SC5e Legacy Part 4

by Stormchaser

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Dungeons and Dragons 5th Edition
The Stormchaser Overhaul
Legacy Edition
Part 4: Appendices

Appendix A: Conditions

Broken

Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

  • If the item is a weapon, any attacks made with the item suffer disadvantage on attack and damage rolls. The weapon loses all properties except ammunition, concealed, limit, loading, long, mag, misfire, pellets, slow, strength, two-handed, unwieldy, versatile and worn until repaired.
  • If the item is a suit of armour or a shield, the bonus it grants to AC or DR is halved, rounding down.
  • If the item is a tool needed for a skill, any skill check made with the item suffers disadvantage.
  • If the item is a wand or staff, it uses up twice as many charges when used.

If the item does not fit into any of these categories, the broken condition has no effect on its use.

Items with the broken condition, regardless of type, are worth 75% of their normal value. Items can be repaired using a spell such as mending, or with the tools used to create them. You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price. Alternatively, you can make a DC 20 tools check to invest only one hour of work per point of damage to be repaired. Items lose the broken condition restore to half their original hit points or higher.

If the item is magical, it can only be repaired in combination with an arcana check of the same DC as that required to identify the item.

Destroyed

A destroyed item is rendered useless in its current function. It can only be used as an improvised weapon.

A destroyed item cannot be repaired and can only be salvaged for material. You can salvage material worth 25% of the item's non-magical base cost.

Immunity to New Conditions

Amorphous creatures immune to the Grappled condition are also immune to the Restrained and Pinned condition. Creatures immune to fear are also immune to the Shaken and the Panicked condition. Creatures immune to pain are also immune to the Pain-wracked condition, such as undead and constructs.

Grappled

  • A grappled creature's speed becomes 0, and it cannot benefit from any bonus to its speed.
  • The condition ends if the Grappler is incapacitated.
  • If an effect would remove the grappled creature from the reach of the Grappler or Grappling effect, the Grappler must make a Strength saving throw vs the DC of the effect to hold onto the grappled creature, or the grapple ends.
  • Attacks targeting a grappling or grappled creature are at disadvantage, unless a light or natural weapon is used.
  • A grappled creature has disadvantage to hit creatures that are not grappling it.
  • If you have a Strength of 13 or more, you can spend one of your attacks to make a Grapple check to restrain a creature you are grappling. If you succeed, the creature is Restrained by you. If you fail, the Grapple is broken and the creature can use its reaction to make an opportunity attack against you.

Restrained

  • A restrained creature’s speed becomes 0, and it cannot benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's Attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.
  • A creature that has been restrained via a Grapple remains Restrained as long as it is also Grappled. If the Grapple breaks, it is no longer Restrained.
  • If you have Strength of 13 or more, you can spend one of your attacks to make a Grapple check to Pin a creature you are Restraining. If you succeed the creature is Pinned by you. If you fail, the Grapple is broken and the creature can use its reaction to make an opportunity attack against you.

Pinned

Pinned creatures are usually pressed against a hard surface, their limbs held in a lock and struggling under body weight.

  • You can Pin creatures of the same size or smaller than you. Creatures larger than you cannot be Pinned.
  • A Pinned creature is unable to perform any actions other than an opposed Grapple check to break the grapple, or cast spells and cantrips with verbal components only.
  • A Pinned creature does not benefit from Dexterity or Shield boni to AC, and is a valid target for Coup de Grace, but with disadvantage.
  • At the start of your turn, you must spend one of your attacks to maintain the Pin. If you choose to use it for anything else, the creature is no longer Pinned by you.
  • During your turn and as long as you have used one of your attacks to maintain the Pin, you can attempt a Disarm action as a bonus action.
  • A creature remains Pinned as long as it is also Grappled and Restrained. If the Grapple breaks, it is no longer Pinned.

Shaken

A shaken creature is dealing with the initial shock from a horrifying sight or a powerful enemy attack. Unless stated otherwise, the effect ends on the end of your next turn.

  • A shaken creature has disadvantage on its first Attack roll or Ability Check on its turn.
  • If a shaken creature is subjected to an effect that causes it to become Shaken again, it becomes Frightened.

Frightened

  • A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within sight.
  • The creature can’t willingly approach the source of its fear.
  • When a creature becomes frightened, it must make a concentration check if it is concentrating on a spell.
  • If a frightened creature becomes frightened again, it becomes Panicked.

Panicked

An unspeakable dread can break the will of weaker creatures and send them running for their lives.

  • A panicked creature remains panicked as long as it is frightened. If it is no longer frightened, it stops panicking.
  • A panicked creature must Disengage or Dash with all its movement speed from the source of its fear, as well as any other dangers it encounters, along a random path. The creature uses the Dodge action anytime it can, and will attack or interact with obstacles, use special abilities including spells as a means of escape. If cornered, a panicked creature cowers and does not attack.
  • At the start of its turn, a panicking creature can attempt a Wisdom saving throw at Save DC of the source of the fear. If it succeeds, it is no longer panicked. It may continue to feign panicking to surprise any pursuers.
  • A panicked creature cannot concentrate on spells.

Susceptible

Susceptibility is lesser variant of Vulnerability. Creatures susceptible to a damage type take extra damage from that damage type. You can use this effect instead of Vulnerability to lessen the damage type exploits in your campaign.

Susceptibility has damage type and a value (typically 5) or a die size. If a creature has Fire Susceptibility 1d10, then any time it takes fire damage it takes an extra 1d10 fire damage.

Nauseated

Nauseated is a lesser variant of the Poisoned condition. It can be caused by consumption of spoiled food or exposure to toxic conditions without direct contact with poisons. Unless stated otherwise, the effect persists while exposed to its source.

  • A nauseated creatures has disadvantage on its first Attack roll or Ability Check on its turn.
  • If a nauseated creature becomes Nauseated again, it becomes Poisoned.
  • A nauseated creature can spend its action to wretch to remove the Nauseated condition.

Poisoned

  • A poisoned creature has disadvantage on Attack rolls and Ability Checks.
  • When a poisoned creature takes poison damage equal to or more than its Constitution modifier (minimum of one), its vigour maximum is reduced by 1d6.
  • While poisoned, if a creature's vigour maximum is reduced below half than normal it suffers one level of Exhaustion that cannot be removed. This exhaustion persists even if the creature is no longer Poisoned, as long as its hit point maximum is reduced below half.
  • A creature's vigour maximum recovers at the end of a long rest, as long as it is no longer Poisoned during the rest. Healing using hit dice or magical means also recovers the same amount to their vigour maximum lost this way.

Dazed

Dazed is a lesser variant of Stunned. You may become Dazed after taking guaranteed Wound (damage taken equal or more than twice your Constitution score), taking Massive Damage or when failing a saving throw against a Stunning effect by just one. Unless stated otherwise, the effect ends on the end of your next turn.

  • A Dazed creature cannot take reactions, and may use either an action or a bonus action but not both.
  • Regardless of your abilities or effects, you cannot make more than one melee or ranged attack during your turn.
  • If a Dazed creature is subjected to an effect that causes it to become Dazed again, the creature becomes Stunned.

Pain-wracked

The creature is experiencing excruciating pain that inhibits its ability to maintain control over its actions. It can suffer the Pain-Wracked condition along with ongoing damage due to burning alive, dissolving into acid, being eaten by a swarm of bugs or rats, extreme torture or surgery without anaesthesia, or when its mind is crushed by a powerful psychic entity.

  • A Pain-wracked creature suffers disadvantage on all skill checks and attack rolls, and its speed is decreased by 10.
  • A Pain-wracked creature does not benefit from Dexterity or Shield bonuses to AC.
  • At the start of its turn, a pain-wracked creature must make a DC 15 Constitution saving throw. If it fails the saving throw, it must use its action to attempt to cancel the ongoing damage, and cannot use its bonus action or reaction until the start of its next turn. If it fails by 5 or more, it also can only use its movement to flee in a direction away from the source of pain and drops prone if it enters difficult terrain or obstacles. If it fails by 10 or more, it always drops prone after using its movement action. The action required to cancel the ongoing damage must be a saving throw with an appropriate attribute. The DC is either the Trap or Poison DC, a creature's Save or Spellcasting DC or if nothing else applies, the higher of 15 or half the damage taken since the previous turn.
  • If a creature manages to remove the source of pain or the ongoing damage effect ends, it is no longer pain-wracked.
  • A Pain-wracked creature that drops unconscious or is dying cannot be stabilised unless it is no longer pain-wracked.

Appendix B: Afflictions

From curses to poisons to diseases, there are a number of afflictions that can affect a creature. While each of these afflictions has a different effect, they all function using the same basic system. All afflictions grant a saving throw when they are contracted. If successful, the creature does not suffer from the affliction and does not need to make any further rolls. If the saving throw fails, the creature falls victim to the affliction.

Afflictions require a creature to make a saving throw after a period of time to avoid taking certain penalties. With most afflictions, if a number of saving throws are made consecutively, the affliction is removed and no further saves are necessary. Some afflictions, usually supernatural ones, cannot be cured through saving throws alone and require the aid of powerful magic to remove. Each affliction is presented as a short block of information.

Name: This is the name of the affliction.

Type: This is the type of the affliction, such as curse, disease, or poison. It might also include the means by which it is transmitted, e.g. contact, ingestion, inhalation, or injury.

Save: This gives the type of save necessary to avoid contracting the affliction, as well as the DC of that save. Unless otherwise noted, this is also the save to avoid the affliction’s effects once it is contracted, as well as the DC of any checks needed to end the affliction.

Onset: Some afflictions have a variable amount of time before they set in. Creatures that come in contact with an affliction with an onset time must make a saving throw immediately. Success means that the affliction is avoided and no further saving throws must be made. Failure means that the creature has contracted the affliction and must begin making additional saves after the onset period has elapsed. The affliction’s effect does not occur until further saving throws are failed after the onset period has elapsed.

Frequency: This is how often the periodic saving throw must be attempted after the affliction has been contracted (after the onset time, if the affliction has any). While some afflictions last until they are cured, others end prematurely, even if the character is not cured through other means. If an affliction ends after a set amount of time, it will be noted in the frequency. For example, a disease with a frequency of “1/day” lasts until cured, but a poison with a frequency of “1/round for 6 rounds” ends after 6 rounds have passed.

Afflictions without a frequency occur only once, immediately upon contraction (or after the onset time).

Effect: This is the effect that the character suffers each time if they fail their saving throw against the affliction. Most afflictions cause ability damage or hit point damage. These effects are cumulative, but they can be cured normally. Other afflictions cause the creature to take penalties or other effects. These effects are sometimes cumulative, with the rest only affecting the creature if it failed its most recent save. Some afflictions have different effects after the first save is failed. These afflictions have an initial effect, which occurs when the first save is failed, and a secondary effect, when additional saves are failed, as noted in the text. Hit point and ability score damage caused by an affliction cannot be healed naturally while the affliction persists.

Cure: This tells you how the affliction is cured. Commonly, this is a number of saving throws that must be made consecutively. Even if the affliction has a limited frequency, it might be cured prematurely if enough saving throws are made. Hit point damage and ability score damage is not removed when an affliction is cured. Such damage must be healed normally. Afflictions without a cure entry can only be cured through powerful spells, such as protection from poison and remove curse. No matter how many saving throws are made, these afflictions continue.

Progression and End States

The following system presents progression tracks for diseases and poisons that cause the victim’s situation to become increasingly worse.

When a victim fails their initial save and is afflicted with a disease or poison, they immediately suffer the effects of the first step down the progression track. For diseases, this is latent/carrier; for poisons, it’s usually weakened.

This replaces the affliction’s normal effects (such as exhaustion), though many afflictions still produce additional symptoms. At the GM's discretion, truly deadly diseases and poisons might cause the victim to start further along the progression track than normal.

All effects from disease and poison tracks are cumulative.

Most afflictions also have an end state — a point at which the disease or poison has progressed as far as it can. Once an affliction has reached its end state, the victim keeps all current effects (but doesn't suffer further effects) and can no longer attempt saving throws to recover from the affliction. By default, each disease and poison track has an end state of dead, but some afflictions have less severe end states, and others might progress only to a certain intermediate state at worst, allowing victims to continue attempting saves.

In general, whenever a victim fails a saving throw against their affliction, they move one step further down the progression track, gaining the effects of the next state and keeping all previous effects, until they reach the end state. If they are afflicted with a disease, they move one step back toward healthy whenever they fulfill the conditions in the disease's Recovery entry (usually by succeeding at one or more saves). Once they reach healthy, they are cured.

Poisons work differently. Fulfilling the Cure condition removes a poison from the victim's system, but they remain at the same step on the track and recover gradually. (Treat a poison that has exhausted its duration in the same way.) For every day of bed rest (or 2 nights of normal rest), a victim recovers one step; this recovery is doubled as normal by Medicine checks, and tenacious poisons might require a longer recovery period.

Usually, protection from poison or lesser restoration immediately moves the victim to a healthy state on the respective track, and a heal spell will work for both. However, once the disease or poison has reached its end state, only a more powerful spell such as miracle or wish can remove it.

Some diseases and poisons cause the same effects as a condition (such as poisoned) or render characters paralysed. Effects that modify or remove those conditions (such as immunities) do not apply; only effects and immunities that help against diseases or poisons apply, as appropriate.

Diseases

The disease track simulates the progression of a disease, starting with incubation. If the disease’s cure entry does not allow a cure, the disease's progression is irreversible without the use of a heal spell, and even a successful lesser restoration only prevents further deterioration.

There are two different tracks: one for diseases that affect physical ability scores (such as bubonic plague or slimy doom), and one for those that affect mental ability scores (such as cackle fever or mindfire).

Physical Disease Track

  • Healthy
  • Latent/Carrier: A character in this stage has the disease, and may pass it on if contagious, but suffers no ill effects.
  • Weakened: A character weakened by a physical disease suffers a level of exhaustion.
  • Impaired: A character impaired by a physical disease suffers an additional level of exhaustion. Whenever they take an action, they must succeed at a Constitution save at the same DC as the disease's DC or lose the action and gain the nauseated condition for 1 minute.
  • Incapacitated: A character incapacitated by a physical disease gains the incapacitated condition.
  • Bedridden: A character rendered bedridden by a physical disease is awake and can converse, but can’t stand on their own or take any actions. Their speed is 0.
  • Comatose: A character rendered comatose by physical disease is unconscious and feverish. They can’t be woken by any means as long as they remain in this state on the disease track.
  • Dead: The disease overcomes the body's immune system, and the character dies. The corpse may be still be contagious, and some diseases may have unusual effects after the character dies.

Mental Disease Track

  • Healthy
  • Latent/Carrier: A character in the latent stage has the disease, and may pass it on if contagious, but suffers no ill effects.
  • Weakened: A character weakened by a mental disease suffers all the effects of the shaken condition. The DCs of their spells and spell-like abilities decrease by 2. If they are a spellcaster, they can no longer cast their highest level of spells.
  • Impaired: A character impaired by a mental disease no longer adds their mental ability score modifiers to the number of uses per day of pools (such as a ki pool), abilities (such as channel and lay on hands) and spells known or prepared. Their DCs decrease by an additional 2. If they are a spellcaster, they can no longer cast their 2 highest levels of spells.
  • Befuddled: A character befuddled by a mental disease is losing their grasp on thought, reality, and self. They have a 50% chance each round to take no relevant action, instead babbling randomly, wandering off, or talking to unseen things.
  • Deranged: A character rendered deranged by a mental disease is almost entirely disconnected from reality. Their mind filters and twists all external stimuli into strange forms.
  • Comatose: A character rendered comatose by a mental disease has lost all grip on reality and entered an inner world of dreams. They can’t be woken by any means as long as they remain in this state on the disease track.
  • Dead: The disease has harmed the character’s brain beyond repair, killing them. The corpse may still be contagious, and some diseases may have unusual effects after the character dies.

Disease Templates

Not all strains of the same disease are identical. Diseases mutate and change over time, so the PCs may encounter local strains of devil chills, filth fever, and other diseases that are different from those with which they're familiar. These different strains might be particularly fast-acting, easier to spread, resistant to treatment, or otherwise improved over the default version of the disease. The following section presents several templates that can be applied to any disease to represent more dangerous strains. Several templates can be applied to the same disease to create a truly horrifying plague. The special properties of a disease with a template are difficult to predict without special training. Unless a character spends at least an hour examining the disease and its victims and then succeeds at a Wisdom (Medicine) check (DC = the disease’s save DC + 10), they identify the disease as its more common variant, without realising the differences.

Incurable

An incurable disease is all but impossible to cure completely.

Save The disease’s saving throw DC is reduced by 5.

Recovery The disease cannot be recovered from with any number of successful saving throws. Whenever the afflicted creature succeeds at a saving throw to resist the disease’s effects by 5 or more, you automatically succeed at your next saving throw against the disease’s effects as well. Even spells that can normally cure diseases only cause the disease to become dormant for 2d4 days, after which the affected creature must continue with saving throws.

Only powerful magic like a miracle or a wish is sufficient to completely cure a creature of an incurable disease.

Lingering

A lingering disease is one that tends to remain with its victims for a long time and is difficult to cure completely.

Save The disease’s saving throw DC increases by 2.

Effect Any ability score damage or drain dealt by the disease is reduced by 1 (to a minimum of 1).

Recovery The number of consecutive successful saving throws required for the victim to recover from the disease increases to double the normal amount.

Special Any effect that would cause a creature suffering from the disease to be cured of it (including lesser restoration) instead counts as a single successful save for the purposes of curing the disease through consecutive saving throws. No more than 1 successful save can be accrued in this way within a single period of the disease’s frequency (1 day, for most diseases), even if multiple effects would cure the creature of its disease.

Finally, even if a creature is completely cured of the disease, small amounts of it remain within its system, and there is a 30% chance per day that the creature becomes reinfected, and must succeed at a new saving throw or contract the disease again. This chance decreases by 5% per day, until it reaches 0%.

Magic-Resistant

A magic-resistant disease is protected against magic.

Sometimes this is because the disease has a magical origin or has been infused with magic, and sometimes it’s because the organisms that cause the disease simply react differently to magic than most infectious organisms do.

Save The disease can affect creatures that have Constitution scores and are normally immune to disease, whether that immunity comes from a racial trait, class feature, spell, magic item, or other source. However, such creatures receive a +4 bonus on saving throws when attempting to resist the disease’s effects.

Cure The disease is particularly difficult to remove using magic. Lesser restoration can’t cure the disease, and even more powerful spells such as heal require a successful spellcasting ability check check with a -10 penalty (DC = the disease’s save DC) to remove the disease.

Special The disease responds violently to any attempts to heal it using magic. Whenever the diseased creature is subject to a spell or ability that cures diseases, it must succeed at a Constitution save or suffer the disease’s effect. This does not reset the disease’s frequency, and succeeding at this check does not count toward the number of consecutive saves required to be cured of the disease.

Plague

A plague is a disease that spreads very effectively, and can easily pass through an entire community in a short period of time. If left unchecked, plagues can ravage entire cities or regions, and in the case of particularly deadly or virulent plagues, can potentially even bring an end to mighty civilisations.

Type If the disease’s type is ingested, it instead changes to inhaled. If its type is injury, it instead changes to contact. If its type is contact or inhaled, it remains the same.

Save The initial saving throw DC to resist the disease increases by 5. The saving throw remains the same for all subsequent saving throws to resist the disease’s effects.

Special Simple contact with or, in the case of inhaled diseases, spending time near a creature infected with a plague can expose others to the disease. If the plague is an inhaled disease, then a creature afflicted with the disease creates an aura of disease around it. Any coughing, sneezing, and in some cases, even breathing releases clouds of disease-causing organisms into the air. Any creature that comes within 30 feet of the diseased creature is exposed to the plague, and must succeed at a Constitution save or begin suffering its effects. A potential victim must attempt a new save each time it moves within 30 feet of a diseased creature, to a maximum of one saving throw every 10 minutes. Any creatures that remains within 30 feet of the diseased creature must attempt a new saving throw every 10 minutes. If the plague is a contact disease, each time a creature touches the diseased creature, or touches an object that was touched by the diseased creature in the last 24 hours, the potential victim is exposed to the plague, and must succeed at a Constitution save or begin suffering its effects.

Ravaging

A ravaging disease is one whose effects are particularly difficult to heal, and that can permanently scar victims.

Effect If the disease deals ability damage, each time the affected creature fails a saving throw to resist the disease’s effects by 5 or more, 1 point of that ability score damage becomes permanent ability score drain instead. If the affected creature rolls a natural 1 on a saving throw to resist the disease’s effects, all of the ability score damage becomes permanent ability score drain.

Recovery The number of consecutive successful saves required to recover from the disease increases by 1.

Special Ability score damage and drain dealt by the disease cannot be healed as long as the affected creature is still infected by the disease. This applies both to natural healing and magical healing (such as lesser restoration).

Vicious

A vicous disease's attacks on the body are ruthlessly efficiency.

Save With each failed saving throw, the DC of any future saves by the affected creature to resist the disease’s effects increase by 1. These increases stack to a maximum of 5.

Effect Any Constitution damage or Constitution drain dealt by the disease increases by 2. Otherwise, in addition to its normal effect, the disease also deals 1d4 points of Constitution damage.

Virulent

A virulent disease is particularly fast-acting, and runs its course in hours, rather than days. While this could mean the disease runs its course more quickly, leaving the victim disease-free, virulent diseases are particularly taxing on their victims and often end in death.

Onset If the disease’s onset is normally measured in weeks, it is instead measured in days. If it is normally measured in days, it is measured in hours. If it is normally measured in hours, it is measured in minutes.

Frequency If the disease’s frequency is normally measured in weeks, it is instead measured in days. If it is normally measured in days, it is instead measured in hours. If it is normally measured in hours, it is instead measured in minutes.

Effect If the disease doesn’t already deal Constitution damage on a failed save, it deals 1 point of Constitution damage in addition to its normal effect on each failed save. If it normally deals Constitution damage, increase the Constitution damage by 1.

Special If the diseased creature fails two consecutive saving throws, it is sickened until the next time it succeeds at a saving throw to resist the disease’s effects. If the diseased creature fails four consecutive saving throws, it is nauseated until the next time it succeeds at a saving throw to resist the disease’s effects. These penalties are in addition to any other effects of the disease, and cannot be removed as long as the creature remains diseased. Even if the creature is normally immune to the sickened or nauseated condition, that condition still applies; only immunity to diseases protects against gaining the condition from a virulent disease.

Diseases List

If a disease does not specify an effect, it imposes only the effects for the victim's state on the pertinent track. Not everything listed here is a true “disease”. Some are more accurately described as infections, parasites, etc.

Athrakitis

This disease spreads through particles exuded from the decomposing corpses of infected animals. Infective particles can survive in the soil for decades or even centuries. The disease typically occurs when grazing mammals ingest or breathe the spores while eating ground vegetation. Anthrakitis causes a wide variety of symptoms as it attacks the skin, digestive system, or respiratory system; symptoms include fatigue, difficulty breathing, ulcers, loss of appetite, and nausea. Any victim infected with anthrakitis can also spread the disease. Those who come into contact with a victim must save versus the disease or become infected themselves. The bodies of those killed by anthrakitis are also infectious and remain so until destroyed.
Type Disease, Contact, Inhaled, or Ingested; Save Constitution DC 20
Track Physical; Frequency 1/day

Basidirond Spores

Type Disease, Inhaled; Save Constitution DC 16
Track Physical; Frequency 1/round for 6 rounds
Recovery 1 save

Blightburn Sickness

Caused by blightburn radiation.
Type Disease, Contact; Save Constitution DC 22
Track Physical and Mental; Frequency 1/day
Effect Contact is automatic when a creature comes within a 60-foot radius, and can be blocked only by lead sheeting, 1 foot of stone, or a force effect
Recovery 2 consecutive saves

Blinding Sickness

Type Disease, Ingested; Save Constitution DC 16
Track Physical; Frequency 1/day
Effect This painful infection causes bleeding from the eyes. At the impaired state, the victim becomes permanently blind.
Recovery 2 consecutive saves. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with a herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.

Blister Phage

This disease causes a painful and hideous outbreak of facial tumors and a sickening deterioration of the skin across the entire body, and also works on the minds of some, slowly driving them insane.
Type Disease, Contact or Injested; Save Constitution DC 20
Track Physical and Mental; Frequency 1/day

Bloody End

This disease causes the body to produce blood filled with sanguine humours and adrenaline, making the victim incredibly violent and savage. It is spread by contact with the tainted blood — so while it is safe to touch creatures in the early stages of the disease, coming into contact with even the smallest amount of a diseased creature’s blood allows the disease to spread.
Type Disease, Contact; Save Constitution DC 20;
Track Special; Frequency 1/hour
Effect Healthy—Carrier—Early—Moderate—Severe—Terminal; Disadvantage on Wisdom saves for 1 hour
Recovery 2 consecutive saves

Carrier The affected creature becomes more irritable and aggressive than normal, but otherwise there are no symptoms of the disease at this stage.

Early The affected creature’s skin darkens, and the creature’s attitude worsens, making it prone to violent outbursts. The affected creature gains +2 strength, and loses -4 Dexterity. Its tainted blood is unable to clot, and rushes out of even minor wounds. Whenever the affected creature takes at least 5 points of piercing or slashing damage, it also takes 2 points of bleed damage. This bleed damage stacks with other bleed damage, including itself. Whenever the affected creature takes bleed damage in this way, a thin but far-reaching spray of blood erupts from the wound, exposing all creatures in a 15-foot cone (pointing toward the source of the attack) to the disease unless they succeed at Reflex saving throws at the disease's DC.

Moderate Blood begins to ooze through the affected creature’s pores, coating its skin in a thin, red sheen. The bonus to Strength increases to +4, and the penalty to Dexterity becomes –8. Whenever the affected creature takes damage, it must succeed at a Wisdom save at the disease's DC or fly into a berserk rage, in which it is compelled to attack the nearest creature each round for 1 minute, regardless of whether it's a friend or foe. The amount of bleed damage that the affected creature takes after being dealt 5 or more points of piercing or slashing damage increases to 5.

Severe The berserker rage caused by the disease clouds the mind of the affected creature, which is constantly compelled to attack the nearest creature. The affected creature can attempt a Wisdom save at the disease’s DC as a free action to suppress this effect for 1 minute, but if it fails this save, it can’t try again for 1 hour. Even if it succeeds, it must continue to attempt a save whenever it takes damage to avoid flying back into a berserk state.

Terminal The affected creature can no longer attempt a saving throw to suppress its rage. If it fails a saving throw against the disease's progress at this stage, it dies. Even on a successful saving throw, the affected creature takes 10d10 points of damage and 2 points of Constitution drain. If the affected creature dies, its body explodes in a shower of gore, exposing all creatures within 20 feet to the disease unless they succeed at Reflex saves at the disease’s DC.

Bluespit

This bacterial infection thrives in avian and mammalian lungs. The name is derived from the blue-tinged sputum coughed up by victims — at least until they finally keel over.
Type Disease, Inhaled; Save Constitution DC 14
Track Physical; Frequency 1/day
Effect 1d6 non-lethal damage. The non-lethal damage cannot be healed while the disease remains. A victim that accumulates sufficient damage to fall unconscious while infected with bluespit begins to suffocate. Despite being unconscious, the victim is considered to be holding its breath rather than immediately progressing to death saves.
Recovery 2 consecutive saves

Bog Rot

Type Disease, Contact; Save Constitution DC 16
Track Physical; Frequency 1/day
Effect Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured.

Bonecrusher (Dengue) Fever

The name of this mosquito-borne illness comes from the terrifying sensation sufferers experience, as if their bones were being squeezed to pulp from within. The illness then leads to severe headaches, high fevers, and a distinctive rash of bright red dots across the lower limbs and chest.
Type Disease, Injury; Save Constitution DC 12
Track Physical; Frequency 1/day
Recovery 2 consecutive saves

Boot Soup

This infection is named for its ultimate result, should it go untreated for long periods of time. A fuzzy reddish-brown fungus grows painlessly between the toes and spreads from there to the top of the foot over the course of a day. If not removed within 24 hours, the character’s movement speed is reduced by 5 feet for every day the infection is left to spread. It is only at this point that the character begins to feel pain as the fungus starts consuming living tissue and nerves, eventually leading to paralysis.
Type Disease (Fungus), Contact; Save Constitution DC 16
Track Physical; Frequency 1/day
Effect Speed reduced by 5 feet, creatures reduced to speed 0 feet are permanently paralyzed.
Recovery 2 consecutive saves, or completely skinning or burning the affected area (inflicting 1d8 points of damage)

Brain Moss

This bright blue fungus grows inside the brain tissue of a living creature, altering the brain’s chemistry to make the host docile, and eventually consuming the host’s brain while it is still alive. In severe cases of the disease, telltale blue fuzz can often be found growing out of the victim’s ears and nostrils.
Type Disease, Inhaled; Save Constitution DC 16
Track Special; Frequency 1/day
Effect Healthy—Carrier—Early—Moderate—Severe—Terminal; Disadvantage on Wisdom saves and Wisdom-based ability checks for 1 day
Recovery 2 consecutive saves

Carrier At this stage, the affected creature experiences colors and sounds with more intensity than it normally would, but there are otherwise no effects.

Early The affected creature’s mind is flooded with calming chemicals, which put the creature in a tranquil, calm state. The affected creature cannot gain any bonuses or penalties from morale-based effects and it has disadvantage on attack rolls, damage rolls and Insight checks, as the brain moss interferes with critical thinking.

Moderate The affected creature becomes placid and incredibly impressionable. It cannot take hostile actions, although whenever another creature takes a hostile action against the affected creature, it can attempt a Wisdom save at the disease’s DC to suppress this effect for 1 minute. Additionally, whenever anyone makes a request of the affected creature, it must succeed at a Wisdom save at the disease’s DC or be compelled to perform the request, similar to a creature that failed a saving throw against the suggestion spell, except this suggestibility is a non-magical disease effect (not a spell, spell-like ability, enchantment, or compulsion).

Severe The fungus begins to cause intense hallucinations in the affected creature, making it constantly confused. Additionally, once every 1d4 hours, it has a hallucination that causes it to be dazed for 1 minute, after which time it must succeed at a Wisdom save at the disease’s DC or be compelled to perform an act chosen by the GM or determined at random, as a result of the delusions (similar to the effect at the moderate stage).

Terminal The fungus begins to consume the brain tissue of the affected creature, whose brain can no longer control its body. The affected creature falls unconscious and remains unconscious for as long as it remains at this stage of the disease. If it fails a saving throw against the disease’s progress at this stage, it dies. Even if it succeeds at a saving throw at this stage, it takes 4 points of Constitution and Intelligence damage.

Brainworms

Individually, these tiny parasites are almost invisible to the naked eye, yet en masse they're capable of taking down even the strongest animals. Entering the body through contact with an infected host or corpse (especially through open wounds), these thin worms quickly migrate to the brain and begin reproducing. The infestation is typically evidenced by a dulling of the senses and intellect and by erratic bouts of irrational rage toward other creatures during which the worms attempt to spread to other hosts through combat and injury. Examining the brain of a late-stage victim reveals a living carpet of thousands of tiny parasites.
Type Disease (Parasite), Contact or Injury; Save Constitution DC 14
Track Mental; Frequency 1/day
Effect If damaged in combat, the target must make a second Constitution save or roll each round on the chart from the confusion spell to determine their actions for the duration of the encounter
Recovery 2 consecutive saves

Bubonic Plague

Infected vermin and parasites spread this disease, also known as Daemon’s Touch or the Black Death, through their bites. Once contracted, the disease spreads quickly, polluting the victim’s body with toxins. As the disease reaches the lymph nodes, the victim suffers extreme inflammation of glands, and his skin might take on a black pallor. Symptoms include fever, headaches, nausea, fatigue, and swelling of the lymph nodes (called buboes) on the neck, underarms, and inner thigh areas, and eventually bleeding beneath the skin.
Type Disease, Injury or Inhaled; Save Constitution DC 17
Track Physical; Frequency 1/day
Recovery 2 consecutive saves

Cackle Fever

Type Disease, Inhaled; Save Constitution DC 13
Track Mental; Onset 1d4 hours; Frequency 1/day
Effect This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks". Symptoms include fever and disorientation.

Any event that causes the infected creature great stress - including entering combat, taking damage, experiencing fear, or having a nightmare - forces the creature to make a saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter or 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.

Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that infected creature for 24 hours.
Recovery 2 consecutive saves. On a successful save, the DC drops by 1d6. A creature that fails three saving throws gains a randomly determined form of indefinite madness.

Cholera

Type Disease (Injury); Save Constitution DC 13
Track Physical; Frequency 1/day
A carrion golem transmits cholera on a successful slam attack.

Coward’s Mark

Externally manifesting as round marks on the skin like ringworm, this fungal infection soon spreads to the nervous system. The corpses of victims that succumb to coward’s mark sprout thousands of fruiting bodies 1d4 days after death, spreading the infection on the wind. Type Disease, Contact or Inhaled; Save Constitution DC 13
Track Physical and Mental; Frequency 1/day Initial
Effect If the victim fails two saving throws 2 days in a row (not counting the initial save), they develop a secondary effect, or the existing secondary effect worsens. Curing the affliction immediately removes all accumulated secondary effects.

The first time the disease progresses, the victim becomes shaken whenever other creatures (including allies) are within 30 feet. After the second progression, the victim must succeed at a Wisdom saving throw (DC equal to the disease’s save DC) or become frightened each time any creature approaches within 30 feet. The victim needs to attempt a saving throw against any specific creature only once every 24 hours.

With the third and final progression, the disease’s save DC increases by 2, and the reaction upon a failed save increases to panicked. After the third progression, the victim feels safe only in complete solitude. The secondary effects of coward’s mark are mind-affecting fear effects.
Recovery 3 consecutive saves

Dementia Dust

Type Disease, Inhaled; Save Constitution DC 14
Track Mental; Frequency 1/week
Effect Even if the disease is removed with lesser restoration, condition does not improve without greater restoration or heal.
Recovery magic only

Demon Fever

Type Disease, Injury; Save Constitution DC 18
Track Physical; Frequency 1/day
Effect At the impaired state, penalties from the weakened state become permanent until victim receives heal or restoration.
Recovery 2 consecutive saves

Devil Chills

Type Disease, Injury; Save Constitution DC 14
Track Physical; Frequency 1/day
Recovery 3 consecutive saves

Dysentery

A broad family of intestinal afflictions caused by everything from bacteria to viruses to parasitic worms, dysentery is characterized by explosive and sometimes bloody diarrhea, leading to dehydration and occasionally death.
Type Disease (Parasite), Contact or Injury; Save Constitution DC 16
Track Physical; Frequency 1/day
Effect 1d6 nonlethal damage
Recovery 2 consecutive saves

Enteric Fever

Enteric fever, also known as typhoid fever in temperate climates, breeds within contaminated foods, especially raw or undercooked meats. Symptoms include high fever, profuse sweating, and nausea. As the disease progresses, enteric fever victims suffer from severe headaches, exhaustion, and abdominal pain, as rose-colored spots appear on the chest and abdominal areas. At that point, the victim is prone to dehydration and falls into bouts of delirium and nervous shakes.
Type Disease, Ingested; Save Constitution DC 15
Track Physical; Frequency 1/day
Recovery
A carrion golem transmits typhoid fever on a successful slam attack.

Filth Fever

Type Disease, Contact or Injury; Save Constitution DC 12
Track Physical; Frequency 1/day
Effect Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. Symptoms include fatigue and cramps.

The infected creature regains only half the normal amount of vigour from spending Hit Dice and no wounds or vigour from finishing a long rest.
Recovery 2 consecutive saves

Final Rest

A disease brought from a ruined starship, final rest saps emotion until the victim simply gives up living.
Type Disease, Inhaled; Save Constitution DC 16
Track Mental; Frequency 1/day
Effect The victim cannot gain morale bonuses, receives advantage on saves against mind-affecting effects, and must attempt a saving throw even against harmless mind-affecting effects.
Recovery 2 consecutive saves

Firegut

Though less extreme than true dysentery, this disease is characterized by occasional vomiting of burning bile. It is extremely tenacious.
Type Disease, Injury or Inhaled; Save Constitution DC 17
Track Physical; Frequency 1/day
Recovery 3 consecutive saves

Ghoul Distemper

This rare, tropical disease causes living creatures to turn into feral, ghoul-like entities, and when fatal, often causes the affected creature to rise as a ghoul. The creature’s metabolism rises at an incredible rate, forcing it to devour untenable amounts of food. Eating only further fuels the disease, and all victims of this affliction quickly develop an emaciated, corpselike appearance.
Type Disease, Ingested, Inhaled, or Injury; Save Constitution DC 18
Track Special; Frequency 1/day
Effect Healthy—Carrier—Early—Moderate—Severe—Terminal; Disadvantage on Constitution and Wisdom saves for 1 day
Recovery 2 consecutive saves

Carrier The affected creature becomes voraciously hungry, and must consume double the normal amount of food each day it remains at this stage or risk starvation.

Early The affected creature's skin turns a deep shade of yellow, while the creature’s temperature begins to rise. Additionally, the affected creature’s ravenous appetite worsens. As long as it remains at this stage of the disease or worse, it treats each hour as though it were a full day for the purposes of the frequency and amount of food it must eat in order to avoid starvation (including time spent sleeping). Finally, it develops a strong craving for raw meat, and must consume at least 4 ounces of uncooked meat per hour or become nauseated until it does so.

Moderate The affected creature’s body begins to quickly waste away, as muscle and fat are consumed to feed its growing hunger. Further, its body begins to constantly exude a stench of rotting meat, which cannot be removed with any amount of bathing. The affected creature is constantly nauseated. Additionally, whenever the creature takes non-lethal damage from starvation, it takes 3d6 points of damage, rather than 1d6. Finally, whenever it comes within 10 feet of any amount of meat, including the bodies of slain creatures, it must succeed at a Wisdom save against the disease’s DC or be compelled to spend 1 minute gorging itself on the meat.

Severe The affected creature’s teeth begin to grow and twist painfully, fusing together to form four massive fangs. The creature gains a primary bite natural attack that deals 1d6 points of damage (1d4 if Small). Further, its hunger-addled mind drives it to favour this attack over all others. It can no longer cast spells or use other activated special abilities, nor can it use manufactured weapons; it is only able to make attacks with its bite and other natural attacks. Finally, whenever the affected creature takes non-lethal damage from starvation, it takes 6d6 points of damage, rather than 1d6.

Terminal The affected creature completely loses control. It is compelled to attack any living creature it encounters in an attempt to devour its victim's flesh, preferably while still alive. Player characters who reach this stage are under the GM's control until they are cured. Additionally, whenever the affected creature takes nonlethal damage from starvation, it also takes 2 points of Constitution damage. If it fails a saving throw against the disease’s progress at this stage, it dies. A creature that dies while at this stage of the disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours.

Gore Worms

These parasites derive their name from their habit of devouring their hosts from the inside, leaving them as putrid sacs of blood and worms. Gore worms release their microscopic eggs in spore-like clouds that make their way into the bloodstream when inhaled. Eventually, the eggs anchor themselves within a host’s body and grow until they reach nearly 2 inches in length. Adults burrow out through the host’s skin and release their eggs into the air. The worms cannot survive outside of a host for more than a few hours, though they can inhabit corpses as easily as living creatures.
Type Disease, Inhaled; Save Constitution DC 20;
Track Special; Frequency 1/day
Effect Healthy—Carrier—Early—Moderate—Severe—Terminal; Disadvantage on attack rolls, damage rolls, and Constitution saves for 1 day
Recovery Magic only

Carrier The gore worm eggs travel throughout the creature’s body via its circulatory system. The affected creature doesn't suffer any particular symptoms at this stage.

Early The affected creature develops swelling, blister-like growths that ooze blood and are incredibly painful when touched. Whenever the creature takes bludgeoning, piercing, or slashing damage, it takes 1d6 additional points of non-lethal damage. Additionally, if the creature is wearing armour, then whenever it takes an action, it takes 1d6 points of nonlethal damage, or 2d6 points if wearing heavy armour.

Moderate The gore worms hatch. The affected creature can feel them writhing and moving beneath its skin, and others can even see the worms moving occasionally. The affected creature is constantly nauseated. Furthermore, whenever it takes more than a single standard or bonus action in a round, the worms roil angrily, causing the host to become poisoned for 1d4 rounds afterward. Finally, magical healing greatly agitates the worms, and whenever the affected creature is the target of a healing spell, the worms whip into a frenzy, dealing 2 points of Constitution damage.

Severe The gore worms burrow holes through the affected creature’s skin and extend portions of their bodies out into the air, giving the appearance that the affected creature’s body has been covered in dozens of tiny gaping mouths with serpentine tongues. The affected creature is constantly incapacitated and gains a level of exhaustion.

Terminal The gore worms begin devouring the affected creature’s internal organs. The affected creature is constantly poisoned. If it fails a saving throw against the disease’s progress at this stage, it dies. Even if it succeeds, it takes 10d10 points of damage and 2 points of Constitution drain, in addition to the disease’s normal effects.

Green Haze

This mold tends to begin growing in the folds of the eyelids. Over the course of a day, it spreads to cover the eyelids and begins to cover the eyeball. If left untreated, this mold can cause the character to go permanently blind.
Type Disease (Fungus), Contact; Save Constitution DC 13
Track Physical; Frequency 1/day
Effect Disadvantage on Perception checks, target is permanently blinded if fails 3 saves.
Recovery 2 consecutive saves

Greenscale

This disgusting disease causes patches of skin to harden and crack, weeping greenish pus and covering the body with putrid, scale-like patterns. The disease is most commonly contracted through injury or other blood-to-blood contact with an infected creature, though certain carrion eaters of the jungle particularly birds have been known to play host to the disease without themselves suffering from it.
Type Disease, Injury; Save Constitution DC 15
Track Physical; Frequency 1/week
Effect Target must make a second Constitution save or suffer 1 point of Charisma drain.
Recovery 2 consecutive saves

Leprosy

Leprosy is spread by victims of the disease through direct—even casual—contact. Leprosy results in skin lesions, extreme nasal congestion, and wounds that do not heal. A highly visible malady, leprosy can permanently disfigure those who don’t receive magical aid. If left untreated, the victim develops sores and becomes easily fatigued. While leprosy can prove difficult to contract, few overcome the disease once infected. Suffering from a slow deterioration, particularly hardy lepers can remain quite active for years after first exhibiting signs of the disease.
Type Disease, Contact, Inhaled, or Injury; Save Constitution DC 12
Track Physical (Special); Frequency 1/week
Effect Healthy—Latent/Carrier—Sluggish—Stiffened; sluggish and stiffened are as Dexterity poison, stiffened is an end state.
Recovery 2 consecutive saves

Malaria (Jungle Fever)

A classic traveler’s nightmare, malaria is transmitted by the bites of mosquitoes and leads to fever, vomiting, shivering, and convulsions, and sometimes even severe brain damage, particularly in children.
Type Disease, Injury; Save Constitution DC 18
Track Physical; Frequency 1/day
Recovery 2 consecutive saves

Mindfire

Type Disease, Inhaled; Save Constitution DC 12
TrackMental; Frequency 1/day
Recovery 2 consecutive saves

Mummy Rot

Type Disease, Injury; Save Constitution DC 16
Tracks Physical and Mental (special); Frequency 1/day
Effect No latent/carrier state; victim suffers all penalties from progressing on both the physical and mental disease tracks.
Recovery Lesser restoration and remove curse within 1 minute of each other.

Pulsing Puffs

A character who has taken a wound (or even a small scratch) that remains unhealed for any length of time may soon find small blue-white spores sprouting within it. These spores quickly grow into phosphorescent, domed mounds that pulse along with the bearer’s heartbeat. At first, the only effect of the growths is to prevent natural healing of the wound. However, if left untreated for more than a day, the spores take deeper root. Due to the fungus’s beauty, some jungle tribes are known to cultivate it on the bound bodies of their prisoners.
Type Disease (Fungus), Injury; Save Constitution DC 16
Track Physical; Frequency 1/day
Recovery 2 consecutive saves

Rabies

Type Disease, Injury; Save Constitution DC 14
Track Mental; Frequency 1/day Recovery 2 consecutive saves

Rapture Pox

Type Disease, Injury; Save Constitution DC 14
Track Mental; Frequency 1/day
A carrion golem transmits rapture pox on a successful slam attack.

Red Ache

Type Disease, Injury; Save Constitution DC 15
Track Physical; Frequency 1/day
Effect 1d6 strength damage
Recovery 2 consecutive saves

Red Drip

The first sign that a character has the red drip is an inflammation of the cuticles and hands. If left untreated, the cuticles begin to bleed and the hands swell until the nails blacken and fall off entirely. From there, the hands become a mess of oozing sores, festering and rotting. The infection then spreads up the arms and into the chest, killing the victim. Fortunately, this fungus generally only attacks one hand at a time, making amputation an effective cure.
Type Disease (Fungus), Contact; Save Constitution DC 18
Track Physical; Frequency 1/day
Recovery 2 consecutive saves or amputation of infected hand

Scarlet Leprosy

Type Disease (Injury); Save Constitution DC 20
Track Physical; Frequency 1/day
Effect 1 point of permanent Constitution drain.
A carrion golem transmits scarlet leprosy on a successful slam attack.

Shakes

Type Disease, Contact; Save Constitution DC 13
Track Physical; Frequency 1/day
Effect 1d8 Dex damage
Recovery 2 consecutive saves

Shattermind

Shattermind refers to a group of related infectious mental patterns spread by skin-to-skin contact between infected victims. Most forms of shattermind affect only humanoids and monstrous humanoids. Each form of shattermind spreads a different form of insanity to its victims. Lesser restoration allows a new saving throw but is not a cure.
Type Disease, Contact; Save Wisdom DC 17
Track Mental; Frequency 1/day
Effect On any day the victim fails their saving throw, they suffer the effects of a type of insanity. Unlike normal insanity, on any day that they makes a successful saving throw (using the DC for shattermind, not their form of insanity), they regains their sanity for that day. A given variety of shattermind spreads the same form of insanity to all victims.
Recovery 2 consecutive saves

Skin Wastes

This disease brings intense itching, then hardening and cracking of the skin, and eventually the transformation of all soft tissue to bone.
Type Disease, Contact; Save Constitution DC 20
Track Special; Frequency 1/hour
Effect –4 Dexterity and disadvantage on Constitution saves for 1 hour
Recovery 2 consecutive saves

Carrier The affected creature suffers from itchy, irritating skin, and localized, splotchy rashes. At this stage, the disease has no mechanical effect.

Early The affected creature’s skin becomes gray and flaky. The itchiness caused by the disease worsens, and the creature must succeed at a Wisdom save at the disease’s DC each waking hour or frantically spend much of that hour scratching away at its skin. For each failed Wisdom save after the first in the same day, the creature takes 1d6 points of damage, as its scratching begins to break the skin.

Moderate The itching intensifies, and the amount of damage dealt by scratching increases to 1d8. Additionally, during combat and other stressful situations, the affected creature must scratch its skin each round as a bonus action. Each round, the affected creature can suppress the need to scratch that round with a successful Wisdom save at the disease’s DC, but if it attempts the saving throw and fails, it spends the entire round scratching.

Severe The affected creature’s skin becomes cracked and broken, and even moving is incredibly painful. As long as the creature remains at this stage, the affected creature is nauseated and incapacitated. Additionally, whenever the affected creature takes damage, it takes double the amount of damage it normally would.

Terminal The affected creature’s skin and organs slowly transform into solid bone, until eventually the creature is effectively petrified. The creature is constantly poisoned. For the first 24 hours at this stage, its Dexterity score is reduced by 1 each hour. During this time, its skin and organs transform into a single, solid mass of bone. Once its Dexterity score reaches 0 or after 24 hours have passed, it is petrified. A stone to flesh spell can undo the petrification, but the creature must immediately succeed at a Constitution save against the disease’s DC to survive the change. Even if it does, its Dexterity is again reduced by 1 each hour, and it eventually becomes petrified once more unless cured.

Sleeping Sickness

This parasitic affliction is spread by flying insects injecting tiny parasites into the victim’s bloodstream and inducing fever, headache, joint pain, swelling of glands in the back and neck, and most notably fatigue. The disease gradually infects the brain, causing confusion, reduced coordination, difficulty keeping track of time, and insomnia. The best cure for this disease is dosing the patient with the poison arsenic if the patient survives, there’s a cumulative 30% chance that the disease is immediately cured.
Type Disease (Parasite), Injury; Save Constitution DC 14
Track Mental; Frequency 1/day
Recovery 2 consecutive saves or arsenic

Slimy Doom

Type Disease, Contact; Save Constitution DC 14
Track Physical; Frequency 1/day
Effect At the impaired state and beyond, penalties from the weakened state become permanent until the victim receives greater restoration or heal.
Recovery 2 consecutive saves

Tetanus

Type Disease, Injury; Save Constitution DC 14
Track Physical; Frequency 1/day
Effect 50% chance stiffened jaw muscles prevent speech for the next 24 hours.
A carrion golem transmits tetanus on a successful slam attack.

Tuberculosis

This disease flourishes in unsanitary conditions, places of stale air, and many humanoid cities. Symptoms include chest pain and a productive, prolonged, bloody cough. If left untreated, the disease quickly progresses, leading to high fever, chills, night sweats, appetite loss, pallor, and fatigue.
Type Disease, Inhaled; Save Constitution DC 18
Track Physical; Frequency 1/day

Zombie Rot

Type Disease, Contact; Save Constitution DC = 10 + 1/2 the zombie’s Hit Dice + the zombie’s Cha modifier
Track Physical; Frequency 1/day
Effect Anyone who dies while infected rises as a plague zombie in 2d6 hours.
Recovery 2 consecutive saves

Poisons

A poison is a substance that interferes with the natural functions of a living creature’s body, causing injury or death, typically requiring only a very small amount. The target of a poison may resist with a successful saving throw. Poisons can be delayed or cured with spells such as protection from poison.

Poisons have four categories, based on how they reach the target: contact, ingested, inhaled, or injury.

Contact: These poisons are delivered the moment a creature touches the poison with its bare skin. Such poisons can be used as injury poisons. Contact poisons usually have an onset time of 1 minute and a frequency of 1 minute.

Ingested: These poisons are delivered when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute.

Inhaled: These poisons are delivered the moment a creature enters an area containing such poisons and do not usually have an onset time. For most inhaled poisons, 1 dose fills a volume equal to a 10-foot cube. A creature can attempt to hold its breath while inside the area to avoid inhaling the toxin. A creature holding its breath receives a 50% chance of not having to make a Constitution save each round. See the rules for holding your breath and suffocation. If a creature is holding its breath and fails the constitution check to continue doing so, rather than suffocating it begins to breathe normally again (and is subject to the effects of the inhaled poison if still in the area).

Injury: These poisons are primarily delivered through the attacks of certain creatures and through weapons coated in the toxin. Injury poisons do not usually have an onset time and have a frequency of 1 round.

Harvesting Poisons

While some think of poison as an assassin’s tool, the herbalists and naturalists of the world know that poison carries in it no more inherent evil than fire or water. Indeed, in the wildlands of the world, harvesting poison to give a hunter an edge or to aid in the production of antivenom is a time-honoured practice.

While a poisoner's kit is necessary to brew long-lasting poisons, there are many natural sources of poison in the world, and poison crafters who wish to avoid the expense of purchasing raw ingredients may seek to harvest poison from natural sources instead. The following section presents rules for harvesting poisons from the wild.

Poison harvested from a creature or hazard remains potent for 24 hours. If a character wishes to preserve harvested poison for a longer period, they must treat it, as though crafting the poison a poisoner's kit, but using the poison dose as the raw ingredients normally needed to brew a dose of the poison and thus avoiding the gp cost to craft the poison.

Harvesting from Dead Creatures: Once a venomous creature is slain, its venom sacs can be removed, allowing 1 or more doses of its venom to be harvested for later use. In order to harvest venom, the creature must have been dead for less than 24 hours. Every hour the source creature has been dead reduces the lifespan of the harvested poison by an hour. Removing venom sacs is a messy and time-consuming process, requiring 10 minutes of work, access to surgical tools, and a container to store the venom in. If proper surgical tools are not available, a dagger or other light slashing weapon can be used, although this imposes disadvantage on checks to harvest the venom. The harvester must succeed at a Survival check (DC = 15 + the dead creature’s CR) in order to successfully harvest poison. On a success, the harvester acquires a single dose of the creature’s venom, plus 1 additional dose for every 5 by which the result of this check exceeded the DC (to a maximum number of doses equal to the creature’s Constitution modifier, minimum 1). Failing the check causes all of the venom to be lost. Failure by 5 or more exposes the harvester to 1d3 doses of the creature’s venom unless they are proficient in poisoner's kits.

Harvesting Poison from Hazards: Some hazards, such as poison oak and spider vines, feature poisons that can be harvested by those who know how to do so. This process requires 1 hour and a poisoner's kit. If the harvester succeeds at a Survival check (DC = 15 + the hazard’s CR), they collect 1 dose of poison. Harvesting poison from a hazard in this way requires getting close enough to it to touch it, which may expose the harvester to the hazard’s effects.

Milking Venom: Venom can be harvested from a living creature without harming the creature, although the process is dangerous unless the creature has been trained for that specific purpose. For most venomous creatures, this involves stretching a thin canvas over a jar or vial and then coaxing the creature to bite into the canvas before massaging its venom glands, causing the venom to drip from its fangs into the container. Similar methods are used for creatures that deliver venom in other ways, such as with a stinger.

Milking a single dose of poison from a creature takes 10 minutes of work and requires a successful Animal Handling check (DC = 10 + the donor’s Hit Dice + the donor’s Wisdom modifier). Failure by less than 5 indicates that the venom is not collected, but the handler suffers no other ill effect. Failure by 5 or more indicates that the creature bites, stings, or otherwise injects the handler with its venom. It automatically hits the handler with one of its natural attacks that delivers its poison, and it applies the effects of the attack normally. The creature might continue to attack the handler after doing so, possibly initiating combat. Milking venom from a cooperative intelligent creature doesn't require an Animal Handling check, but presents a 5% chance of exposure to the venom.

A creature can produce a number of doses of venom in this way each day equal to its Constitution modifier (minimum 1). A creature that is milked of venom this many times in one day (whether or not the attempts are successful) loses its poison special ability until the next time it rests.

Crafting Poison

You can make poison with the poisoner's kit. The DC to make a poison is equal to its Constitution save DC. Rolling a natural 1 on a poisoner's kit check while making a poison exposes you to the poison. This does not consume the poison. If you have proficiency in poisoner's kits, you do not risk accidentally poisoning yourself when applying poison.

Crafting Antivenom

While antitoxin presents a generalized tool for protecting oneself from poison, more specialised antivenoms can provide even greater protection against specific poisons. Creating a dose of antivenom requires a dose of the specific poison that the antivenom is designed to protect against.

Antivenom Effects: A single dose of antivenom automatically neutralises the first exposure of the specific poison it is made to combat and provides advantage on saving throws against additional exposure to that specific poison; this bonus ends after 1 hour.

Crafting Antivenom: To create a dose of antivenom, a living creature must first be exposed to a half dose of the poison in question. The creature suffers the poison’s effects normally, except the saving throw DC to resist the poison is reduced by 2. In order to be able to produce antivenom, the creature must succeed at the necessary saving throws to be cured of the poison. If the poison’s duration expires without the creature being cured, no antivenom can be harvested.

Once the creature has resisted the poison’s effects, a viable sample of the creature’s blood can be extracted with a successful DC 20 Alchemist's supplies or Wisdom (Medicine) check. This blood must then be refined to extract the natural antibodies that combat the poison in a process that takes 1 hour and requires a successful posioner's kit check (DC = 5 + the poison’s saving throw DC). Success yields 1 dose of antivenom.

Antivenom can also be harvested in the same fashion from a creature that has been afflicted by a full dose of poison, rather than a creature deliberately given a half dose for this purpose. Regardless of how much poison the creature is exposed to, the antibodies in its system can be harvested only for 24 hours after it has recovered from the poison.

Purchasing Antivenom: Antivenom is not particularly expensive, but because it is highly specialised, it can be difficult to find. A dose of antivenom has a market price equal to half the market price of a dose of the poison in question, but it is treated as though its price were five times the market price of the poison for the purposes of determining its availability in any given settlement. Alternatively, if 1 or more doses of the poison in question can be provided, most alchemists will supply as much antivenom as they can produce from the doses for a fee of 10% of the market price of the poison.

Applying Poison

One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its poison until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it).

Applying poison to a weapon or single piece of ammunition is an action. Whenever you apply or ready a poison for use, there is a 5% chance that you expose yourself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever you attack with a poisoned weapon, if the attack roll results in a natural 1, you expose yourself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. If you are proficient with poisoner's kits, then you do not risk accidentally poisoning yourself when applying poison.

Multiple Doses of Poison

Unlike other afflictions, multiple doses of the same poison "stack", meaning that successive doses combine to increase the poison’s DC and duration.

Making your initial saving throw against a poison means that stacking does not occur — the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison’s duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This progresses the poison track by one step and increases the duration by 50%.

These increases are cumulative (a third dose adds another 1/2 to the duration and so on). When affected by multiple doses of the same poison, you only make one saving throw when required by the frequency, rather than one saving throw against each dose of the poison.

Multiple doses do not alter the Cure condition of the Poison, and meeting that Cure condition ends all doses of the poison.

Applied contact poisons and injury poisons cannot inflict more than one dose of poison per weapon at a time (because the poison on the weapon only lasts for one successful attack before it wears off). Inhaled and ingested poisons can inflict multiple doses at once.

Doses from different poisons (such as an assassin with greenblood oil on his dagger and Medium spider venom on his short sword) do not stack — the effects of each are tracked separately.

Poison Tracks

The poison track simulates the progressive effects of poison in the body. A character who is poisoned rolls a saving throw after the listed onset at the listed frequency. On an initial exposure to poison, regardless of whether her save succeeds, a victim takes an amount of poison damage equal to the poison's DC – 10, divided by 2 (for example, 5 points of poison damage for a DC 20 poison). This is vigour damage, not ability damage. If a victim is exposed to additional doses of the same poison, a failed save progresses the poison track by one step and increases the duration by 50%.

Strength Poison Track

  • Healthy
  • Weakened: A character weakened by Strength poison suffers a –2 penalty on Strength saves and all Strength-based attack rolls, damage rolls and ability checks. Their carrying capacity is divided by 3. They are always considered to be carrying at least a medium load.
  • Impaired: A character impaired by Strength poison experiences rapid muscle atrophy. They take an additional –2 penalty on the affected Strength-based rolls and are always considered to be carrying at least a heavy load.
  • Incapacitated: A character incapacitated by Strength poison is so weakened that they suffer the effects of the incapacitated condition (except that they can take an action if it is purely mental).
  • Immobile: A character rendered immobile by Strength poison cannot move their body at all. They are helpless and can take only purely mental actions.
  • Dead: All the character's muscles cease functioning, including the heart.

Dexterity Poison Track

  • Healthy
  • Sluggish: A character rendered sluggish by Dexterity poison has dulled reactions. They take a –2 penalty on Dexterity saves and all Dexterity-based attack rolls, damage rolls and ability checks, as well as to AC.
  • Stiffened: A character stiffened by Dexterity poison feels numb and stiff. They are denied their Dexterity bonus to AC and can’t make attacks of opportunity.
  • Incapacitated: A character staggered by Dexterity poison is so slowed and stiffened that they gain all the effects of the incapacitated condition (except that they can take an action if it is purely mental).
  • Immobile: A character rendered immobile by Dexterity poison cannot move their body at all. They are helpless and can take only purely mental actions.
  • Dead: The character's body becomes completely incapable of movement and dies.

Constitution Poison Track

  • Healthy
  • Weakened: A character whose health is weakened by Constitution poison takes a –2 penalty on Constitution saves and all Constitution-based ability checks. Every time that they attempt a Constitution save against the poison, whether they succeed or fail, they take damage as on initial exposure.
  • Impaired: A character impaired by Constitution poison takes an additional –2 penalty on the above checks.
  • Incapacitated: A character incapacitated by Constitution poison gains the incapacitated condition.
  • Unconscious: A character rendered unconscious by Constitution poison enters a state of shock and can’t be woken by any means as long as they remain in this state.
  • Dead: The character’s immune system is ravaged by the poison and they expire.

Intelligence Poison Track

  • Healthy
  • Weakened: A character whose reason is weakened by Intelligence poison takes a –2 penalty on all Intelligence saves and Intelligence-based attack rolls, damage rolls and ability checks. A character with spellcasting based on Intelligence decreases their DCs by 2 and can no longer cast their highest level of spells.
  • Impaired: A character impaired by Intelligence poison does not add their Intelligence bonus to the number of uses per day of pools, abilities and spells known or prepared. They takes an additional –2 penalty on the above Intelligence-based rolls. An Intelligence-based caster reduces their DCs by an additional 2, and can no longer cast their 2 highest levels of spells.
  • Animalistic: A character rendered animalistic by Intelligence poison suffers the same effects as from a feeblemind spell, except their Charisma and Charisma-based skills are unaffected.
  • Comatose: A character rendered comatose by Intelligence poison is no longer able to process thoughts. They cannot be woken by any means as long as he remains in this state.
  • Dead: The character’s brain stops functioning and they die.

Wisdom Poison Track

  • Healthy
  • Weakened: A character whose awareness is weakened by Wisdom poison takes a –2 penalty on Wisdom saves and all Wisdom-based attack rolls, damage rolls and ability checks. A character with spellcasting based on Wisdom decreases their DCs by 2 and can no longer cast their highest level of spells.
  • Impaired: A character impaired by Wisdom poison does not add their Wisdom bonus to the number of uses per day of pools, abilities and spells known or prepared. They take an additional –2 penalty on the above Wisdom-based rolls. A Wisdom-based caster reduces their DCs by an additional 2, and can no longer cast their 2 highest levels of spells.
  • Confused: A character who's confused by Wisdom poison has difficulty processing reality and is dangerous to themselves and others. Each round, they roll on the chart from the confusion spell to determine their actions.
  • Comatose: A character rendered comatose by Wisdom poison is no longer able to experience reality or receive sensory information. They can’t be woken by any means as long as they remain in this state.
  • Dead: Forever lost in their own inner reality, the character's brain stops working and they die.

Charisma Poison Track

  • Healthy
  • Weakened: A character whose sense of self is weakened by Charisma poison takes a –2 penalty on Charisma saves and all Charisma-based attack rolls, damage rolls and ability checks. A character with spellcasting based on Charisma decreases their DCs by 2 and can no longer cast their highest level of spells.
  • Impaired: A character impaired by Charisma poison doesn't add their Charisma bonus to the number of uses per day of pools, abilities and spells known or prepared. They take an additional –2 penalty on the above Charisma-based rolls. A Charisma-based caster reduces their DCs by an additional 2, and can no longer cast their 2 highest levels of spells.
  • Pliable: A character rendered pliable by Charisma poison has little sense of self and will go along with nearly anything. Deception, Intimidation and Persuasion checks automatically succeed against a pliable character, except Persuasion checks to improve a pliable character’s attitude, which have the normal DC. This still does not allow characters to whom the pliable character is unfriendly or hostile to make requests of the pliable character using Persuasion.
  • Catatonic: A character rendered catatonic by Charisma poison can see, hear and process their environment, but has lost all agency and can't interact with the world in any way.
  • Dead: The character loses even autonomic functions and dies.

Poisons List

The sample poisons listed below represent just some of the common poisons available in cities. Of course, most cities have laws against buying, selling, or crafting poison.

If a poison does not specify an effect, it imposes only the effects for the victim’s state on the pertinent track.

Arsenic

Price 120 gp
Type Poison, Ingested; Save Constitution DC 13
Track Constitution; Onset 10 minutes; Frequency 1/minute for 4 minutes
Cure 1 save

Azure Lily Pollen

An azure lily's pollen is rather toxic, with a single lily producing enough pollen in its short life to swiftly paralyze most creatures. A character that picks one of the flowers or brushes against it causes its load of poisonous pollen to burst in a 5-foot cloud that persists for 1 minute before dispersing. It's possible to harvest the toxic pollen from these lilies with a successful DC 30 Survival check and 10 minutes of stressful work (failure causes the lily to burst), but once taken from the plant, the raw pollen becomes inert after a week unless crafted into refined poison with a DC 15 poisoner's kit check. A successfully harvested dose of azure lily poison is worth 1,500 gp.
Price 1500 gp
Type Poison, Inhaled; Save Constitution DC 15
Frequency 1/minute for 2 minutes
Effect Poisoned for 1 minute/paralysed for 2d4 hours.
Cure 1 save

Belladonna

Price 100 gp
Type Poison, Ingested; Save Constitution DC 14
Track Strength; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect Target can attempt one save to cure a lycanthropy affliction contracted in the past hour. Cure 1 save

Black Adder Venom

Price 120 gp
Type Poison, Injury; Save Constitution DC 11
Track Constitution; Frequency 1/round for 6 rounds
Cure 1 save

Black Lotus Extract

Price 4,500 gp
Type Poison, Contact; Save Constitution DC 20
Track Constitution (special); Onset 1 minute; Frequency 1/round for 6 rounds
Effect Healthy—Weakened—Disabled—Dead
Cure 2 consecutive saves

Black Marsh Spider Venom

This potent spider venom causes victims to become disoriented and lose muscle control until eventually they collapse.
Price 800 gp
Type Poison, Injury; Save Constitution DC 14
Track Dexterity; Frequency 1/round for 6 rounds
Effect For 1 round, the target must roll on the chart from the confusion spell to determine their action
Cure 2 consecutive saves

Black Smear

Typically used by dark stalkers and dark creepers.
Type Poison, Injury; Save Constitution DC 15
Track Strength; Frequency 1/round for 6 rounds
Cure 1 save.

Blackfingers’s Salt

Blackfingers’s salt can easily be hidden in all foods and beverages, as it lacks color, odor, and, despite the name, flavor. Soon after consuming this dastardly poison, a creature develops painful, bleeding ulcers throughout its stomach and esophagus. The inventors originally developed the salt to mimic targets suffering a medical emergency and thus avoid suspicion of poisioning.
Price 300 gp
Type Poison, Ingested; Save Constitution DC 17
Track Constitution; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d3 bleed damage
Cure 2 saves

Blistercap Spore

Found in remote regions deep underground, the blistercap takes its name from the blisters on the bruise-colored cap atop its stem, which weep a toxic yellow fluid. The spores it produces often contribute to the dangers of underground exploration.
Price 1,125 gp
Type Poison, Contact; Save Constitution DC 20
Track Dexterity and Constitution; Frequency 1/round for 6 rounds
Effect Nauseated for 1 minute.
Cure 2 consecutive saves.

Blood Leaf Residue

Price 300 gp
Type Poison, Contact; Save Constitution DC 16
Track Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 2d12 poison damage
Cure 1 save

Bloodpyre

This orange liquid burns regardless of temperature, which its drow creators claim is a side-effect of its Abyssal inspiration. The staggering pain inflicted by bloodpyre’s slow burn inhibits victims’ mental faculties, but provides fiendish strength, so some drow houses enhance their warriors with bloodpyre despite the pain and damage it causes.
Price 1,000 gp
Type Poison, Contact; Save Constitution DC 14
Track Intelligence, Wisdom and Charisma; Frequency 1/round for 6 rounds
Effect Each round the victim gains a cumulative +1 alchemical bonus to Strength, to a maximum of Strength score of 20. In addition to ability score damage, the victim also takes 2d6 points of fire damage each time they fail the saving throw against the poison.
Cure 1 save

Bloodroot

Price 100 gp
Type Poison, Injury; Save Constitution DC 12
Track Constitution and Wisdom; Onset 1 round; Frequency 1/round for 4 rounds
Cure 1 save

Bloodwine

Bloodwine, a favorite serpentfolk drink, is made from the blood of sentient creatures and spiced with brain mold spores and other subterranean seasonings. Its main ingredient is usually drow, duergar, or svirfneblin blood, but the best vintages of bloodwine contain a higher concentration of morlock blood.
Price 100 gp
Type Poison, Ingested; Save Constitution DC 25
Track Wisdom; Frequency 1/minute for 6 minutes
Effect Nauseated for 1d4 hours. Bloodwine affects serpentfolk much like wine affects humans, but it is poisonous to most other creatures. Generally, bloodwine is less harmful to members of races that are used to ingesting blood. Urdefhans suffer no ill effects from drinking it. Drow are immune to the sickening effect but are still susceptible to the bloodwine’s Wisdom damage. Vampires heal 2 hit points or gain 2 temporary hit points for each cup of bloodwine drunk. Immunity to poison gives immunity to the harmful effects of bloodwine.
Cure 2 consecutive saves

Blue Star

This small bright-blue flower has five petals arrayed in a star shape and looks remarkably similar to several other species of blue flowers that live in similar regions, requiring a successful DC 15 Nature or Survival check to correctly identify. The poison causes severe liver damage, making it even more difficult to resist future poisons that a victim may encounter. Although rarely a direct danger to humanoids, the flowers are sometimes consumed by livestock. When this occurs, the venom can be passed on through milk the animals produce for the next week, affecting those who drink it as though they had consumed a dose of blue star.
Price 500 gp
Type Poison, Ingested; Save Constitution DC 15
Track Constitution; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect The creature suffers disadvantage on saving throws to resist poison for 1 week.
Cure 2 consecutive saves

Blue Whinnis

Price 120 gp
Type Poison, Injury; Save Constitution DC 14
Track Constitution (special); Frequency 1/round for 2 rounds
Effect Healthy—Weakened—Unconscious; no end state
Cure 1 save

Bluetip Eurypterid Poison

Type Poison, Injury; Save Constitution DC 16
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

Brain Rot

Type Poison, Ingested; Save Constitution DC 12
Track Intelligence; Frequency 1 minute
Cure 2 saves

Brinestump Special

Invented as part of a series of dares between feuding goblin camps, this noxious brew fermented from a slurry of swamp flora. The potent intoxicant is popular among goblinoids (who are immune to its nauseating effect), but all other races that partake of this frothy drink are wracked with nausea.
Price 400 gp
Type Poison, Ingested; Save Constitution DC 15
Onset 1 round
Effect Poisoned for 5 rounds
Cure 1 save

Burnt Othur Fumes

Price 250 gp
Type Poison, Inhaled; Save Constitution DC 18
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

Cloudthorn Venom

This potent neurotoxin is created by the cloudthorn plant, a wild bramble whose thorns deliver a poison that numbs its victims to pain, allowing the plant to feast on the blood that flows from the wounds to the ground below. The plant’s name comes from the weightless, airy feeling that victims of the poison experience, which some liken to the notion of walking on clouds.
Price 400 gp
Type Poison, Injury; Save Constitution DC 14
Track Strength and Dexterity; Onset 1d4 rounds; Frequency 1/hour for 3 hours
Effect The creature is unable to feel pain for 1 hour, rendering it immune to pain effects. A creature attacking the poisoned creature can attempt a Sleight of Hand check opposed by the poisoned creature’s Perception check in order to attempt to deliver the attack without the target being aware of it, as the creature feels no pain from the attack. If a PC is rendered numb in this way, the GM should secretly track all damage dealt to the character until the numbing effect ends.
Cure 1 save

Cockatrice Spit

Price 1,000 gp
Type Poison, Contact, Injury, Ingested; Save Constitution DC 12
Track Dexterity (Special); Frequency 1/round for 4 rounds
Effect A creature who becomes immobile, becomes petrified. This is an end state.
Cure 1 save

Common Eurypterid Poison

Type Poison, Injury; Save Constitution DC 12
Track Constitution; Frequency 1/round for 4 rounds
Cure 1 save

Crone’s Curse

A blackish pollen produced by the night witch (a pale, vine-growing flower that blooms in the light of the moon and is hearty enough to survive very rugged and difficult environments), crone’s curse disorients those who inhale it and interferes with the body’s ability to regulate temperature. Merely walking through a field of night witch flowers is often sufficient enough to kick up a cloud of the nearly invisible black particles, which are a mere nuisance in temperate climates but can prove fatal to those exposed to them in deserts and tundra.
Price 600 gp
Type Poison, Inhaled; Save Constitution DC 16
Track Dexterity and Wisdom; Onset 1d4 hours; Frequency 1/day for 6 days
Effect As long as a creature is affected by crone’s curse, the creature suffers disadvantage on saving throws to resist the effects of extreme temperatures. Additionally, the creature gains vulnerability I to cold and fire damage during this time.
Cure 2 consecutive saves

Dark Reaver Powder

Price 800 gp
Type Poison, Ingested; Save Constitution DC 18
Track Strength and Constitution; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 2 consecutive saves

Deathblade

Price 1800 gp
Type Poison, Injury; Save Constitution DC 20
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

Dimorphodon Poison

Type Poison, Injury; Save Constitution DC 12
Track Strength; Frequency 1/round for 4 rounds
Cure 1 save

Diplopic Serum

Herbalists accidentally created diplopic serum while attempting to devise a treatment for cataracts. Derived from dew of lunary, this aromatic pink serum temporarily affects a creature’s vision systems, in addition to temporarily impairing its mental faculties.
Price 250 gp
Type Poison, Injury; Save Constitution DC 15
Track Wisdom; Frequency 1/round for 6 rounds
Effect The creature has double vision, imposing a 50% miss chance on its attacks against all opponents. Blind creatures are unaffected by this additional effect.
Cure 1 save

Dragon Bile

Price 1,500 gp
Type Poison, Contact; Save Constitution DC 26
Track Strength; Frequency 1/round for 6 rounds
Cure None

Draughtcap Fungus

This yellow-brown mushroom is commonly found in deserts and other dry environments. Its spores absorb moisture at an incredible rate, wreaking havoc on the body of any creature foolish enough to consume it. Draughtcap fungus bears a close resemblance to a common edible mushroom, and a successful DC 20 Nature or Survival check is required to differentiate the two.
Price 150 gp
Type Poison, Ingested; Save Constitution DC 16
Track Strength; Onset 4d6 hours; Frequency 1/hour for 8 hours
Effect As long as a creature is suffering from draughtcap fungus, its body is unable to process liquids, causing the creature to undergo the effects of dehydration no matter how much it drinks and preventing the creature from benefiting from potions, extracts, and other such items. After the failed initial save, the creature counts as if it had gone without water for 1 day. Further, each failed ongoing save causes the creature to be treated as though it had gone an additional hour without consuming water.
Cure 2 consecutive saves

Dreaming Death

This green and violet gas lulls mortal creatures into a sleep filled with abominable nightmares and maddening half-truths.
Price 2,500 gp
Type Poison, Inhaled; Save Constitution DC 16
Track Special; Onset 10 minutes; Frequency Once per 10 minutes for 1 hour
Effect Creatures that fail their saving throws against dreaming death immediately fall into a fitful slumber for 10 minutes. This toxic sleep affects creatures normally immune to magical sleep effects (such as elves), and victims can be woken from the sleep only by overcoming or being cured of the poison. Each failed save extends the duration of this magical sleep by 10 minutes. Creatures awaken from these visions scarred and prone to self-harm. Victims must succeed at a Wisdom save (DC = 14 + 2 for every 10 minutes spent sleeping) or begin cutting their own flesh with any available weapons. Affected creatures attempt to deliver a coup de grace attack upon themselves every round. A victim can attempt a new Wisdom save at the beginning of each round, with cumulative advantage for each round they successfully damaged themselves.
Cure 1 save

Drow Poison

Price 75 gp
Type Poison, Injury; Save Constitution DC 13
Track Special; Frequency 1/minute for 2 minutes
Effect Unconsciousness for 1 minute, followed by unconsciousness for 2d4 hours on a second failed save. Cure 1 save

Fiddleback Venom

Price 500 gp
Type Poison, Injury, Ingested; Save Constitution DC 13
Track Strength and Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Poisoned 1d4 rounds
Cure 2 saves

Fire Jackal Saliva

This poison burns the flesh near the point of injury as well as sickening the victim.
Price 50 gp
Type Poison, Injury; Save Constitution DC 12
Track Dexterity; Frequency 1/round for 6 rounds
Effect 1d6 acid damage plus poisoned Cure 1 save

Flaying Spider Venom

Harvested from venomous spiders, this poison is an inexpensive but seldom-lethal means of debilitating an enemy.
Price 100 gp
Type Poison, Injury; Save Constitution DC 11
Track Constitution; Onset 1 round; Frequency 1/round for 6 rounds
Cure 1 save

Gelidburn Oil

This greasy pale-blue liquid delivers a shocking sensation that is both freezing cold and searing hot. Gelidburn oil is popular among pickpockets looking to stab, snatch, and run.
Price 75 gp
Type Poison, Injury; Save Constitution DC 12; Frequency 1/round for 4 rounds
Effect 1d3 fire damage, 1d3 cold damage, and dazed 1 round
Cure 1 save

Giant Wasp Poison

Price 210 gp
Type Poison, Injury; Save Constitution DC 18
Track Dexterity; Frequency 1/round for 6 rounds
Cure 1 save

Glass Urchin Venom

Glass urchin venom causes the senses to become clouded and creates vivid hallucinations and confusion in the victim’s mind.
Type Poison, Contact or Injury; Save Constitution DC 16
Track Wisdom; Frequency 1/round for 6 rounds
Effect For 1 round, the target must roll on the chart from the confusion spell to determine their action
Cure 2 consecutive saves

Goblin’s Eye

These bright red seeds feature a single black dot each, giving them a superficial resemblance to an eye. The bright colors of the seeds make them attractive to certain animals, as well as those unfamiliar with wilderness lore. A character who succeeds at a DC 15 Nature or Survival check identifies the seed as poisonous. In some places, the seeds are used as jewelry.
Price 75 gp
Type Poison, Ingested; Save Constitution DC 13
Track Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Poisoned for 1 minute
Cure 1 save

Goblinvine Oil

Extracted from the mashed leaves of the pernicious goblinvine, this irritant is favored by goblins and tricksters alike.
Price 125 gp
Type Poison, Contact; Save Constitution DC 10
Track Special; Onset 1 round
Effect Nauseated Cure 2 consecutive saves or 1 minute spent washing the affected area

Gray Justice

Gray justice has found use as an apparent truth serum since it makes victims more susceptible to interrogation. Additionally, it causes side effects such as lethargy, confusion, and nausea.

Some administer it to prisoners before their execution to make them publicly admit their crimes. The grim truth of the poison is damning, however. Gray justice is no truth serum, but instead compels its victims to say whatever they think will please those around them.
Price 400 gp Type Poison, Injury; Save Constitution DC 18
Track Wisdom; Frequency* 1/minute for 10 minutes
Effect Each round a victim is affected by the poison, they answer any questions in the affirmative, agreeing to the best of their ability and even lying to confirm whatever they assume that the questioner wants to hear. If questioned by multiple people, the victim might contradict themselves. If asked questions without an affirmative response or leading answer, the victim does not need to respond.
Cure 2 saves

Greenblood Oil

Price 100 gp
Type Poison, Injury; Save Constitution DC 13
Track Constitution; Frequency 1/round for 4 rounds
Cure 1 save

Green Lotus

Type Poison, Contact; Save Constitution DC 18
Track Charisma (special); Onset 1 minute; Frequency 1/round for 6 rounds
Effect Healthy—Weakened—Impaired—Pliable—Pliable; the second pliable is an end state
Cure 1 save

Grinding Joint Paste

This poisonous paste, made from dried cockatrice organs, causes extreme muscle stiffness and joint pain, with an unpleasant feeling of gravel grinding in the victim’s shoulders, hips, and knees.
Price 2,100 gp
Type Poison, Ingested; Save Constitution DC 16
Track Dexterity; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect As long as a creature is affected by this poison, the creature finds it physically painful to make wide motions with its limbs. Whenever the creature attacks with a two-handed weapon or moves more than 10 feet in a round (other than via travel that doesn't require movement, such as by wagon, or teleportation), it takes 2d6 points of damage.
Cure 1 save

Hag Spit

Price 1,500 gp
Type Poison, Injury, Ingested; Save Constitution DC 16
Track Wisdom; Frequency 1/round for 6 rounds
Effect Blindness for 1d10 rounds
Cure 2 saves

Halo Mushroom Toxin

Extracted from mushrooms that grow commonly in caves and forests, this toxin is occasionally used as a recreational drug despite its dangerous side effects.
Price 500 gp
Type Poison, Ingested; Save Constitution DC 18
Track Wisdom; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect A creature that fails its saving throw sees displaced auras of color and light around other creatures and objects. The creature suffers disadvantage on all attack rolls until the creature is cured or the poison has run its course.
Cure 2 consecutive saves

Hemlock

Price 2,500 gp
Type Poison, Ingested; Save Constitution DC 18
Track Dexterity (Special); Onset 10 minutes; Frequency 1/minute for 6 minutes Effect A creature that reaches the end state suffocates. Cure 2 consecutive saves

Hunter Urchin Venom

Type Poison, Injury; Save Constitution DC 13
Track Special; Frequency 1/round for 6 rounds
Effect Dazed for 1 round
Cure 1 save

Hydrofluoric Acid

The wise alchemist takes careful precautions whenever handling hydrofluoric acid. This corrosive substance — an occasional byproduct of volcanic gases that is used for industrial purposes — dissolves bones and causes tissue damage when even a small amount contacts the skin.
Price 2,500 gp
Type Poison, Contact; Save Constitution DC 20
Track Strength and Constitution; Onset 1 minute; Frequency 1/round for 6 rounds
Effect 2d6 acid damage. The acid dissolves the body of any victim who dies from hydrofluoric acid poisoning unless the acid is neutralised within 1 minute with a successful DC 20 Medicine or Alchemist's Supplies check. Hydrofluoric acid must be stored in a magically reinforced container, as it dissolves mundane glass and corrodes metal over time.
Cure 2 consecutive saves

Id Moss

Price 125 gp
Type Poison, Ingested; Save Constitution DC 14
Track Intelligence; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 1 save

Insanity Mist

Price 1,500 gp
Type Poison, Inhaled; Save Constitution DC 15
Track Wisdom; Frequency 1/round for 6 rounds
Cure 1 save

Insanity Pill

This extremely rare and difficult-to-make poison comes from a special gland harvested from chaos beasts. When mixed with stabilising reagents and chemicals, an odorless and flavorless poison is the end result.
Price 1,500 gp
Type Poison, Ingested; Save Constitution DC 14
Track Special; Onset 1 minute Effect When ingested, the elixir induces temporary insanity that lasts for 1 minute. While the effect lasts, the creature suffers terrifying hallucinations of his own body melting away and transforming into a variety of hideous shapes. An affected creature is treated as if under the effects of a confusion spell.
Cure 2 consecutive saves

Insecticide

Farmers protecting their crops and landlords maintaining their properties use insecticide to clear out pest infestations, but they must avoid the fumes of this dangerous gas. While it is formulated to exterminate vermin, the poison poses a danger to anyone. A single dose of insecticide immediately fills a 10-foot-by-10-foot area. It can be thrown at a range of 20 feet, and it dissipates after 1d6 rounds in a well-ventilated area. A moderate wind disperses the gas in 1 round.
Price 175 gp
Type Poison, Inhaled; Save Constitution DC 10 (creatures with the vermin subtype suffer disadvantage on the save)
Track Strength; Frequency 1/round for 3 rounds
Effect Creatures with the vermin subtype are stunned for 1 round
Cure 1 save

Jackalroot Essence

The short and thorny jackalroot grows in desert climates, typically under the partial shade of ridges or boulders. It is identifiable by its pale green berries, which it bears twice per year. The roots of this hearty desert shrub contain a potent, incapacitating ichor often used by gnolls in religious ceremonies and when capturing slaves.
Price 600 gp
Type Poison, Injury; Save Constitution DC 18
Track Special; Frequency 1/round for 1d6 rounds
Effect Uncontrollable laughter (as per hideous laughter)
Cure 2 consecutive saves

Juvebloom

Swindlers claim this green capsule restores the victim’s youth. After 1 day, anyone taking juvebloom sees the seemingly time-bending results in the mirror. However, the benefit is not only temporary but also potentially quite damaging. Particularly daring confidence artists mix this capsule into a solution, attempting to sell it as the much more valuable sun orchid elixir.
Price 750 gp
Type Poison, Ingested; Save Constitution DC 16
Track Wisdom; Onset 1 day; Frequency 1/day for 7 days
Effect The creature looks younger by as much as half his age for a duration of 1 day. The younger appearance is purely cosmetic and has no mechanical effect. Cure 1 save

King’s Sleep

Price 5,000 gp
Type Poison, Ingested; Save Constitution DC 19
Track Constitution; Onset 1 day; Frequency 1/day
Cure 2 consecutive saves

Large Scorpion Venom

Price 200 gp
Type Poison, Injury; Save Constitution DC 17
Track Strength; Frequency 1/round for 6 rounds
Cure 1 save

Leng’s Tears

Made from distilled tears and sweat, this substance causes hallucinations and temporary paralysis.
Price 1,500 gp
Type Poison, Contact; Save Constitution DC 18
Track Wisdom; Onset 1 round; Frequency 1/10 minutes for 1 hour
Effect A creature that fails its initial saving throw is paralysed for 10 minutes and experiences terrifying hallucinations of wandering through an icy, windswept waste. The creature’s paralysis ends if it is cured or once the poison runs its course, though memories of the vivid hallucinations may haunt it for some time.
Cure 1 save

Lich Dust

Price 400 gp
Type Poison, Ingested; Save Constitution DC 17
Track Strength; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 2 consecutive saves

Mage Bane

Mage bane comes from a dark crimson orchid. When dried and ground into a powder and mixed with striped toadstool, it creates a poison that makes it extremely difficult for a creature under its effects to perform any task requiring concentration.
Price 500 gp
Type Poison, Contact; Save Constitution DC 20
Track Special; Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Disadvantage on concentration checks for 1 hour
Cure 2 consecutive saves

Medium Spider Venom

Price 150 gp
Type Poison, Injury; Save Constitution DC 14
Track Strength; Frequency 1/round for 4 rounds
Cure 1 save

Mindrust

Refined from a traditional concoction first employed by winter witches, mindrust — or "witch's rust" as its northern creators know it — is a brownish, flaky concoction of condensed nightmare vapour, striped toadstools, and howler milk.
Price 1,600 gp
Type Poison, Inhaled; Save Constitution DC 20;
Track Wisdom; Frequency 1/round for 6 rounds
Effect A sentient creature becomes skittish and susceptible to suggestion for 1 minute. These minutes are cumulative; each time the creature fails a saving throw, its susceptibility to suggestion is extended by another minute. During that time, anyone can use the Intimidation skill as if it were the Persuasion skill to make a request of the creature. Additionally, an affected creature suffers disadvantage on saving throws against spells from the enchantment school of magic while it is susceptible to suggestion. If this poison is neutralised, this susceptibility to suggestion also immediately ends.
Cure 2 consecutive saves

Moonberries

These small berries are bluish-purple and resemble wild grapes. They are highly poisonous and are often mixed with food or crushed and smeared on a weapon or object. Price 1,500 gp
Type Poison, Contact, Ingested; Save Constitution DC 18
Track Constitution; Onset 1 round; Frequency 5/round
Cure 1 save

Nerveblast

This iridescent dust clings to weapons. On a hit, nerveblast immediately begins destroying nerves, blocking the signals between the brain and the rest of the body. The disconcerting effect causes many victims to flee in panic.
Price 1,500 gp
Type Poison, Injury; Save Constitution DC 19
Track Dexterity; Frequency 1/round for 6 rounds
Effect Shaken for 1 hour. The shaken condition progresses to frightened and panicked if the affected creature fails additional Constitution saving throws against the poison. These more severe effects have the same duration as the initial shaken effect. Cure 2 consecutive saves

Night’s-Eye Dust

This fine powder is extracted from the wings of night's-eye moths. Creatures inhaling this poison become shaken and experience slowly building pressure behind the eyes, leading to blindness that persists until the creature is cured or the poison has run its course.
Price 900 gp
Type Poison, Inhaled; Save Constitution DC 14
Track Special; Frequency 1/round for 6 rounds; Effect Shaken-Blinded for 6 Rounds. A creature immune to fear cannot be shaken by the poison’s initial effect and receives advantage on its saving throw against blindness.
Cure 2 consecutive saves

Nightmare Vapour

Price 1,800 gp
Type Poison, Inhaled; Save Constitution DC 20
Track Wisdom; Frequency 1/round for 6 rounds
Effect For 1 round, the target must roll on the chart from the confusion spell to determine their action
Cure 2 consecutive saves

Nitharit

Price 650 gp
Type Poison, Contact; Save Constitution DC 13
Track Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save

Nymph’s Lure

Created from the concentrated pulp of a sweet-tasting fruit (a large, bright-red, ovular delicacy with a hard rind and watery interior), nymph’s lure is used for a variety of hunting purposes in remote tropical regions. It is used in a rite of passage in certain hunter-gatherer societies, where young men and women are given a dose of the poison and sent into the wild to hunt game and prove their worth, but it is also used as a punishment in some places, with the condemned being given several doses of the poison and then forced into the wild without any weapons or equipment.
Price 250 gp
Type Poison, Ingested; Save Constitution DC 15
Track Strength and Wisdom; Onset 1d4 hours; Frequency 1/hour for 8 hours
Effect As long as a creature is afflicted with nymph’s lure, its sweat exudes powerful pheromones that might attract wild creatures. The DCs of Perception and Survival checks to locate or track the creature using scent are reduced by 10. Additionally, when rolling to determine whether the afflicted creature has a random encounter, roll twice and if either roll would result in a random encounter, one occurs.
Cure 1 save

Ochre Eurypterid Poison

Type Poison, Injury; Save Constitution DC 10
Track Dexterity; Frequency 1/round for 4 rounds
Cure 1 save

Oil of Restfulness

Price 90 gp
Type Poison, Ingested; Save Constitution DC 15
Track Special; Onset 1 minute
Effect Unconsciousness for 1d3 hours
Cure 1 save

Ossivane

Ossivane mimics the petrification capability of cockatrices, but the toxin relies on the victim’s heart pumping hard to spread the poison throughout the body as it stiffens limbs and locks joints.
Price 350 gp
Type Poison, Injury; Save Constitution DC 18
Track Dexterity; Frequency 1/round for 6 rounds (see below)
Effect After the initial save, the victim attempts an additional Constitution save against the poison only during rounds in which they move or take an action.
Cure 2 saves

Pupil’s Friend

This mostly benign, malodorous mold induces temporary illness with no lasting effect, and it can be detected in food or drink with a DC 15 Perception check, unless the food is particularly pungent, in which case the Perception DC increases by up to 5. Named for students wishing to convincingly feign illness, anyone can easily cultivate this mold in dark, moist spaces.
Price 30 gp
Type Poison, Ingested; Save Constitution DC 10
Track Special; Onset 10 minutes; Frequency 1/minute for 15 minutes
Effect Nauseated for 1 minute; if the target is affected by a second dose while already under the effects of this poison, the victim is instead poisoned for 1 minute.
Cure 1 save

Purple Keif

Price 200 gp
Type Poison, Ingested; Save Constitution DC 18
Track Strength and Constitution; Onset 1 minute
Effect Unconsciousness for 1 hour
Cure 1 save

Purple Worm Poison

Type Poison, Injury; Save Constitution DC 24
Track Strength; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

Ragespittle

This toxin is used to foment unrest by causing muscle tremors and aggression.
Price 1,000 gp
Type Poison, Contact; Save Constitution DC 17
Track Dexterity; Onset 1 minute; Frequency Once per minute for 6 minutes
Effect Any creature that fails a Constitution save against ragespittle is subjected to an uncontrollable rage. A rage-afflicted victim must succeed at a DC 17 Wisdom saving throw each round or attack the nearest creature, whether friend or foe. Effects that suppress confusion or emotional conditions suppress ragespittle’s rage effect for their duration, but not the effects of the poison's track. Effects that end confusion or emotional conditions suppress the urge for only 1d10 rounds while the poison remains in the victim’s system.
Cure 2 saves

Rainbow Jellyfish Toxin

Price 400 gp
Type Poison, Contact, Injury; Save Constitution DC 14
Track Special; Frequency 1/round for 2 rounds
Effect Incapacitated-Paralysed
Cure 1 save

Rainbow Scarab Shell

This iridescent toxin is made from the crushed shells of a rare type of beetle.
Price 150 gp
Type Poison, Injury; Save Constitution DC 14
Track Strength; Onset 1 round; Frequency 1/round for 4 rounds
Effect A creature that reaches the bottom of the strength poison track by the poison asphyxiates and immediately begins suffocating. Creatures that do not breathe are immune to this suffocation, but not the other effects.
Cure 1 save

Red Bedlam

Named for the scab-red mushrooms from which it is made, this potent hallucinogen is brewed by evil druids and witches in remote regions in order to enhance the savagery of their seasonal revels. Some use this poison to debilitate their victims for ritual sacrifice.
Price 1,200 gp
Type Poison, Ingested; Save Constitution DC 15
Track Special; Onset 10 minutes; Frequency 1/minute for 10 minutes
Effect For 1 minute, the target must roll on the chart from the confusion spell to determine their action
Cure 2 consecutive saves

Scholarblight

Scholarblight is a preferred poison for those who target arcane spellcasters for assassination. It causes headaches and impairs a victim’s ability to form or recall memories through mild confusion and dysphoria.
Price 1,500 gp
Type Inhaled; Save Constitution DC 15
Track Intelligence; Frequency 1/minute for 6 minutes
Effect Victims who fail a saving throw against scholarblight lose their ability to read or write for 24 hours, as letters and symbols seem to twist, move, and reorient themselves. This prevents victims from using scrolls and spellbooks, but also protects an afflicted creature from any effect dependent on reading text, such as explosive runes.
Cure 1 save

Sea Urchin Venom

Type Poison, Injury; Save Constitution DC 11
Track Special; Frequency 1/minute for 6 minutes
Effect Nauseated for 1 minute Cure 1 save

Shadow Essence

Price 250 gp
Type Poison, Injury; Save Constitution DC 17
Track Strength; Frequency 1/round for 6 rounds
Cure 1 save

Skinsap Extract

Harvested by some tribes from the skin of colorful tree frogs, this potent poison is often used to coat arrows, darts, and other weapons.
Price 1,400 gp
Type Poison, Injury; Save Constitution DC 16
Track Dexterity; Frequency 1/round for 6 rounds
Effect A creature that fails its save is distracted by persistent auditory hallucinations of dripping water and susurrous voices, gaining the incapacitated condition until it is cured or the poison has run its course. A creature that fails two consecutive saving throws against this effect must also roll on the chart from the confusion spell to determine their action until cured or the poison has run its course. This confusion is a mind-affecting effect.
Cure 1 save

Small Centipede Poison

Price 250 gp
Type Poison, Injury; Save Constitution DC 11
Track Dexterity; Frequency 1/round for 4 rounds
Effect Requires two failed saves to progress to each state past sluggish
Cure 1 save

Spear Urchin Venom

Spear urchin venom causes horrific pain that weakens the muscles and causes intense nausea.
Type Poison, Injury; Save Constitution DC 16
Track Strength; Frequency 1/round for 6 rounds
Effect Poisoned for 1 round
Cure 1 save

Spider Vine Poison

Type Poison, Injury; Save Constitution DC 15
Track Constitution; **Frequency 1/round for 6 rounds
Effect Paralysed
Cure 2 consecutive saves

Spiny Eurypterid Poison

Type Poison, Injury; Save Constitution DC 21
Track Dexterity and Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

Starving Nettle

This peculiar nettle plant bears a singularly effective poison that protects it from being eaten: creatures pricked by the nettle’s thorns and affected by the poison are overcome with nausea at the mere idea of food, protecting the plant from being consumed. Farmers remain vigilant for signs of this fast-growing and hardy plant; it is difficult and dangerous to remove, so culling it is best done early, while the plant is still relatively small.
Price 300 gp
Type Poison, Injury; Save Constitution DC 15
Track Dexterity and Constitution; Frequency 1/day for 8 days
Effect Each time the creature fails a save against the poison, for the following 24 hours it is overwhelmed with nausea whenever food is presented to it and is unable to bring itself to eat, no matter how hungry it becomes.
Cure 2 consecutive saves

Striped Toadstool

Price 180 gp
Type Poison, Ingested; Save Constitution DC 11
Track Intelligence and Wisdom; Onset 10 minutes; Frequency 1/minute for 4 minutes
Cure 1 save

Styx Sap

This milky-white sap can be harvested from a rare jungle tree known as a “weeping maiden” in the local tongue. The tree’s branches end in long, vine-like tendrils that hang low to the ground and bear large, bitter-tasting red fruit. While the fruit is safe to eat, the sap of the tree carries powerful neurotoxins that cause short-term memory loss in those that consume it. In some cultures, styx sap is occasionally taken deliberately in order to allow one to forget unpleasant or tragic events.
Price 2,600 gp
Type Poison, Contact; Save Constitution DC 18
Track Wisdom; Onset 1d4 minutes; Frequency 1/10 minutes for 60 minutes
Effect The creature loses its memories from the past 10 minutes, as though they had been erased by the spell modify memory
Cure 1 save

Swampseer Poison

Price 400 gp
Type Poison, Ingested; Save Constitution DC 18
Track Wisdom; Onset 10 minutes; Frequency 1/minute for 3 minutes
Effect A creature that fails two consecutive saving throws against this effect must also roll on the chart from the confusion spell to determine their action until cured or the poison has run its course.
Cure 2 consecutive saves

Sweetdream

Often employed by spies and saboteurs, sweetdream is a potent sedative with useful amnesia-causing side effects. The memory loss is a mind-affecting effect. Victims of sweetdream often experience pleasant, fanciful dreams when affected by the poison’s secondary effect, a fact that both inspired the poison its name and contributed to its medicinal use among those plagued by nightmares or insomnia. Unlike similar drugs, sweetdream is not habit-forming, and thus users have no risk of developing a physiological addiction to the inhaled powder. However, once a frequent user becomes accustomed to the poison’s effects, he often finds himself unable to sleep without it, leading some authorities to ban its willing use.
Price 900 gp
Type Poison, Inhaled; Save Constitution DC 19
Track Special; Onset 1 round; Frequency 1/minute for 2 minutes
Effect Sleep for 1 minute and forget events of 1d4 rounds prior to exposure-Sleep for 1d4 hours.
Cure 1 save

Tangle Root Paste

Price 250 gp
Type Poison, Contact; Save Constitution DC 16
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save

Tears of Death

Price 6,500 gp
Type Poison, Contact; Save Constitution DC 22
Track Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Paralysed for 1 minute

Third Eye

This poison is produced in the liver of a particular species of water-dwelling lizard and produces potent hallucinations. In some places, the lizards are raised as livestock specifically for the harvesting of the poison, which is then used for ritual ceremonies and recreational purposes. People in some cultures voluntarily dose themselves with this poison as a way to gain oracular insights into the world, but more often than not the revelations are nothing but subtle nightmares and lack true insight.
Price 900 gp
Type Poison, Contact; Save Constitution DC 17
Track Wisdom; Onset 1 minute; Frequency 1/round for 6 rounds
Effect A creature that fails a saving throws against this effect must also roll on the chart from the confusion spell to determine their action for 1 round.
Cure 2 consecutive saves

Tongue Twist

This viscous violet gel dulls the mind, impeding the ability to recall words. Thieves and assassins keep tongue twist on hand for dealing with troublesome spellcasters.
Price 600 gp Type Poison, Injury; Save Constitution DC 16
Track Intelligence; Frequency 1/round for 6 rounds
Effect The creature loses the ability to speak one language at random from the languages he knows for 1 minute. Additional failed saves cause the target to lose the ability to speak additional languages if the target has the ability to speak more than one language. Any creature that can no longer speak a language speaks only gibberish, which prevents casting spells with verbal components.
Cure 2 saves

Twister Root

Price 400 gp
Type Poison, Contact; Save Constitution DC 16
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save

Ungol Dust

Type Poison, Inhaled; Save Constitution DC 15
Track Charisma; Frequency 1/round for 4 rounds
Effect Victim does not recover past weakened without heal or restoration
Cure 1 save

Violet Venom

The putrefying essence of a violet fungus must be harvested with great care from a living specimen and processed quickly before it loses potency. Numerous kinds of subterranean creatures harvest this toxin to help them in their hunts for food, and they coat their weapons in the poison to help defend their underground settlements.
Price 800 gp Type Poison, Contact; Save Constitution DC 13
Track Strength and Constitution; Frequency 1/minute for 6 minutes
Cure 1 save

Wasp Swarm Poison

Type Poison, Injury; Save Constitution DC 13
Track Dexterity; Frequency 1/round for 4 rounds
Cure 1 save

Waters of the Whispering River

Type Poison, Contact; Save Constitution DC 16
Track Constitution; Onset 1 round; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

Widow’s Kiss

Developed by the spider-like jorogumos, widow’s kiss is distilled from the monsters’ natural venom and infused with minuscule spider eggs. Creatures injected with the toxin experience headaches and cold sweats, after which the eggs begin to hatch and infest the host’s bloodstream, slowly eating the body from within. If controlled or enticed, the swarm of spiders can take direct control of its host’s body, rendering hosts susceptible to effects that control or influence vermin, including a jorogumo’s spider empathy ability.
Price 7,000 gp
Type Ingested; Save Constitution DC 24
Track Constitution; Onset 1d4 days; Frequency Once per day
Cure 3 saves. The effects of widow’s kiss can be removed a combination of cure disease and neutralise poison. If a creature is slain by the poison, a spider swarm erupts from the body 1d6 rounds later.

Witch-Hunter’s Sword

This red fern has jagged, forward-pointing leaves and grows in small, close-packed groups. It is named for its popularity among witch hunters and inquisitors, and its leaves can be brewed into a tea that clouds the subject’s mind, interfering with the ability to cast spells while still leaving the subject lucid enough to be interrogated. The tea has a unique taste, which can be detected with a successful DC 20 Perception check. Attempts to disguise the taste require a poisoner's kit check opposed by the drinker’s Perception check. At the GM’s discretion, bonuses can be applied based on the ingredients used to mask the taste.
Price 850 gp
Type Poison, Ingested; Save Constitution DC 19
Track Intelligence, Wisdom and Charisma; Onset 10 minutes; Frequency 1/hour for 8 hours
Effect As long as this poison persists, the victim suffers disadvantage on concentration checks. In addition, a creature suffering from witch-hunter’s sword poison must succeed at a concentration check (DC = 20 + double the spell’s level) to cast spells or use spell-like abilities.
Cure 2 consecutive saves

Wolfsbane

Price 500 gp
Type Poison, Ingested; Save Constitution DC 16
Track Constitution; Onset 10 minute; Frequency 1/minute for 6 minutes
Cure 1 save

Woundweal

This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries.
Price 100 gp
Type Poison, Injury; Save Constitution DC 18
Track Special; Onset 1 round; Frequency 1/day
Effect All Medicine checks applied to the creature are made at disadvantage. In addition, anyone using magical healing on the target must make a DC 25 proficient spell-casting ability check to succeed.
Cure 2 consecutive saves

Infused Poisons

An infused poison combines the effects of an ingested poison and a potion. A creature drinking an infused poison is affected by the poison (and its initial effects or damage) first, after which the infused spell effect triggers and the imbiber must attempt a second saving throw (often of a different type or DC) against its magical effects. Magic resistance applies normally to an infused poison’s magical effects, but offers no protection against the poison, and poison resistance offers no protection against the magical effects of an infused poison. Poison immunity renders a creature immune to an infused poison’s magical effects.

A poison can be infused with a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures. As with a potion, you cannot create an infused poison unless you know the infused spell. The base price of the infusion is equal to the level of the spell × the creator’s caster level × 25 gp. The cost of the poison to be infused is paid separately. If the spell has a material component cost, it is added to the poison’s base price and cost of creation.

Infused poisons function like spells cast on the imbiber.

A poison’s creator makes all decisions regarding the spell’s effects when it is created — the creature consuming the infused poison has no control over its effects. Unlike with a potion, the imbiber is not considered the caster of the effect. If the spell has an effect related to the caster (as charm person does), the subject treats the first sentient creature it encounters after consuming the poison as the poison’s creator.

A character who attempts to identify an infused poison with a Perception check (as if it were a potion) has a 5% chance of poisoning herself, unless they have the poisoner's kit proficiency. This process doesn't consume the infused poison.

Infused poisons can be purchased at many black markets.

Abyssal Arsenic

Favoured by demon cultists, this malign variant of arsenic causes a wide variety of painful deformations in the victim’s flesh.
Price 420 gp; Crafting Cost 270 gp
Type Poison, Ingested; Save Constitution DC 13
Track Constitution; Onset 10 minutes; Frequency 1/minute for 4 minutes
Effect Disfiguring Touch (Wisdom DC 13)
Cure 1 save

Burning Heart

Brewed from belladonna and popular among backstabbing nobility, burning heart causes victims to burst into flames at the most embarrassing times.
Price 150 gp; Crafting Cost 125 gp
Type Poison, Ingested; Save Constitution DC 14
Track Strength; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect Touch of Combustion (Dexterity DC 11), target can attempt one save to cure a lycanthropy affliction contracted in the past hour
Cure 1 save

Dust of Eox

This black metallic powder infuses lich dust with magic-destroying energies, tearing down any protective spells its imbiber may have in place. It is especially favored by assassins when they must target wizards, arcanists, or nobles with abundant magical servants.
Price 1,150 gp; Crafting Cost 775 gp
Type Poison, Ingested; Save Constitution DC 13
Track Strength; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect Dispel Magic Cure 2 consecutive saves

Liquid Influence

This heady liquid brewed from the toxin indigo dreams imparts a compulsion to its victim, decided when the poison is first created.
Price 900 gp; Crafting Cost 525 gp
Type Poison, Ingested; Save Constitution DC 13
Track Wisdom; Onset 10 minutes; **Frequency 1/minute for 6 minutes
Effect Suggestion (Wisdom DC 14)
Cure 2 consecutive saves

Necrotoxins

Necrotoxins fuse alchemy and necromancy to attack not just the body or the mind, but the very soul of the victim.

Charging necrotoxins with necrotic power requires special rituals, reagents from undead creatures, and the channeling of negative energy during the brewing process. The DC of the poisoner's kit check to brew a necrotoxin is 5 higher than the poison's DC due to the temperamental process of its creation.

Entropic Dust

This white grit hinders a victim’s divine power.
Price 1,500 gp; Crafting Cost 750 gp
Type Poison, Inhaled; Save Constitution DC 18
Track Charisma; Frequency 1/round for 6 rounds
Effect Desecrate: For the duration of the poison, victim must succeed at a concentration check vs. the poison’s save DC to channel divinity energy or lay on hands
Cure 1 save

Ghost Syrup

This necrotoxin causes a creature to lose corporeal substance.
Price 6,000 gp; Crafting Cost 3,000 gp
Type Poison, Ingested; Save Constitution DC 20
Track Strength; Onset 1 minute; Frequency 1/round for 6 rounds
Effect Ethereal Jaunt: Each round a victim takes damage from this poison, they have a 50% chance of dropping one held item. If a victim’s Strength is reduced to 0 by ghost syrup, the Strength damage becomes Strength drain, and the victim becomes permanently incorporeal. Carried and worn equipment is unaffected and remains corporeal, and the victim can be restored only through a limited wish, miracle, remove curse, or wish spell.
Cure 2 consecutive saves

Lazurite Flakes

These dark gray flakes induce ravenous hunger.
Price 5,400 gp; Crafting Cost 2,700 gp
Type Poison, Ingested; Save Constitution DC 18
Track Constitution; Onset 10 minutes; Frequency 1/minute for 8 minutes
Effect Create Undead: A humanoid who dies while poisoned rises as an uncontrolled ghoul at the next midnight, retaining none of the abilities it possessed in life
Cure 2 consecutive saves

Memento Mori

Memento mori is a powerful hallucinogen that clouds a victim’s senses with messages of death.
Price 3,700 gp; Crafting Cost 1,850 gp
Type Poison, Inhaled; Save Constitution DC 19
Track Wisdom; Frequency 1/round for 6 rounds
Effect Unhallow: As long as any Wisdom damage from the poison remains, the victim can’t distinguish living creatures from undead and can’t understand or read any language — spoken words sound like tearful moans and written words seem faded and tattered. While under this effect, the target suffers disadvantage on saving throws against fear effects and must attempt to save against all spells cast by others, even harmless or beneficial spells.
Cure 2 consecutive saves

Quick Rot

This smelly toxin causes a victim’s flesh to become gangrenous.
Price 450 gp; Crafting Cost 225 gp
Type Poison, Injury; Save Constitution DC 14 Track Constitution; Frequency 1/round for 4 rounds
Effect Ghoul Touch: Until the victim has recovered, they secrete an oily chemical that nearly every other creature finds offensive. All living creatures within 30 feet must succeed on a Constitution save at the poison's DC or be nauseated for 1d6+4 minutes. Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The poisoned creature is not immune to its own stench
Cure 1 save

Xensh Spores

These Shadow Plane spores inhibit a victim’s ability to absorb positive energy.
Price 1,200 gp; Crafting Cost 225 gp
Type Poison, Inhaled; Save Constitution DC 16
Track Dexterity; Onset 10 minutes; Frequency 1/hour for 6 hours
Effect Undead Anatomy: Until the Dex damage is healed, the victim regains only half the normal amount of hit points from healing spells
Cure 2 consecutive saves

Madness

In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasising the extraordinarily horrific nature of the threats the adventurers face.

Going Mad

Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here instead of the spell effects in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.

Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see Chapter 9), a creature makes a Sanity saving throw instead.

Curing Madness

A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.

Madness Effects

Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in longterm or indefinite madness.

A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.

Short-Term Madness
d100 Effect (lasts 1d10 minutes)
01-20 The character retreats into their mind and becomes paralysed. The effect ends if the character takes any damage.
21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31-40 The character becomes frightened and must use their action and movement each round to flee from the source of the fear.
41-50 The character begins babbling and is incapable of normal speech or spellcasting.
51-60 The character must use their action each round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71-75 The character does whatever anyone tells them to do that isn't obviously self-destructive.
76-80 The character experiences an overpowering urge to eat something strange such as dirt, s lime, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious.

A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for ldlO x 10 hours.

Long-Term Madness
d100 Effect (lasts 1d10 x 10 hours)
01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11-20 The character experiences vivid hallucinations and has disadvantage on ability checks.
21-30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.
41-45 The character experiences a powerful delusion. Choose a potion. The character imagines that they are under its effects.
46-55 The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56-65 The character is blinded (25%) or deafened (75%).
66-75 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
76-85 The character suffers from partial amnesia. The character knows who they are and retains racial traits and class features, but doesn't recognise other people or remember anything that happened before the madness took effect.
86-90 Whenever the character takes damage, they must succeed on a DC 15 Wisdom saving throw or be affected as though they failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.
91-95 The character loses the ability to speak.
96-100 The character falls unconscious. No amount of jostling or damage can wake the character.

A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.

Indefinite Madness
d100 Flaw (lasts until cured)
01-15 "Being drunk keeps me sane."
16-25 "I keep whatever I find ."
26-30 "I try to become more like someone else I know - adopting their style of dress, mannerisms, and name."
31-35 "I must bend the truth, exaggerate, or outright lie to be interesting to other people."
36-45 "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it."
46-50 "I find it hard to care about anything that goes on around me."
51-55 "I don't like the way people judge me all the time."
56-70 "I am the smartest, wisest, strongest, fastest, and most beautiful person I know."
71-80 "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time."
81-85 "There's only one person I can trust. And only I can see this special friend."
86-95 "I can't take anything seriously. The more serious the situation, the funnier I find it."
96-100 "I've discovered that I really like killing people."

Welcome

to 5e with

Stormchaser

If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.

I hope you have fun, and if you have any questions at all, don't hesitate to ask.

Campaign specific house rules can be found in the house rules channel of that campaign's category on my discord.

Enjoy!

Thanks

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".