Darkmoore's Grimoure: A Study on Poisons
Within this deathly journal:
· This book is extremely cold to the touch, and though it is not too thick, the contents within hold some of the secrets of death. There are various drawings that all indicate various ingredients that are necessary to create such concoctions.
· There are various poisons and their ingredients and how to successfully apply them. Here are the poisons:
Crafter Save DC = 8 + Proficiency bonus + Intelligence Modifier If crafted by oneself. If bought, then use suggested DC
1. Essence of Aether:
Ingredients: 3 drops of melted silver, 1 stinger of a “mankiller scorpion”, 1 fang of a “phase Spider”.
Effects: Regardless how this poison is applied to the victim, the target will receive psychological damage, of which will leach into the soul. If not cured in time, the victim soul will have no chance of finding its resting place, for it will be destroyed outright.
DND Stats: The target will need to make a Wisdom Save DC 18 on the first effect or take 4d10 psychic damage and 1d6 wisdom damage. After 10 minutes, regardless of the first save or failure, the target must make a con save dc 20 or take 4d10 poison damage and 1d10 str and con damage. After an hour, regardless of the first and second save, the target must roll another wisdom save dc 20 or die outright, with the soul being destroyed.
BREWING: 3 successful Poisoner’s Kit checks over the course of 3 days (DC 15)
2. Nitharit:
Ingredients: 1 Bloodlust mushroom, 1 drop of drow blood, Essence of adorite
Effects: The victim of this poison will not feel anything initially, but when all seems quiet and the body has forgotten about its pending doom, the poison will activate. Let us hope that the victim’s body can withstand such a torment. If not, all the better.
DND Stats: The target of this poison (Which must be consumed), will not feel anything for the first 8 hours. Afterwards, the target must make a DC 16 con save every hour or take 3d6 con damage.
Brewing: 2 successful poisoner’s kit checks over the course of 2 days (DC 15) 3. Fyn’alin’s Folly
Ingredients: 10 milliliters of eldritch blood, 1 fang of a vampire, 3 crushed rubies (For taste)
Effects: The creator of this peculiar poison enjoyed causing pain and suffering on a much different scale. Fyn’alin’s Folly was created for the purposes of driving someone, or something, completely mad. So far would the madness sink into the victim that all allies, enemies and bystanders would be seen as threats. The target will then fly into a bloodthirsty frenzy, killing all those around it. Though I do not particularly enjoy this kind of thing, I find it rather fascinating.
DND Stats: The target of this effect (Which must be administered through the lungs) will suffer awful visions of coming doom that all result in the target’s death. Thus, after an hour of first contact, the victim will need to make a wisdom saving through dc 15 or suffer 1d10 wisdom damage, and inherit a permanent madness, which causes the victim to see all and everyone as a hostile creature. If the target survives after 4 hours, it must make another DC 15 wisdom save or fall into a comma (requiring a remove curse spell).This poison cannot be purchased, for Fyn’alin was not one who shared his creations.
Brewing: 4 successful Poisoner’s Kit checks over the course of 1 week (DC 18)
4. Will-Sapping Dust (Inhaled).
DND Stats: A creature subjected to this poison must make a Constitution saving throw vs DC [crafter's save DC; suggest 8 + prof bonus + Int mod] or dc 15 if purchased. On a failed save, the creature suffers the poisoned condition for the next hour. While poisoned in this way, the creature has disadvantage on Wisdom saving throws.
Modifications: Extend time of poisoned condition to 24 hours if the delivery method is changed to ingested
BREWING: 1 successful Poisoner’s Kit check over the course of 1 day (DC 13)
5. Fangs of Time (Injury).
DND Stats: A creature subjected to this poison takes 3d12 poison damage and must make a Constitution saving throw vs DC [crafter's save DC; suggest 8 + prof bonus + Int mod] or dc 18 if purchased. On a failed save, the creature suffers the poisoned condition for 1 minute. While poisoned in this way, the creature's speed is halved, and it can either take an action or a bonus action, but not both.
Modifications: Potentially consider exchanging the "it can take an action or a bonus action, but not both" language with either "the creature's Armor Class is lowered by 2" or "attacks directed at the poisoned creature have advantage"
Brewing: 3 successful Poisoner’s Kit checks over the course of 3 days (DC 15)
6. Fool's Root (Inhaled).
DND Stats: A creature subjected to this poison must make a Constitution saving throw vs DC [crafter's save DC; suggest 8 + prof bonus + Int mod] Dc 13 if purchased. On a failed save, the creature suffers the poisoned condition for 1 hour. While poisoned in this way, the creature automatically fails Investigation checks to discern illusions, and has disadvantage on Wisdom (Perception) and Wisdom (Insight) checks as they hallucinate reactions from the people they speak to that lead them to incorrect conclusions.
Modifications: Consider changing the poisoned condition result to "disadvantage on all saving throws to resist fear-based effects."
Suggested Price: 600 gps (1 use)
BREWING: 3 successful Poisoner’s Kit checks over the course of 1 week
7. Black Scourge (Contact).
DND Stats:This slimy toxin kills any nonmagical plant it comes into contact with; one vial contains enough to cover all plants in a 10-foot cube. Any plant creature that touches this poison must make a DC 17 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much on a success. This poison treats plant creatures that are immune to poison damage as if they only had resistance.
BREWING: 1 Vres’Aleen Mushroom, 2 pinches of Black Dust, 5 petals of the Lochlin flower 8. Boggart’s Mischief (Inhalation).
DND Stats: A creature that breathes in this poison must make a DC 13 Intelligence saving throw or be poisoned for 1 minute. While poisoned, the target suffers an additional effect, determined by rolling 1d6 on the following table:
Brewing: 1 strand of Boggart’s hair, 2 pinches of sapphire Dust
9. Caustic Fog (Contact).
DND Stats: This poison must be delivered into an enclosed space via a misting device. One dose can fill a volume up to 5,000 cubic feet. When deployed, it takes 10 minutes for the fog to reach effective concentrations, and then persists for up to 1 hour if not displaced by fresh air. A creature exposed to this gas must make a DC 15 Constitution saving throw or lose the benefit of any natural armor they may have for as long as they remain in the fog -- creatures without natural armor are not affected by this poison.
Brewing: 1 Incense cube of Doredian fume
10. Concentrated Euphoria Gas (Inhaled).
DND Stats: This smoky gas, exhaled by faerie dragons, shifts color constantly, casting a prismatic glow on everything around it. Each creature that inhales it must make a DC 16 Constitution saving throw or be poisoned for 1 minute. The creature can’t take actions, bonus actions, or reactions and must roll a d4 on the table below to determine their behavior. The poisoned creature can reattempt the saving throw again at the end of each of their turns, ending the effect on a successful save.
Brewing: crushed rubies worth 50 gps, 1 rat tail, crushed diamonds worth 200 gps
11. Fairy Sugar (Ingested).
DND Stats: This bittersweet powder, made from dried mushrooms, causes painful stomach cramps in its victims. A humanoid subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour (creatures other than humanoids suffer no ill effect). While poisoned, the target’s base movement speed is halved. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Brewing: 1 stock of a Crimson sugarcane, 1 fairy wing, 1 petal of a rubyring plant
12. Fog of Mirages (Inhaled).
DND Stats: A creature subjected to this poison must succeed on a DC 15 Intelligence saving throw or be poisoned for 10 minutes. The poisoned creature perceives a false image of their immediate surroundings, as if a hallucinatory terrain spell had been cast, centered on the creature. The creature that made the poison can set general tones and themes for what the false images will contain, but the bulk of what a victim sees is drawn from their own subconscious. The GM determines exactly what images appear. The creature can repeat the saving throw once per minute, ending the effect on a success.
Brewing: 1 vial of Lorehaven extract, essence of a soul root
13. Heartfreeze (Ingested).
DND Stats: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be poisoned for 10 minutes. The poisoned creature is paralyzed. The creature can repeat the saving throw once each minute, ending the effect on a success. If the creature is paralyzed by this poison for the full 10 minutes, it suffers a heart attack and drops to 0 hit points.
Brewing: 2 stocks of the Icerym flower, 1 vial of liquid silver
14. Lies Serum (Ingested).
DND Stats: 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 tell the truth, even if another spell or effect would force them to.
Brewing: 4 tears of a succubus, crushed emerald
15. Mindwhisper (Inhalation).
DND Stats: This fine powder stings slightly when inhaled. A creature exposed to it must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned, the victim has disadvantage on Wisdom saving throws against spells or effects that would force them to take a specific course of action.
BREWING: a drop of purple ink, 2 feathers of a Roc
16. Night Terror (Injury).
DND Stats: This poison, derived from the venom of the rainbow rabbit, reveals its true nature when night falls. A creature exposed to it must succeed on a DC 12 Constitution saving throw or be poisoned for 24 hours. While poisoned, the creature cannot benefit from taking a long rest. However, all of the effects of this poison are suppressed if the victim is in direct sunlight.
Brewing: a piece of a stone taken from a fallen city in the shadowfell, 1 finger of a shadar-kai
17. Queen’s Poison (Contact).
DND Stats: A creature subjected to this poison must succeed on a DC 19 Constitution saving throw, taking 65 (10d12) poison damage on a failed save, or half as much on a successful one. This poison is one of the only poisons that bypasses resistances and immunities
Brewing: 1 piece of a fallen meteor of 1 of the moons of Zycore, 5 small carved quartz crystals. Needs to be brewed by royalty
18. Quintessence (Injury).
DND Stats: This ineffable extract fizzes and sparkles with otherworldly power. A creature subjected to it must succeed on a DC 15 Charisma saving throw or be poisoned for 1 minute. At the start of each of its turns, the poisoned creature is teleported to a random Plane. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Brewing: 3 bloodhawk fangs, 2 essences of an air elemental, 1 feather of a Deva
19. Sleeping Poison (Injury).
DND Stats: This poison, brewed mainly by sprites, induces a brief, pleasant sleep. Fey creatures often use it to incapacitate big folk who trespass in their realms. A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the result of the saving throw is 5 or lower, the creature also falls unconscious for 5 years, constantly dreaming of being within the feywild
Brewing: 1 drop of drow poison, 1 tear of a pixy. 3 wings of sprites
20. Vision Cap (Ingested).
DND Stats: This visually unremarkable fungus makes it difficult to tell illusion from reality. A creature that consumes this poison must succeed on a DC 13 Constitution saving throw or suffer the hallucinating condition (see below) for 1 hour.
21. Water of Darkness (Contact).
DND Stats: This jet-black liquid smells horrendous and contains enough evil to make nearby paladins feel faint. When a creature is subjected to this poison, it must make a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target’s hit point maximum is reduced by 14 (4d6) and if it has the Regeneration trait, that ability does not function. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
· This book is extremely cold to the touch, and though it is not too thick, the contents within hold some of the secrets of death. There are various drawings that all indicate various ingredients that are necessary to create such concoctions.
· There are various poisons and their ingredients and how to successfully apply them. Here are the poisons:
Crafter Save DC = 8 + Proficiency bonus + Intelligence Modifier If crafted by oneself. If bought, then use suggested DC
1. Essence of Aether:
Ingredients: 3 drops of melted silver, 1 stinger of a “mankiller scorpion”, 1 fang of a “phase Spider”.
Effects: Regardless how this poison is applied to the victim, the target will receive psychological damage, of which will leach into the soul. If not cured in time, the victim soul will have no chance of finding its resting place, for it will be destroyed outright.
DND Stats: The target will need to make a Wisdom Save DC 18 on the first effect or take 4d10 psychic damage and 1d6 wisdom damage. After 10 minutes, regardless of the first save or failure, the target must make a con save dc 20 or take 4d10 poison damage and 1d10 str and con damage. After an hour, regardless of the first and second save, the target must roll another wisdom save dc 20 or die outright, with the soul being destroyed.
BREWING: 3 successful Poisoner’s Kit checks over the course of 3 days (DC 15)
2. Nitharit:
Ingredients: 1 Bloodlust mushroom, 1 drop of drow blood, Essence of adorite
Effects: The victim of this poison will not feel anything initially, but when all seems quiet and the body has forgotten about its pending doom, the poison will activate. Let us hope that the victim’s body can withstand such a torment. If not, all the better.
DND Stats: The target of this poison (Which must be consumed), will not feel anything for the first 8 hours. Afterwards, the target must make a DC 16 con save every hour or take 3d6 con damage.
Brewing: 2 successful poisoner’s kit checks over the course of 2 days (DC 15) 3. Fyn’alin’s Folly
Ingredients: 10 milliliters of eldritch blood, 1 fang of a vampire, 3 crushed rubies (For taste)
Effects: The creator of this peculiar poison enjoyed causing pain and suffering on a much different scale. Fyn’alin’s Folly was created for the purposes of driving someone, or something, completely mad. So far would the madness sink into the victim that all allies, enemies and bystanders would be seen as threats. The target will then fly into a bloodthirsty frenzy, killing all those around it. Though I do not particularly enjoy this kind of thing, I find it rather fascinating.
DND Stats: The target of this effect (Which must be administered through the lungs) will suffer awful visions of coming doom that all result in the target’s death. Thus, after an hour of first contact, the victim will need to make a wisdom saving through dc 15 or suffer 1d10 wisdom damage, and inherit a permanent madness, which causes the victim to see all and everyone as a hostile creature. If the target survives after 4 hours, it must make another DC 15 wisdom save or fall into a comma (requiring a remove curse spell).This poison cannot be purchased, for Fyn’alin was not one who shared his creations.
Brewing: 4 successful Poisoner’s Kit checks over the course of 1 week (DC 18)
4. Will-Sapping Dust (Inhaled).
DND Stats: A creature subjected to this poison must make a Constitution saving throw vs DC [crafter's save DC; suggest 8 + prof bonus + Int mod] or dc 15 if purchased. On a failed save, the creature suffers the poisoned condition for the next hour. While poisoned in this way, the creature has disadvantage on Wisdom saving throws.
Modifications: Extend time of poisoned condition to 24 hours if the delivery method is changed to ingested
BREWING: 1 successful Poisoner’s Kit check over the course of 1 day (DC 13)
5. Fangs of Time (Injury).
DND Stats: A creature subjected to this poison takes 3d12 poison damage and must make a Constitution saving throw vs DC [crafter's save DC; suggest 8 + prof bonus + Int mod] or dc 18 if purchased. On a failed save, the creature suffers the poisoned condition for 1 minute. While poisoned in this way, the creature's speed is halved, and it can either take an action or a bonus action, but not both.
Modifications: Potentially consider exchanging the "it can take an action or a bonus action, but not both" language with either "the creature's Armor Class is lowered by 2" or "attacks directed at the poisoned creature have advantage"
Brewing: 3 successful Poisoner’s Kit checks over the course of 3 days (DC 15)
6. Fool's Root (Inhaled).
DND Stats: A creature subjected to this poison must make a Constitution saving throw vs DC [crafter's save DC; suggest 8 + prof bonus + Int mod] Dc 13 if purchased. On a failed save, the creature suffers the poisoned condition for 1 hour. While poisoned in this way, the creature automatically fails Investigation checks to discern illusions, and has disadvantage on Wisdom (Perception) and Wisdom (Insight) checks as they hallucinate reactions from the people they speak to that lead them to incorrect conclusions.
Modifications: Consider changing the poisoned condition result to "disadvantage on all saving throws to resist fear-based effects."
Suggested Price: 600 gps (1 use)
BREWING: 3 successful Poisoner’s Kit checks over the course of 1 week
7. Black Scourge (Contact).
DND Stats:This slimy toxin kills any nonmagical plant it comes into contact with; one vial contains enough to cover all plants in a 10-foot cube. Any plant creature that touches this poison must make a DC 17 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much on a success. This poison treats plant creatures that are immune to poison damage as if they only had resistance.
BREWING: 1 Vres’Aleen Mushroom, 2 pinches of Black Dust, 5 petals of the Lochlin flower 8. Boggart’s Mischief (Inhalation).
DND Stats: A creature that breathes in this poison must make a DC 13 Intelligence saving throw or be poisoned for 1 minute. While poisoned, the target suffers an additional effect, determined by rolling 1d6 on the following table:
Brewing: 1 strand of Boggart’s hair, 2 pinches of sapphire Dust
Roll | Effect |
---|---|
1 | The target is muted (cannot cast spells for 2 rounds) |
2 | The target is deafened |
3 | The target’s base speed is reduced by 10 feet |
4 | The target is charmed by the first creature it sees |
5 | The target takes 2 (1d4) poison damage at the start of each of their turns |
6 | Roll twice and apply both effects (ignore further sixes) |
DND Stats: This poison must be delivered into an enclosed space via a misting device. One dose can fill a volume up to 5,000 cubic feet. When deployed, it takes 10 minutes for the fog to reach effective concentrations, and then persists for up to 1 hour if not displaced by fresh air. A creature exposed to this gas must make a DC 15 Constitution saving throw or lose the benefit of any natural armor they may have for as long as they remain in the fog -- creatures without natural armor are not affected by this poison.
Brewing: 1 Incense cube of Doredian fume
10. Concentrated Euphoria Gas (Inhaled).
DND Stats: This smoky gas, exhaled by faerie dragons, shifts color constantly, casting a prismatic glow on everything around it. Each creature that inhales it must make a DC 16 Constitution saving throw or be poisoned for 1 minute. The creature can’t take actions, bonus actions, or reactions and must roll a d4 on the table below to determine their behavior. The poisoned creature can reattempt the saving throw again at the end of each of their turns, ending the effect on a successful save.
Brewing: crushed rubies worth 50 gps, 1 rat tail, crushed diamonds worth 200 gps
Roll | Effect |
---|---|
1 | The poisoned character moves as fast as it can in a random direction, with a new direction chosen every turn. It believes it is fleeing from a swarm of wasps. |
2 | The poisoned character stands on the spot, laughing uncontrollably. It is completely unable to explain what it finds so funny. |
3 | The poisoned character can see 60 feet into the Ethereal Plane, but is blind to their true surroundings, including creatures. They are totally awestruck and cannot communicate in any way. |
4 | The poisoned character gains the Sunlight Sensitivity trait for the next hour. This effect can only be removed by magic such as lesser restoration (the saving throw does not end it). |
DND Stats: This bittersweet powder, made from dried mushrooms, causes painful stomach cramps in its victims. A humanoid subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour (creatures other than humanoids suffer no ill effect). While poisoned, the target’s base movement speed is halved. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Brewing: 1 stock of a Crimson sugarcane, 1 fairy wing, 1 petal of a rubyring plant
12. Fog of Mirages (Inhaled).
DND Stats: A creature subjected to this poison must succeed on a DC 15 Intelligence saving throw or be poisoned for 10 minutes. The poisoned creature perceives a false image of their immediate surroundings, as if a hallucinatory terrain spell had been cast, centered on the creature. The creature that made the poison can set general tones and themes for what the false images will contain, but the bulk of what a victim sees is drawn from their own subconscious. The GM determines exactly what images appear. The creature can repeat the saving throw once per minute, ending the effect on a success.
Brewing: 1 vial of Lorehaven extract, essence of a soul root
13. Heartfreeze (Ingested).
DND Stats: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be poisoned for 10 minutes. The poisoned creature is paralyzed. The creature can repeat the saving throw once each minute, ending the effect on a success. If the creature is paralyzed by this poison for the full 10 minutes, it suffers a heart attack and drops to 0 hit points.
Brewing: 2 stocks of the Icerym flower, 1 vial of liquid silver
14. Lies Serum (Ingested).
DND Stats: 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 tell the truth, even if another spell or effect would force them to.
Brewing: 4 tears of a succubus, crushed emerald
15. Mindwhisper (Inhalation).
DND Stats: This fine powder stings slightly when inhaled. A creature exposed to it must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned, the victim has disadvantage on Wisdom saving throws against spells or effects that would force them to take a specific course of action.
BREWING: a drop of purple ink, 2 feathers of a Roc
16. Night Terror (Injury).
DND Stats: This poison, derived from the venom of the rainbow rabbit, reveals its true nature when night falls. A creature exposed to it must succeed on a DC 12 Constitution saving throw or be poisoned for 24 hours. While poisoned, the creature cannot benefit from taking a long rest. However, all of the effects of this poison are suppressed if the victim is in direct sunlight.
Brewing: a piece of a stone taken from a fallen city in the shadowfell, 1 finger of a shadar-kai
17. Queen’s Poison (Contact).
DND Stats: A creature subjected to this poison must succeed on a DC 19 Constitution saving throw, taking 65 (10d12) poison damage on a failed save, or half as much on a successful one. This poison is one of the only poisons that bypasses resistances and immunities
Brewing: 1 piece of a fallen meteor of 1 of the moons of Zycore, 5 small carved quartz crystals. Needs to be brewed by royalty
18. Quintessence (Injury).
DND Stats: This ineffable extract fizzes and sparkles with otherworldly power. A creature subjected to it must succeed on a DC 15 Charisma saving throw or be poisoned for 1 minute. At the start of each of its turns, the poisoned creature is teleported to a random Plane. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Brewing: 3 bloodhawk fangs, 2 essences of an air elemental, 1 feather of a Deva
19. Sleeping Poison (Injury).
DND Stats: This poison, brewed mainly by sprites, induces a brief, pleasant sleep. Fey creatures often use it to incapacitate big folk who trespass in their realms. A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the result of the saving throw is 5 or lower, the creature also falls unconscious for 5 years, constantly dreaming of being within the feywild
Brewing: 1 drop of drow poison, 1 tear of a pixy. 3 wings of sprites
20. Vision Cap (Ingested).
DND Stats: This visually unremarkable fungus makes it difficult to tell illusion from reality. A creature that consumes this poison must succeed on a DC 13 Constitution saving throw or suffer the hallucinating condition (see below) for 1 hour.
21. Water of Darkness (Contact).
DND Stats: This jet-black liquid smells horrendous and contains enough evil to make nearby paladins feel faint. When a creature is subjected to this poison, it must make a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target’s hit point maximum is reduced by 14 (4d6) and if it has the Regeneration trait, that ability does not function. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Name | Type | Price |
---|---|---|
Black Scourge | Contact | 500 Gps |
Boggart’s Mischief | Inhalation | 99 Gps |
Caustic Fog | Contact | 50 Gps |
Euphoria Gas | Inhalation | 1,500 Gps |
Essence of Aether | Any | 2,000 Gps |
Fairy Sugar | Ingested | 200 Gps |
Fangs of Time | Injury | 800 Gps |
Fog of Mirages | Inhalation | 750 Gps |
Fool’s Root | Inhalation | 600 Gps |
Fyn’olyn’s Folly | Inhalation | NA |
Heartfreeze | Ingested | 2,500 Gps |
Lies Serum | Ingested | 100 Gps |
Mindwhisper | Inhalation | 250 Gps |
Night Terror | Injury | 500 Gps |
Nitharit | Ingested | 1,000 Gps |
Queen’s Poison | Contact | 5,000 Gps |
Quintessence | Inhalation | 7,000 Gps |
Sleeping Poison | Injury | 1,125 Gps |
Vision Cap | Ingested | 600 Gps |
Water of Darkness | Contact | 800 Gps |
Will-Sapping Dust | Inhalation | 800 Gps |
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