, or half as much damage on a successful one.
Torpor Ingested 60 gp A creature subjected to this poison must succeed on a DC 15 Constitution
saving throw or become poisoned for 4d6 hours.
The poisoned creature is incapacitated.
Truth Serum Ingested 15 gp A creature subjected to this poison must succeed on a DC 11
Constitution saving throw or become poisoned for 1 hour.
The poisoned creature can't knowingly speak a lie, as if under
the effect of a zone of truth spell.
Wyvern Poison Injury 120 gp This poison must be harvested from a dead or incapacitated wyvern.
A creature subjected to this poison must make a DC 15
Constitution saving throw, taking 24 (7d6) poison damage on a failed save,
or half as much damage on a successful one.

Crafting and Harvesting Poison:

During downtime between adventures, a character can use the crafting rules in the Player's Handbook to create basic poison if the character has proficiency with a poisoner's kit. At your discretion, the character can craft other kinds of poison. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure. T   Crafted poisons:
NameTypeBrew DCDescription
Basic poison Injury 10 You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d6 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Better poison Injury 15 You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 15 Constitution saving throw or take 3d6 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Expert poison Injury 20 You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 5d6 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Toxic Variant Inhaled or injested 20 An expert poison variant can be modified to act upon inhalation or injestion, instead of damage, other effects can be selected:
Weakening - A creature affected by the poison becomes poisoned for 1d4 minutes if it fails a DC 15 constitution saving throw.
Sleeping - A creature affected by the poison gains a point of exhaustion if it fails a DC 15 constitution saving throw.


A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner's kit applies to this check if the character doesn't have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison.

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