Base Poisons
any one with a poisoner's kit proficiency can craft these.
Assassin's blood, worth 150 GP market value
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. created through Toxic algae known as red tide and simple reagents found in any poisoners kit this red compound with a sweet after taste can be put in any food or drink.
Drow Poison, worth 200 GP market value
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. Generally made from Drider and giant spider venom this viscous dark liquid can coat weapons to cause a additional sting but when exposed to sunlight turns corrosive then bursts into flames destroying any non magical or silvered weapons (this strips the silver from the weapon) coated in the poison.
Torpor, worth 600 GP market value
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. This reduced Tree sap from tropical areas takes many days (1d6+2) to harvest and then takes another day to reduce in a poisoners kit before the thick liquid be put into food or drinks. the Sap has a bitter taste but a spoon of sugar (normally added by the maker before added to a drink or food or sold) can mask the flavor.
Pale tincture, worth 250 GP market value
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. This unlike most poisons can effect undead creatures as it is made from a white mold (known as bone dust) infused with necromancer magic. it can be found in grave yards where necromancers spells have been cast recently also any caster who knows the animate dead can cast it any moss to create the white mold known as bone dust.
Oil of Taggit, worth 400 GP market value
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. on contact with this viscous oil made from a mucous excreted by eels known as Taggits and then refined into a translucent oil using a poisoners kit.
Midnight tears, worth 1200 GP market value
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. Made from rare orchids found most commonly in the under-dark known as Midnight kiss this rare poison is made from extract from this plant. many people have attempted to grow Midnight kiss is mass or above ground but all current attempts have failed and so this poison is incredibly rare and valuable. but as the process of extracting Midnight tears from Midnight kiss is non destructive there is a monopoly on the few plants that have been found.
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