My Documents
Support GM Binder!
## Divine Domain: Toxin You have entered the service of one of the gods of poisoning, venom, and intoxication. These gods, which include Lolth, Dionysus, Talona, Achlys, and Zehir, value a variety of ideals, but all share a love of substances that twist the senses and damage the body. The burning pains of acidic venom, the dulled joy of drunkenness, and the potent sting of a snakebite all fall under this domain, as does the gleam of fluid on an assassins' knife or the bubbling of a hag's brew. ##### Domain Spells
| Cleric Level | Spells | |:---:|:------------| | 1st |Ray of Sickness, Detect Poison and Disease | | 3rd |Melf’s Acid Arrow, Protection from Poison | | 5th |Slow, Stinking Cloud | | 7th |Confusion, Vitriolic Sphere | | 9th |Cloudkill, Contagion |
##### Alternate Domain Spells If your Dungeon Master has approved the use of 3rd-party supplement *Compendium of Forgotten Secrets: Awakening*, your domain spells change. | Cleric Level | Spells | |:---:|:------------| | 1st |Ray of Sickness, Detect Poison and Disease | | 3rd |Malice of Arachia, Protection from Poison | | 5th |Blackened Heart, Stinking Cloud | | 7th |Confusion, Serpentine Ward | | 9th |Cloudkill, Perfect Toxin* | *Treated as a 5th-level spell instead of 6th. #### Bonus Proficiency At 1st level, you gain proficiency with heavy armor, martial weapons, and Poisoners' Kits. #### Concoctive Acolyte Your divinely inspired knowledge of intoxicants allows you to craft familiar concoctions with holy magic. Starting at 1st level, you ignore the specific material components required to craft toxins such as Wyvern Venom and Purple Worm poison; instead your god empowers you to enchant mundane materials with the same effects. Your prayers also enhance the potency of your poisons—you can use your Cleric spell save DC instead of the listed DC for poisons that you have crafted. You are also magically inured to the effects of poison; you have advantage on saving throws against poison and resistance to poison damage. #### Creeping Death Starting at 1st level, the venom coursing through your enemies' veins blazes like a beacon and guides your attacks. You have advantage on attack rolls against poisoned creatures. #### Channel Divinity: Fangs of Steel At 2nd level, you can use a bonus action to coat a weapon you're holding with the ichor of your god with a use of your Channel Divinity. For the next minute or until you are incapacitated, the target of successful melee attacks you make with that weapon must make a Constitution saving throw against your spell save DC or be poisoned for the next minute. The creature repeats the saving throw at the end of each of its turns, ending the poison on itself and becoming immune to Fangs of Steel for the next 24 hours on a success. Alternatively, you can use this feature to deal an extra 1d8 acid damage with attacks you make with that melee weapon. This effect ends after one minute or until you are incapacitated. #### Fulminated Vitality Starting at 6th level, serving as a conduit for your deity's poisons has inured you to the effects of all toxins. You gain immmunity to poison damage and the poisoned condition. #### Channel Divinity: Noxious Anointment At 6th level, you can use a bonus action and one use of your channel divinity to weaken the innate resistances of your foes by bringing them directly to the noisome attentions of your god. All hostile creatures within 30 feet of you lose any resistances to poison damage and any and cannot benefit from any effect that would provide advantage on saving throws against being poisoned. Immunities to poison damage or the poisoned condition are unchanged. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with poison. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. #### Font of Miasma At 17th level, your deity's power has imbued you with toxicity to such a degree that you actually benefit from harmful chemicals. Drinking a poison or taking poison damage restores hit points equal to the amount of damage you would take in one turn of suffering the poison. If a poison deals damage over multiple turns, you only restore that HP once, because you cannot be poisoned and therefore suffer no effects over time. For example, you can drink a dose of Purple Worm Poison and and heal 12d6 damage. You are also a powerful source of fetid material. As an action, you can expel a blast of noxious vapor which forms a thin cloud in a 30-foot radius around you. All hostile creatures within the cloud suffer disadvantage on saving throws against any spells or effects that inflict poison damage or the poisoned condition. If they are immune to poison, they lose that immunity while in this radius. This effect lasts for one minute, or until you dismiss it as an action.
1
\pagebreakNum # Poisons and Toxins This page contains a list of poisons from various sources. They are crafted as per the crafting rules your DM uses, but your DM may decide that specific poisons may not be created. ### Types of Poisons Poisons come in four varieties, which alter application methods **Contact:** 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. The dose can be delivered in food or a liquid. **Inhaled:** powders or gases that take effect when inhaled. Using the poison subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding breath is ineffective against inhaled poisons; they also affect nasal membranes, eyes, etc. **Injury:** applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Dosages may be applied to one weapon or 3 pieces of ammunition. Injury poisons' effects last until delivered to a target via a failed CON save and remain potent until washed off.
## DMG Poisons | Poison | Type | Price/dose | Effect | |:---:|:------------| :-------: | :----| | Basic Poison | Injury | 100 gp | DC10 CON save or take an additional 1d4 poison damage. When slathered on a weapon, this poison retains potency for 1 minute before drying, or until applied to a target. |Assassin's Blood | Ingested | 150gp | DC10 CON save or take 1d12 poison damage and be Poisoned for 24 hours. On a successful save, creature takes half damage and is not poisoned.| | Burnt Othur Fumes | Inhaled | 500 gp | DC13 CON save or take 3d6 poison damage. Save is repeated at the end of each of its turns, taking 1d6 poison damage. On 3 successful saves, the poison ends.| | Crawler Mucus | Contact | 200gp | This poison must typically be harvested from a dead/incapacitated crawler. DC13 CON save or be poisoned for 1 minute. The poisoned creature is also paralyzed, and can repeat the saving throw on the end of each its turns, ending the effect on a success. | | Drow Poison | Injury | 200gp | DC13 CON save or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is unconscious until it takes damage or another creature uses an action to shake it awake. | | Essence of Ether | Inhaled| 300gp | DC15 CON save or be poisoned for 8 hours, and the poisoned creature is unconscious until it takes damage or another creature shakes it awake. | | Malice | Inhaled |250gp | DC15 CON save or be poisoned for 1 hour. The poisoned creature is also blinded. | | Midnight Tears |Ingested |1,500gp | No effect until the stroke of midnight. If the poison has not yet been neutralized, the creature must succeed on a DC17 CON save or take 9d6 poison damage on a failed save, or half as much on a success. | | Oil of Taggit | Contact | 400gp | DC13 CON save or be poisoned for 24 hours. The poisoned creature is unconscious, but awakes if it takes damage. | | Pale Tincture | Ingested| 250p | DC16 CON save or take 1d6 poison damage and become poisoned. The creature must repeat the save every 24 hours or continue to be poisoned and take another 1d6 poison damage. Until this poison ends, the damage from the poison 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 | 2,000gp | This poison must typically be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC19 CON save, taking 12d6 poison damage on a failed save or half as much on a successful one. | | Serpent Venom | Injury | 200gp | This poison is typically harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC11 CON save, taking 3d6 poison damage on a failed save or half as much on a successful one. | | Torpor | Ingested | 150gp | DC15 CON save or be poisoned for 4d6 hours. The poisoned creature is incapacitated. | | Truth Serum |Ingested |150gp | DC11 CON save or be poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of the Zone of Truth spell. | | Wyvern Poison | Injury | 1200 gp | This poison is typically harvested from a dead or incapacitated wyvern. DC15 CON save or 7d6 poison damage on a failed save, or half as much on a successful one.
2
\pagebreakNum
## Homebrew Poisons | Poison | Type | Price/dose | Effect |:---:|:------------| :---| :----- | | Aboleth Oil | Contact | 2,500 | DC24 CON saving throw or be diseased, taking effect after 1 minute. Afterward the diseased creature's skin becomes translucent and slimy, and the creature can only regain HP when in water. Every 10 minutes outside water the diseased creature takes 1d12 acid damage. The effect can be removed with *Heal* or a similar disease-curing spell of 6th level or higher. | Black Ivy Paste | Contact | 200 gp | DC 16 CON save or take 1d6 poison damage. Poison remains potent until it deals 10 total damage. | | Black Lotus Extract | Contact | 6,250 gp | 10d10 poison damage, no save. | Boneshard Paste | Contact | 750gp | An undead creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute, also taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. The creature's speed is reduced to 0 until the end of their next turn. 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. Undead creatures that are immune to poison or the poisoned status are still affected by this poison. | Chuul Paralytic | Contact | 450 gp | DC13 CON save or be poisoned and paralyzed for 1 minute. Creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | Sunlight Oil | Contact | 1,300 gp | This oil must either be exposed to sunlight, the *Daylight* spell, or the full duration of the *Sunbeam* spell channeled upon it or it loses its potency. An undead creature subjected to this poison must make a DC18 CON save or take 6d8 radiant damage and be blinded until the beginning of your next turn. On a successful save, the target takes half damage and is not blinded. Creatures with the *Sunlight Sensitivity* feature automatically fail this saving throw. | Depraved Fast | Ingested | 9,500 gp | Target must make a DC25 CON save. On a failed save, the target can no longer receive nourishment from food. Every 2 days the creature goes without sustenance, their CON score decreases by 1. If their CON score reaches 0, the target dies. |Lockjaw | Ingested | 250 gp | A mild paralytic, the target of this poison must succeed on a DC11 CON saving throw or lose the ability to speak as their jaw locks and tongue goes numb. The target cannot speak or cast spells that require a verbal component for 10 minutes. |Mother's Mercy | Ingested | 600 gp | A poison that mimics the taste, appearance, and consistency of cow's milk, the subject must succeed on a DC13 CON saving throw at the start of each of its turn, reducing its CON by 2 on a success. On each subsequent failed save, the target's CON score decreases by 1 further. If a creature's CON is reduced to 0 it dies. After 2 successful saves, the poison ends and the creature's CON score is restored. | Nightmare Root | Ingested | 1,450 gp | DC19 CON save or the target becomes haunted with a combination of their greatest fears and their own sins. An affected creature cannot benefit from long rests and suffers 1 level of exhaustion for every night they go without sleep. The poison leaves the creature's system after 3 successful CON saves. | Pallid Serpent's Deception | Ingested | 1,340 gp | Forces a state of panic onto the subject, which must make a DC16 WIS saving throw or take 4d10 psychic damage. It must make the save at the end of each of its turns, ending the effect on itself on a success and suffering 2d10 psychic damage on a failed save. | Anosmia | Inhaled | 800 gp | Target must make a DC18 CON saving throw or lose its sense of smell for 48 hours, automatically failing any Perception check that relies on smell. If the creature has the *Keen Smell* trait it also suffers the effects of the *Confusion* spell during their next turn. |Dragon's Breath | Inhaled |2,500 gp | A creature subjected to this poison must make a DC22 CON saving throw or take 16d6 poison damage, or half as much on a successful one. | Dretch Gas | Inhaled | 200 gp | DC 11 CON save or be be poisoned and unable to take an action or reaction on until the end of its next turn. | Essence of Ether | Inhaled | 300 gp | DC15 CON save or be poisoned for 8 hours. Poisoned creatures are unconscious until they take damage or another creature uses its action to shake it awake.
\pagebreak ## Homebrew Poisons
| Poison | Type | Price/dose | Effect |:---:|:------------| :-------|:----| |Euphoria Breath | Inhaled | 365 gp | DC11 WIS saving throw or can't take actions or move during its turn, only make further WIS saves until it succeeds, ending the effect. | |Devil Spores | Inhaled | 620 gp | Target must make a DC14 CON saving throw ro become poisoned, taking 1d10 poison damage at the start of each of its turns. The target may repeat that save at the end of each of its turns, ending the effect on a successful save. | Congealer | Injury | 600 gp | DC12 CON save or the target is poisoned for 1 minute. During this time, the target cannot regain hit points. The target repeats the CON save at the end of each of its turns, ending the effect on itself on a success. |Bloodfire Paste | Injury | 650 gp | The target must make a DC 13 CON save or 2d10 fire damage. The target repeats the saving throw at the start of each of its turns, taking 1d6 fire damage on a failure and ending the effect on itself after 3 successes. Cannot affect a creature without blood, but ignores other immunities to poison. |Bone Devil's Sting |Injury | 1,000 gp | Target must succeed on a DC14 CON saving throw or take 5d6 poison damage and be poisoned for 1 minute. On a successful save, the target takes half damage and is not poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | Celestial Essence | Injury | 400 gp | An undead creature subjected to this poison must succeed on a DC14 CON save or take 2d4 radiant damage. | Centipede Venom | Injury | 200 gp | Target must succeed on a DC11 CON save or take 3d6 poison damage. If the damage reduces the target to 0 HP the target is stable but poisoned for 1 hour, and paralyzed while poisoned in this way. | Cockatrice Saliva | Injury | 750 gp | A creature subjected to this venom must succeed on a DC11 CON saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. | Ettercap Venom | Injury | 50 gp | Creature subjected to this poison must succeed on a DC11 CON saving throw or take 1d8 poison damage, and become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |Grell Venom | Injury | 400 gp | Creature subjected to this venom must make a DC11 CON save or be poisoned and paralyzed for 1 minute.The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | Imp Venom | Injury | 200 gp | Target must make a DC11 CON save or take 3d6 poison damage. | Stoppered Death | Injury | 1,250 gp | An undead targeted by this poison must succeed on a DC22 CON saving throw or their STR score is permanently reduced by 2. If their STR is reduced to 0 in this way, the undead is utterly and completely destroyed, and cannot be resurrected or reanimated by any means short of a *Wish* spell. | Naga Venom | Injury | 1,900 gp | The target must succeed on a DC13 CON saving throw or take 7d8 poison damage on a failed save, or half as much on a success. If the poison has been harvested from a guardian naga, this damage increases to 10d8 and the DC increases to 15, while the value increases by 250 gp. |Pit Fiend Venom | Injury | 17,000 gp | Target must succeed on a DC21 CON save or be poisoned, taking 6d6 poison damage on each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | Thri-Keen Venom | Injury | 180 gp | A creature subjected to this poison must succeed on a DC11 CON saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. | Witch's Bane | Injury | 700 gp | A creature subjected to this thick blue paste must make a DC17 CON saving throw. On a failed save, they lose 1d4 spell slots, starting at level 1 slots and increasing until that many spell slots have been lost. This effect ignores all magical effects that grant immunity to poison.
\pagebreak ## Homebrew Poisons
| Poison | Type | Price/dose | Effect |:---:|:------------| :-------:|:----| | Blood of Abyss | Injury | 6,000 gp | A creature injected by this vantablack goop must make a DC25 CON saving throw, taking 12d12 poison damage on a failed save, or half as much damage on a successful one. This damage ignores resistances and immunities to poison and poison damage. | Antithesis | Injury or Ingested | 1,300 gp | This mixture of parasites and oil requires the target to make a DC14 CON saving throw. On a failed save the target can no longer regain HP through means other than a short or long rest. If the target is healed through any other means, they instead take 1d8 poison damage and may make another CON saving throw, ending the effect on a success. | Positoxin | Injury or Ingested | 125 gp | The basic anti-undead poison, using a mix of holy water, thickeners, and standard poison, an undead creature subject to this poison must succeed on a DC10 CON saving throw or take 2d6 radiant damage. | Ghost Blossom | Injury or Ingested | 420 gp | A creature subject to this poison must succeed on a DC13 CON save or be poisoned for 1 minute. If the save fails by 3 or more, the creature drops any and all items it is holding. If the saving throw fails by 5 or more, the creature falls prone and 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. | Lich Dust | Ingested or Inhaled | 2,400 gp | A creature subjected to this poison takes 3d6 cold damage and must make a DC18 CON saving throw. On a failed save, the creature is paralyzed for 1 minute. | Dragontears| Contact or Injury | 7,650 gp | Corrodes through any container or weapon not magically reinforced. A creature subjected to this poison must make a DC22 CON saving throw, taking 7d8 acid and 10d6 fire damage on a failed save, or half as much on a success. This effect ignores all resistances and immunities. | Veinrot Poison | Ingested or Injury | 500 gp | A creature subjected to this poison must succeed on a DC13 CON saving throw or take 2d4 necrotic damage. WHile poisoned in this way, the creature's CON score decreases by 2 as black chemicals move through their veins. The poisoned creature must repeat the saving throw every 24 hours, taking 2d4 necrotic damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After three successful saving throws, the effect ends and the creature can heal normally.