Poisons Redux
Poison in 5e is often a dissapointing affair. It's either so expensive to not be worth the risk of a lucky save, or it's so weak that the DC is easily ignored by most adversaries. Also, ability damage, the 3.5e poison effect, is pretty scarce in 5e to begin with.
A large portion of these rules and conversions are taken straight from this thread, but the original author appears inactive. I've updated the poisons and rules he wrote, and converted them to be compatible with both Vanilla D&D 5e and G&G 5e.
Ground Rules:
Saving Throws and Poisons
Poisons are usually negated with a successful Constitution Saving Throw, though some will still inflict half damage on a successful save. Some extremely potent poisons will require multiple saves, or mundane or magical healing, before they are overcome.
The Save DC for a manufactured poison (as opposed to a natural poison, where the DC is determined by the CR of the creature) is equal to 8 + the poisoner's proficiency (if they are proficient in the method of delivery) + the poisoner's Intelligence modifier.
Several poisons are more dangerous the higher the dosage. With each added dose, the save DC for future saving throws is increased, as indicated in each poison's information.
Morality and Legality
Poisons are illegal in most civilized cultures, and their use seen as dishonorable.
Using poison is not an evil act in and of itself, although the subterfuge and willful risk of collateral damage involved may very well be. Additionally, many sacred vows, such as those sworn by paladins, forbid the use of poison.
Ability Damage and You
The majority of these poisons cause damage to an ability score. Since this is not common in 5e, there exists very little mechanical support for healing ability score damage. There are several ways ability score damage could be healed. It is suggested that you implement at least one or two of the rules that follow:
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Whenever a creature would spend a Hit Die to heal (such as during a Short Rest), it may expend one Hit Die to roll it and heal ability score damage equal to half the number rolled (rounded up)
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After a long rest, a creature heals all ability damage
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After a long rest, a creature heals a number of points of ability damage equal to its Proficiency Modifier.
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The spell lesser restoration cannot normally heal ability score damage. If these poisons are going to be used frequently, it is advisable that you allow lesser restoration to completely restore one damaged ability modifier, and allow greater restoration to heal all damage across several abilities.
In addition to the rules above, a creature that falls to 0 in any attribute due to damage from these poisons is rendered unconscious until the ability score reaches at least 1.
Poisons Alphabetically
Arsenic
- Cost: 120 gp
- Type: Ingested, taste with Wisdom (Perception) DC 10
- Source: Mineral
- Crafting:
4 ranks, craft DC 15 - Duration: Until 10 saves have been rolled
A danger to miners and alchemists everywhere, Arsenic promises a violent death for the untreated.
30 minutes after Arsenic has been ingested, the victim must make a Constitution saving throw. On a successful save, the target is aware that it has been poisoned but will not need to make another saving throw for 1d4 hours.
On a failed save, the target suffers 1d6 points of Constitution damage. The save must be repeated every 1d4 hours after that, until the poison's duration expires. After the first failed saving throw, the victim is poisoned, until the poison is cured or the duration ends.
Stacking: For every additional dose of Arsenic consumed, the duration is reset, and the save DC increases by 2.
Optional Rule: Accidental Poisoning
Characters who lacks proficiency in a poisoner's kit may be in danger of poisoning themselves. In that case, consider adding one or more of the following mishaps when handling poisons:
- A character attempting to apply a poison to a weapon must roll a d20. If they roll a 1, then the character must make a save against the poison they are handling. The dose applied to the weapon is not used up by this mishap.
- A character who rolls a natural 1 on an attack with a poisoned weapon must make a Dexterity saving throw (DC 12) or be exposed to their own poison.
- Something else if I think of it
Berserker's Draught
- Cost: 10 gp
- Type: Ingested, taste with Wisdom (Perception) DC 10
- Source: Plant
- Crafting:
2 ranks, craft DC 10 - Duration: Instantaneous
The bitter mushroom extract has an unpleasant numbing effect on the mind.
1 minute after ingestion, the victim must make a Constitution saving throw or suffer 1d4 points of Intelligence damage. The creature may choose to fail this save if it desires.
This poison has odd effects on extreme emotions. A character who enters a Rage within 10 minutes of ingesting this poison must make an additional Constitution saving throw. If the victim fails this saving throw, they take an additional 1d4 points of Intelligence damage, and cannot fall unconscious for the duration of the Rage. At the end of the Rage, the creature gains one level of exhaustion.
Black Adder Venom
- Cost: 1500 gp
- Type: Injury
- Source: Creature
- Crafting:
12 ranks, craft DC 24 - Duration: Until cured
The hideous paralyzing properties of the black adder's venom are always lethal if left untreated.
Immediately upon being subjected to the poison, and every 1d6 rounds after that, the victim must make a Constitution saving throw.
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On the first failed save, the victim is poisoned for the poison's duration. While poisoned in this way, the target is immobilized.
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On a second failed save, the victim is paralyzed for the poison's duration.
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On a third failed save, the victim loses its ability to breathe for the poison's duration, and is considered drowning. A successful Wisdom (Medicine) check with a DC equal to the save DC will remove the drowning condition, though future failed saves will trigger it again.
Stacking: Each additional dose of Black Adder Venom increases the poison's save DC by 1.
Black Lotus Extract
- Cost: 4500 gp
- Type: Contact
- Source: Plant, magical
- Crafting:
18 ranks, craft DC 30 - Duration: Until cured
By many considered the pinnacle of the art of poisonmaking, Black Lotus Extract provides the quickest, least painful, and most fashionable death imaginable.
Immediately upon contacting Black Lotus Extract, and once per round thereafter, the victim must make a Constitution saving throw. On the first failed save, the victim is rendered unconscious. On the second failed save, they die.
Black Mark
- Cost: At least 300gp, see text.
- Type: Injury
- Source: Mineral, magical
- Crafting:
8 ranks, craft DC 20 - Duration: Instantaneous
Even among infamous and gruesome poisons, the Black Mark stands out as something truly vile.
A creature subjected to Black Mark takes 2d6 points of necrotic damage. A successful Constitution saving throw halves this damage.
In addition, if the poison was brewed with sufficient potency, a creature that dies within one hour of being subjected to Black Mark rises again one round later as an uncontrolled zombie. The zombie will usually start attacking nearby creatures to the best of its ability as soon as it rises.
Special: The base price of a batch of Black Mark is 300 gp. In order to enable the poison's animating effects, the crafter must spend an additional 25gp per Hit Die of the resulting zombie as part of the crafting process, to a maximum of 800gp. The extra cost reflects the extra care and refinement of the poison.
Bloodgate
- Cost: 50 gp
- Type: Injury
- Source: Creature
- Crafting:
4 ranks, craft DC 15 - Duration: Until 2 successive saves are made
A blood-thinner, used by low-grade assassins to aid in tracking a wounded mark.
One round after the injury that inflicts this poison is dealt, and on each round thereafter, the victim must make a Constitution save or bleed profusely, taking damage equal to the damage die of the weapon that inflicted it. For example, a target poisoned by Bloodgate via a dagger would take 1d4 points of damage on each failed save, or half that on a successful save.
Any magical healing negates this poison, though regeneration or features such as a fighter's Second Wind would not.
Stacking: Each additional dose of Bloodgate increases the save DC by 1, though the damage does not increase.
Blue Acid
- Cost: 3000 gp
- Type: Inhaled OR Ingested, taste with Wisdom (Perception) DC 5
- Source: Mineral
- Crafting:
14 ranks, craft DC 26 - Duration: Until cured
Blue acid is difficult to harvest in large amounts, but it grants a near-certain death.
Immediately upon exposure to the poison, and every 1d4+1 rounds thereafter, the victim must make a Constitution saving throw or take either 1d8 points of Constitution damage (inhaled), or 2d6 points of Constitution damage (ingested).
The decision of whether to make the poison ingested or inhaled is made at the time of crafting, each dose can only be delivered one way.
Stacking: Each additional dose of Blue Acid increases the poison's save DC by 1 and immediately enforces an additional saving throw.
Centipede Venom
- Cost: 90 gp
- Type: Injury
- Source: Creature
- Crafting:
4 ranks, craft DC 15 - Duration: Until a successive save is made
The venom of centipedes is rarely life-threatening to humanoids, but the pain, swelling, and stiffness can be immense.
Immediately upon suffering the poison, and every 1d4+1 rounds thereafter, the victim must make a Constitution saving throw or take 1d4 points of Dexterity damage.
Stacking: Each additional dose of Centipede or Wasp Venom (any kind) increases the poison's save DC by 1. Use the largest die of damage from multiple poisons.
Centipede Venom, Fortified
- Cost: 300 gp
- Type: Injury
- Source: Creature
- Crafting:
8 ranks, craft DC 20 - Duration: Until 2 successive saves are made
Centipede venom can have its potency significantly increased by proper brewing procedures.
Immediately upon suffering the poison, and every 1d4+1 rounds thereafter, the victim must make a Constitution saving throw or take 1d6 points of Dexterity damage.
Stacking: Each additional dose of Centipede or Wasp Venom (any kind) increases the poison's save DC by 1. Use the largest die of damage from multiple poisons.
Dark Reaver Powder
- Cost: 300 gp
- Type: Ingested, taste with Wisdom (Perception) DC 15
- Source: Creature
- Crafting:
8 ranks, craft DC 20 - Duration: Until 2 successive saves are made
The poison attacks the stomach walls, causing terrible internal bleeding.
Immediately upon ingesting the poison, the victim must make a Constitution saving throw or suffer 2d6 points of Constitution damage and be poisoned for the duration. Every 1d4 rounds thereafter, the victim must make a saving throw or suffer an additional 1d6 points of Constitution damage.
Stacking: Each additional dose of Dark Reaver Powder increases the poison's save DC by 1.
Deathblade
- Cost: 1200 gp
- Type: Injury
- Source: Plant, magical Crafting: 18 ranks, craft DC 30 Duration: Instantaneous
This unique poison draws blood towards a recent wound, greatly increasing the resulting blood loss.
Immediately upon exposure to Deathblade, the victim must make a Constitution saving throw or take a number of points of Constitution damage equal to the weapon's base damage die. A successful saving throw halves the Constitution damage.
Dragon Bile
- Cost: 1500 gp
- Type: Contact
- Source: Creature, magical
- Crafting:
18 ranks, craft DC 30 - Duration: Instantaneous
How alchemists first discovered that, when properly treated, the liver secretions of great dragons can turn creatures' muscles to mush remains a subject of discussion, but the the poison definitely works.
Immediately upon contact with Dragon Bile, the victim must make a Constitution saving throw or take 3d6 points of Strength damage. A successful saving throw halves the damage.
Drow Poison
- Cost: 90 gp
- Type: Injury
- Source: Plant
- Crafting:
4 ranks, craft DC 15, creator must be drow - Duration: 1 minute
A jealously guarded secret among the drow, no records exist of surface-dwellers mimicking this legendary poison.
The victim of this poison must immediately make a Constitution saving throw or be poisoned for one minute. If the creature fails the saving throw by 5 or more, they fall unconscious for 2d4 hours. A creature who falls unconscious must make a second Constitution saving throw. On a failure, the victim cannot be awoken unless the poison is cured magically. Otherwise, a creature may use its action to shake a poisoned victim awake.
Stacking: Each additional use of Drow Poison increases the save DC by 1.
Ettercap Poison
- Cost: 900 gp
- Type: Injury
- Source: Creature
- Crafting:
14 ranks, craft DC 26 - Duration: Until 1 successive save is made
The poison of the elusive ettercap is stronger than that of any insect.
Immediately upon suffering the poison, and every 1d4+1 rounds thereafter, the victim must make a Constitution saving throw or suffer 2d6 points of Dexterity damage.
Stacking: Each additional dose of Ettercap Poison increases the poison's save DC by 1.
Fat Man's Mercy
- Cost: 5 gp
- Type: Ingested, taste with Wisdom (Perception) DC 15
- Source: Plant
- Crafting:
2 ranks, craft DC 10 - Duration: Instantaneous
More commonly used as an aid for a distressed stomach than as a poison, but the opportunist can find uses for the most mundane concoctions.
1d10+10 minutes after ingestion, Fat Man's Mercy inflicts upon its victim an uncontrollable urge to move its bowels. The urge is satisfied at most 2d4 minutes after it first manifests on a failed saving throw, and 4d6 minutes later on a successful saving throw.
Stacking: Two or more ingested doses of Fat Man's Mercy cause the urge to surface immediately, and the saving throw fails automatically.
Special: Unlike most poisons, Fat Man's Mercy is rarely illegal, and is thus not less expensive in communities where poison is legal.
Giant Wasp Venom
- Cost: 500 gp
- Type: Injury
- Source: Creature
- Crafting:
10 ranks, craft DC 24 - Duration: Until 1 successive save is made
Wasps are well-known for their poisonous sting. Their giant cousins are even more dangerous.
Immediately upon suffering the poison, and every 1d4+1 rounds thereafter, the victim must make a saving throw or suffer 1d8 points of Dexterity damage.
Stacking: Each additional dose of Centipede or Wasp Venom (any kind) increases the poison's save DC by 1. Use the largest die of damage from multiple poisons.
Gray Ooze Spore Mash
- Cost: 700 gp
- Type: Injury
- Source: Creature, Magical
- Crafting:
8 ranks, craft DC 20 - Duration: Until 3 successive saves are made
With the right procedure, the spores of a gray ooze can be put in stasis, awaking only when coming into contact with nourishing blood.
Immediately upon exposure to the poison, and every round thereafter, the victim of this poison must make a Constitution saving throw or take 2d4 points of acid damage.
Should a creature be killed while under the effects of Gray Ooze Spore Mash, the spores immediately consume the creature's body. If the consumed corpse was Medium or larger, a fully grown Gray Ooze springs from the body. The ooze is hungry and hostile towards all creatures. The spores can only consume the body if there is still a body to be consumed, the victim being killed by an effects that destroys the body on its own (such as disintegration) prevent the birth of the ooze.
Stacking: Each additional dose of Gray Ooze Spore Mash increases the save DC by 1.
Guttwist
- Cost: 25 gp
- Type: Ingested, taste with Wisdom (Perception) DC 10
- Source: Plant
- Crafting:
2 ranks, craft DC 10 - Duration: 1d4 minutes
This rapid poison empties the hardiest stomach.
Upon exposure to the poison, the victim must make a Constitution saving throw or be poisoned. The creature must repeat the save every 1d4 rounds at the beginning of its turn. A poisoned victim who fails a saving throw loses its action as it vomits. A creature who succeeds on its saving throw is still poisoned, but does not lose its action.
Stacking: Each additional dose of Guttwist increases the save DC by 1 and adds 1 minute of duration.
Special: A victim under the influence of Guttwist has advantage on saving throws against any other ingested poison.
Hemlock
- Cost: 25 gp
- Type: Ingested, taste with Wisdom (Perception) DC 10
- Source: Plant
- Crafting:
2 ranks, craft DC 10 - Duration: 48 hours
The poisonous hemlock is both common and easy to brew into a poison, but that makes it no less dangerous.
30 minutes after ingestion, and every 1d4 hours thereafter, the victim must make a Constitution saving throw or take 1d6 Dexterity damage.
A victim reduced to 0 Dexterity by Hemlock loses its ability to breathe for the poison's duration. A successful Wisdom (Medicine) check with a DC equal to the save DC will restore the creature's ability to breathe, though a victim with 0 Dexterity who fails another save will be unable to breathe again.
Stacking: For every additional dose of Hemlock consumed, the duration is reset, and the save DC increases by 1.
Id Moss
- Cost: 125 gp
- Type: Ingested, taste with Wisdom (Perception) DC 15
- Source: Plant
- Crafting:
8 ranks, craft DC 15 - Duration: Until 2 successive saves are made
Id moss is not particularly common, but it is well known for its ability to drain a creature's mental acuity.
1d4+1 rounds after ingestion, and every 1d4+1 rounds thereafter, the victim of Id Moss must make a Constitution save or take 1d6 Intelligence damage.
Stacking: For every additional dose of Id Moss consumed, the save DC increases by 1.
Insanity Mist
- Cost: 1000 gp
- Type: Inhaled
- Source: Plant, Magical
- Crafting:
6 ranks, craft DC 20 - Duration: Until cured or Confusion sets in; see text
This dangerous drug is capable of sending the most stoic man on a murderous rampage.
Immediately upon inhaling Insanity Mist, the victim must make a Constitution saving throw or take 1d6 Wisdom damage. A successful save halves the damage.
In addition, 1d4 rounds after inhalation and every 1d4 rounds thereafter, the victim must succeed on another saving throw or be Confused and Poisoned for 1d4 hours. While confused, a creature must roll 1d10 and consult the chart below at the beginning of each of its turns:
| d10 | Confusion Effect |
|---|---|
| 1-2 | Act Normally. |
| 3-5 | Do nothing but babble, cower, etc. |
| 6-8 | Flee from any danger. |
| 9-10 | Attack the closest creature. |
Irondoom
- Cost: 100 gp
- Type: Ingested, taste with Wisdom (Perception) DC 5
- Source: Mineral
- Crafting:
6 ranks, craft DC 15 - Duration: Until cured
The cocktail is heavily laden with cold iron, making it deadly to the fair folk, but harmless to all others.
This poison affects fey creatures and creatures with Fey Ancestry (such as elves).
One round after being subjected to the poison, the fey must make a Constitution saving throw or take 1d4 Dexterity damage and be Paralyzed until the start of its next turn. At the end of each of its turns, the creature must repeat the save.
Stacking: Each additional dose of Irondoom increases the poison's save DC by 1.
Jitter
- Cost: 300 gp
- Type: Injury
- Source: Plant
- Crafting:
8 ranks, craft DC 22 - Duration: Instantaneous
The poison makes the body tense and shaky, making all kinds of precision work all but impossible.
The victim of this poison must immediately make a Constitution saving throw or its hands begin to shake uncontrollably for 2d6 minutes. On a failed save, the victim can not write or cast spells with somatic components, and it has disadvantage on all Dexterity based attack rolls and skill checks. Even on a successful save, the target suffers the previous affects for 1 round.
Stacking: Each additional dose of Jitter adds 1d6 minutes or one round to the poison's duration.
Lich Dust
- Cost: 1500 gp
- Type: Contact
- Source: Creature, Magical
- Crafting:
18 ranks, craft DC 30 - Duration: Instantaneous
With the correct procedure, the paralyzing properties of the bodies of destroyed liches can be re-activated.
Immediately upon contact with Lich Dust, the victim must make a Constitution saving throw or be paralyzed until cured by restorative magic of at least 5th level.
Nitharit
- Cost: 650 gp
- Type: Contact
- Source: Mineral
- Crafting:
8 ranks, craft DC 20 - Duration: Until 3 successive saves are made
The poison is absorbed by the skin and quickly causes massive bleeding from every orifice.
Immediately upon contact with Nitharit, and at the start of its turn every 1d4 rounds thereafter, the victim must make a Constitution saving throw or be poisoned for the duration and take 2d6 damage.
Stacking: Each additional dose of Nitharit increases the poison's save DC by 1.
Oil of Taggit
- Cost: 75 gp
- Type: Injury
- Source: Plant
- Crafting:
6 ranks, craft DC 15 - Duration: Until 6 saves have been rolled
Surface-dwelling alchemists have not managed to replicate the fast-acting intravenous poison of the Drow, but they still know tricks to put people to sleep.
A victim of this poison must make a Constitution saving throw or start slipping into unconsciousness. The save is repeated at the start of each of the target's turns until the duration ends. A failed save has the following effects:
- An unharmed victim is poisoned for one minute.
- A poisoned victim is also immobilized for one minute.
- An immobilized victim is knocked unconscious for one minute, but another creature can wake it up by using its action to shake the victim.
- An already unconscious victim remains unconscious for 24 hours, and can not be woken prematurely unless the poison's effects are magically removed or suppressed.
Stacking: Each additional dose of Oil of Taggit increases the save DC by 1.
Purple Worm Venom
- Cost: 800 gp
- Type: Injury
- Source: Creature
- Crafting:
18 ranks, craft DC 28 - Duration: Until 2 successive saves are made
Purple Worms are hard to capture, and nightmarish to harvest poison from, but most find the trouble to be worth it.
Immediately upon suffering the poison the victim must make a Constitution saving throw or take 2d6 Strength damage. The victim repeats the saving throw at the end of each of its turns, taking 1d6 Strength damage on a failed save.
Stacking: Each additional dose of Purple Worm Poison increases the poison's save DC by 1.
Scorpion Venom
- Cost: 200 gp
- Type: Injury
- Source: Creature
- Crafting:
8 ranks, craft DC 20 - Duration: Until 2 successive saves are made
Scorpion venom is much like that of the spider, only stronger and more deadly.
Immediately upon suffering the poison, and every 1d4+1 rounds thereafter, the victim must make a Constitution saving throw or take 1d6 Strength damage.
Stacking: Each additional dose of Spider or Scorpion Venom (any kind) increases the poison's save DC by 1. If multiple types of Spider or Scorpion Venom are affecting the victim, use the largest damage die.
Spider Venom
- Cost: 100 gp
- Type: Injury
- Source: Creature
- Crafting:
6 ranks, craft DC 15 - Duration: Until 2 successive saves are made
Spider venom is difficult to harvest, either requiring scores of the smaller creatures or braving an encounter with their monstrous cousins.
Immediately upon suffering the poison, and every 1d4+1 rounds thereafter, the victim must make a Constitution saving throw or take 1d4 points of Strength damage.
Stacking: Each additional dose of Spider or Scorpion Venom (any kind) increases the poison's save DC by 2. If multiple types of Spider Venom are affecting the victim, use the largest damage die.