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Common Poisons

Poisons are described on page 257 of the DMG, but homebrew modifications have been made to them for this campaign. The statistics of the most common poisons that exist in Archestria are listed below. Standard prices are listed in the Magic Item Values sheet (Mundane Items tab).  

General rules

There are four types of poisons:
  • Contact. A creature that touches contact poison with exposed skin suffers its effects. Can be applied to any weapon.
  • Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects.
  • Inhaled. These poisons are powders or gases that take effect when inhaled. A single dose fills a 5 ft cube for 1 minute, then dissipates if it isn't fully contained. A creature is subjected to it if it breathes and enters a space containing the poison for the first time in a round. Creatures may choose to hold their breath while moving through inhaled poisons, but must make Concentration saves to maintain the breath-holding, similar to concentrating on a spell. A strong wind blows a poison cloud away immediately.
  • Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects.
  The following house rules are in effect:
  • Poison applied to a weapon or ammunition remains active for 1 hour or until it is inflicted on a creature, after which it loses its potency.
  • Certain poisons can be crafted by characters with poisoner's kit proficiency; see Magic Item Values. Others may be harvested from specific creatures.
  • The rules on gas poisons, described in the "Inhaled" type above.
 

Common poisons

 

Monster venoms

  • Carrion crawler mucus (Contact). When affected: must succeed on a DC 13 Con save or poisoned for 1 minute; repeat save at end of each turn. While poisoned in this way, the creature is paralyzed.
  • Serpent venom (injury). When affected: must succeed on DC 11 Con save or take 10 (3d6) poison damage, or half as much on a success.
  • Wyvern poison (injury). When affected: must succeed on DC 14 Con save or take 21 (6d6) poison damage, or half as much on a success.
  • Purple worm poison (injury). When affected: must succeed on DC 17 Con save or take 35 (10d6) poison damage, or half as much on a success.
  • Artificial poisons

  • Assassin's blood (Ingested). When affected: must succeed on a DC 12 Con save or take 9 (2d8) poison damage and be poisoned for 24 hours. Half damage and no poisoned condition on a successful save.
  • Burnt othur fumes (Inhaled). When affected: must succeed on a DC 13 Con save or take 10 (3d6) poison damage, or half as much on a success.
  • Drow poison (Injury). When affected: must succeed on a DC 13 Con save or be poisoned for 1 hour. If the save fails by 5 or more, the creature is also unconscious (asleep) while poisoned this way.
  • Malice (inhaled). When affected: must succeed on a DC 14 Con save or be poisoned and blinded for 1 hour. Repeat save at end of each turn; after three successes, the effect is removed.
  • Midnight tears (ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. When affected: must succeed on a DC 17 Con save or take 31 (9d6) poison damage, or half as much on a success.
  • Oil of taggit (contact). When affected: must succeed on DC 13 Con save or become poisoned and unconscious (asleep) for 1 minute.
  • Torpor (ingested). When affected: must succeed on DC 15 Con save or be poisoned and incapacitated for 7 + 2d6 hours. Doesn't affect a creature immune to stun.
  • Truth serum (ingested). When affected: must succeed on DC 13 Con save or become poisoned for 1 hour. While poisoned, the creature is under the effect of the zone of truth spell, and cannot lie.
  • Other poisons


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