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### Poisons Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, draw, and other evil creatures. Poisons come in the following four types. **Injury** poison can be applied to weapons, three pieces of 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. Applying the poison takes an action. **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.Once applied, the poison retains potency for 10 minutes before drying. Applying the poison takes an action. **Ingested** poisons can be used only once per dose by having a creature swallow an entire dose of ingested poison to suffer its effects. The poison of which could be used to spike food, drink, or ingested directly. 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. Applying the poison takes an action. **Inhaled** 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. Additionally the poison vial can be used as a improvised thrown weapon with a range of 10ft/20ft creating a cloud of poisonous gas on contact that covers a 5ft cube. Releasing or throwing this poison takes an action. ### Purchasing Poisons In some settings, strict laws prohibit the possession and use of poison, but a black-market dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison relatively easily. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek. The Poisons table gives suggested prices for single doses of various poisons.
| Item | Type | Price per dose | |:---:|:------:|:-----:| | Assassin's blood | Ingested | 150 gp | | Burnt other fumes | Inhaled | 500 gp | | Carrion crawler mucus | Contact | 200 gp | | Drow poison | Injury | 200 gp | | Essence of ether | Inhaled | 300 gp | | Malice | Inhaled | 250 gp | | Midnight tears | Ingested | 1,500 gp | | Oil taggit | Contact | 400 gp | | Pale tincture | Ingested | 250 gp | | Purple worm poison | Injury | 2,000 gp | | Serpent venom | Injury | 200 gp | | Torpor | Ingested | 600 gp | | Truth serum | Ingested | 150 gp | | Wyvern poison | Injury | 1,200 gp | | Grung poison | Contact, Ingested, or Injury | 300 gp | ### Available Poisons **Basic Poison (applies by ingested or injury) - common** A creature hit by the poisoned weapon or ammunition must make a DC 10 constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. **Potion of Poison (applies by ingested) - uncommon** This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you Drink it, you take 3d6 poison damage, and you must succeed on a DC 13 constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. the poison ends when the damage decreases to 0. **Assassin Blood (applies by ingested) - common** A creature subjected to this poison must make a DC 10 Constitution saving throw. One a failed save, it takes 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 (applies by inhaled) - uncommon** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the target takes 1d6 poison damage. After three successful saves, the poison ends. \pagebreakNum **Carrion Crawler Mucus (applies by contact) - uncommon** This poison must be harvested from a dead or incapacitated Crawler. A creature subjected to his 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 (applies by injury) - uncommon** 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 (applies by inhaled) - uncommon** 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 (applies by inhaled) - rare** 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 (applies by ingested) - rare** 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 9d6 poison damage on a failed save, or half as much damage on a successful one. **Oil of Taggit (applies by contact) - rare** 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 (applies by ingested) - rare** A creature subjected to this poison must succeed on a DC 16 constitution saving throw or take 1d6 poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 1d6 poison damaged 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 (applies by injury) - very rare** 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 12d6 poison damage on a failed save or half as much damage on a successful one. **Serpent Venom (applies by injury) - uncommon** 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 3d6 poison damage on a failed save, or half as much damage on a successful one. **Torpor (applies by ingested) - rare** 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. \columnbreak **Truth Serum (applies by ingested) - uncommon** A creature subjected to this poison must succeed on a DC11 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 (applies by injury) - rare** 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 7d6 poison damage on a failed save, or half as much damage on a successful one. **Grung Poison (applies by contact, ingested, or injury) - uncommon** This poison must be harvested from a dead or incapacitated Grung. Grung poison requires a DC 13 Constitution saving throw. On a failed save the creature becomes poisoned for 1 minute using one of the various affects listed below and the creature can repeat the saving throw at the end of each of its turns. On a successful save, the creature takes no effects from the poison. If the poison is applied via ingestion, the target has disadvantage on their saving throw. **Green** - The Poisoned creature can't move except to climb or make standing jumps. If the creature is flying it can't take any actions or reactions unless it lands. **Blue** - The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turns. **Purple** - The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud. **Red** - The poisoned creature must use its action to eat if food is within reach. **Orange** - The poisoned creature is frightened of its allies. **Gold** - The poisoned creature is charmed and can speak grung. ### Poison Recipes Recipes can be found through trail and error by experimenting. You can attempt to use your Poisoner's kit or Alchemist supplies to experiment on a creating a new poison/venom recipe. To do so make a roll with either tool set against the DC based on the rarity of the poison/venom, however experimenting has a increased chance of failure. Instead of a 10% chance of rolling on the Complications Chart, you now have a 40% chance. Otherwise these recipes can sometimes be found for sale by assassin guilds, apothecaries of questionable morals, or artificer alchemists. | Rarity | Recipe DC or price | |:---:|:-----------:| | Common | DC 13 or 150 gp | | Uncommon | DC 16 or 550 gp | | Rare | DC 19 or 2,500 gp | | Very Rare | DC 22 or 6,000 gp | \pagebreakNum ### Poison Crafting and Harvesting During downtime between adventures, a character can use the crafting rules described further below to create any poison listed in the available poison chart above. This will allow a character that has proficiency with a poisoner's kit or alchemist supplies can follow these rules for the crafting of such poisons. 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. 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 or Wisdom (Survival) check. (Proficiency with the poisoner's kit applies to this check if the character doesn't have proficiency in Nature or Survival.) 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. If the character fails the check by 5 or more, the character is subjected to the creature's poison. To successfully craft a poison however please reference the table below for the time and cost required to complete a poison based upon its rarity. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A character needs to be proficient with either the poisoner's kit or the alchemist tools to craft any poison, as well as to have access to these tools. Everyone who collaborates needs to have an appropriate tool proficiency as well. | Rarity | Workweeks | Cost |:---:|:-----------:|:-----:| | Common | 1 day | 25 gp | | Uncommon | 1 week | 100 gp | | Rare | 3 weeks | 1,000 gp | | Very Rare | 4 weeks | 10,000 gp | | Legendary | 8 weeks | 50,000 gp | ### Harvesting essential poison components For the poisons that can be harvested can also be crafted by manufacturing the effects with other ingredients. Most of the complications involved in creating something, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a poison: there’s a 10 percent chance for every workweek spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen based upon of d6 role. | d6 | Complication | |:---:|:-----------:| | 1 | The Poisons you are working with accidentally explode into a fine mist. Make a Constitution saving throw against the DC of the poison/venom, on a failed save you take the effects of the poison/venom. All progress is lost at this point. | | 2 | You mishandled the ingredients of the poison/venom spilling a vial. You lose 1 workweeks worth of progress that must be made up to complete the poison/venom. | | 3 | You mindlessly wiped your forehead of sweat, and some of the poison/venom has gotten into your eyes. Make a Constitution saving throw against the DC of the poison/venom or become blinded for the next hour as your eyes burn so badly you can't open them. | | 4 | You mixed the wrong ingredients together invalidating the potency of your poison/venom. The poison/venom now becomes inert and useless. | | 5 | After accidentally knocking over some of the ingredients onto the table you realize it ruined some of your paperwork, destroying one of your recipes. Roll a die based on the number of recipes you have to determine which one you lose. If you lose the recipe for the poison/venom being crafted then you lose all progress. | | 6 | It wasn't until you're finished with the poison/venom that you realized you were reading the wrong recipe the entire time. Roll a die based on the number of recipes you have to determine at random which poison/venom that you just crafted ignoring the result of the originally intended craft |