Poisons (5.5)

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Poisons


Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and many evil creatures.


There are many kinds of poisons with their own debilitating effects, all with varying severity. Each poison has its own description, which describes its effects, type, and duration.

Recovering from Poisons

Most poisons can be recovered from naturally over time. Others must be removed by spells or an antidote.

A creature can also use a medicine kit on the Poisoned target to attempt to remove the poison. When you do so, roll a medicine check against the poison's saving throw DC. On a success, the poison is cured.

Poison Types

Poisons come in the following four types:


Contact. Contact poison can be smeared on an object over the course of a minute, and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.


Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.

The DM may decide that a partial dose of an ingested poison has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.


Inhaled. These poisons are powders or gases that take effect when inhaled. As an action, you can blow the powder or release the gas in a 5-foot cube, subjects all creatures in that zone to its effects. The resulting cloud dissipates immediately afterward.

Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.


Injury. A dose of an Injury poison can be applied to weapons, 5 pieces of ammunition, trap components, and other objects that deal Piercing or Slashing damage as a bonus action. The poison remains potent until delivered through a wound, it is consumed, or it is washed off. A creature that takes Piercing or Slashing damage from an object coated with the poison is exposed to its effects.

If a creature swallows an Injury poison, they are exposed to its effects.

Magical Poisons

Some poisons are magical, making them impossible to cure without the assistance of magic.

Nonmagical Poisons
Poison Type Cost per Dose Save DC
Assassin's Blood Ingested 150gp 10
Basic Poison Injury 50gp 10
Burnt Othur Fumes Inhaled 500gp 13
Crawler Mucus Contact 200gp 13
Drow Poison Injury 200gp 13
Essence of Ether Inhaled 300gp 15
Malice Inhaled 250gp 15
Midnight Tears Ingested 1,500gp 17
Oil of Taggit Contact 400gp 13
Pale Tincture Ingested 250gp 16
Purple Worm Poison Injury 2,000gp 19
Serpent Venom Injury 200gp 11
Spider Venom Injury 250gp 12
Torpor Ingested 600gp 15
Wyvern Poison Injury 1,200gp 15
Magical Poisons
Poison Type Cost per Dose Save DC
Brain Melter Injury 500gp 15
Enervating Poison Inhaled 2,500gp 13
Necrotic Ichor Contact 800gp 14
Starlight Powder Inhaled 1,250gp 14
Truth Serum Ingested 150gp 13

Nonmagical Poisons

Assassin's Blood Consumable

Poison, Ingested, 150gp

A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 1d12 Poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Basic Poison Consumable

Poison, Injury, 50gp

A creature subjected to this poison must make a DC 10 Constitution saving throw or take 1d4 Poison damage.

Burnt Othur Fumes Consumable

Poison, Inhaled, 500gp

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 3d6 Poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d6 Poison damage.

After three successful saves, the poison ends.

Crawler Mucus Consumable

Poison, Contact, 200gp

This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. A creature Poisoned in this way is also Paralyzed. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success.

Drow Poison Consumable

Poison, Injury, 200gp

This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour.

If the creature fails the saving throw by 5 or more, it is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Essence of Ether Consumable

Poison, Inhaled, 300gp

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. A creature Poisoned in this way is also Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice Consumable

Poison, Inhaled, 250gp

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. A creature Poisoned in this way is also Blinded.

Midnight Tears Consumable

Poison, Ingested, 1,500gp

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 9d6 Poison damage on a failed save, or half as much damage on a success.

Oil of Taggit Consumable

Poison, Contact, 400gp

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. A creature Poisoned in this way is also Unconscious. The creature wakes up if it takes damage.

Pale Tincture Consumable

Poison, Ingested, 250gp

A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 1d6 Poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 1d6 Poison damage on a failed save.

Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Purple Worm Poison Consumable

Poison, Injury, 2,000gp

This poison must be harvested from a dead or Incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 12d6 Poison damage on a failed save, or half as much damage on a success.

Serpent Venom Consumable

Poison, Injury, 200gp

This poison must be harvested from a dead or Incapacitated Giant Poisonous Snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 3d6 Poison damage on a failed save, or half as much damage on a success.

Spider Venom Consumable

Poison, Injury, 250gp

This poison must be harvested from a dead or Incapacitated Giant Spider. A creature subjected to this poison must make a DC 12 Constitution saving throw or take 1d8 Poison damage.

If creature fails this save by 5 or more, it becomes Poisoned for the next minute, and must repeat this save at the end of their turns, ending the effect on a success.

Torpor Consumable

Poison, Ingested, 600gp

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. A creature Poisoned in this way is also Incapacitated.

Wyvern Poison Consumable

Poison, Injury, 600gp

This poison must be harvested from a dead or incapacitated Wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 7d6 Poison damage on a failed save, or half as much damage on a success.

Magical Poisons

Brain Melter Consumable

Magical Poison, Injury, 500gp

When a creature is subjected to this poison, it must succeed a DC 15 Constitution saving throw or take 2d6 Psychic damage and gain 1 stack of Mindbroken.

Enervating Poison Consumable

Magical Poison, Inhaled, 2,500gp

When a creature is subjected to this poison, it must succeed a DC 13 Constitution saving throw or take a -2 penalty to their attack rolls and all Strength, Dexterity, and Constitution saving throws for the next minute. Creatures repeat this saving throw at the end of their turns, ending the effect on a success.

Necrotic Ichor Consumable

Magical Poison, Contact, 800gp

When a creature is subjected to this poison, they must make a DC 14 Constitution saving throw, taking 2d6 Necrotic damage on a failed save, or half as much on a success.

The target's hit point maximum is reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.

Starlight Powder Consumable

Magical Poison, Inhaled, 1,250gp

A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 2d6 Radiant damage and become Poisoned for 1 minute. A creature Poisoned in this way is also Blinded.

Truth Serum Consumable

Magical Poison, Ingested, 150gp

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.

 

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