0% found this document useful (0 votes)
8 views5 pages

Poison Rework 2.0

The document outlines various types of poisons used in a role-playing game, including their effects, crafting requirements, and saving throw details. It categorizes poisons into four types: Contact, Ingested, Inhaled, and Injury, each with specific mechanics and examples. Additionally, it provides a list of specific poisons, their crafting costs, and the conditions they impose on affected creatures.

Uploaded by

Luiz x gamer 99
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
8 views5 pages

Poison Rework 2.0

The document outlines various types of poisons used in a role-playing game, including their effects, crafting requirements, and saving throw details. It categorizes poisons into four types: Contact, Ingested, Inhaled, and Injury, each with specific mechanics and examples. Additionally, it provides a list of specific poisons, their crafting costs, and the conditions they impose on affected creatures.

Uploaded by

Luiz x gamer 99
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Poisons Poison Rework

Given their insidious and deadly nature, these


alchemical substances are banned in most civilized Poisoner
lands. But it remains a favorite tool among assassins,
aberrant horrors, and other evil creatures. General Feat (Prerequisite: Level 4+)

Poisons come in the following four types: You gain the following benefits.
● Ability Score Increase. Increase your Dexterity or
Contact. Contact poison can be smeared on an object Intelligence score by 1, to a maximum of 20.
as an Action and remains potent until it is touched or ● Potent Poison. When you make a damage roll that
washed off. A creature that touches contact poison deals Poison damage, it ignores Resistance to Poison
with exposed skin suffers its effects. damage.
● Brew Poison. You gain proficiency with the
Ingested. A creature must swallow an entire dose of Poisoner’s Kit and have advantage on any checks made
ingested poison to suffer its effects. The dose can be with those tools to create poisons from the Poison
delivered in food or a liquid. The GM may decide that a Table. In addition when you create such a poison,
partial dose has a reduced effect, such as allowing instead of creating a single dose, you create a number
Advantage on the saving throw or dealing only half as of doses equal to the Poisoner Doses (listed in the
much damage on a failed save. table). If the created poison requires a DC you can
replace it by a number equal to 8 + the modifier of the
Inhaled. Poisonous powders and gases take effect ability increased by this feat + your Proficiency Bonus.
when inhaled. Blowing the powder or releasing the gas
subjects creatures in a 5-foot Cube to its effect. The
resulting cloud dissipates immediately afterward.
Holding one’s breath is ineffective against inhaled
poisons, as they affect nasal membranes, tear ducts,
and other parts of the body.

Injury. Injury poison can be applied as an Action to a


weapon, a piece of ammunition, or similar object. The
poison remains potent until delivered through a wound
or washed off. A creature that takes damage from an
object coated with the poison is exposed to its effects.

22
Poison Table Malice
Given their insidious and deadly nature, these Inhaled Poison
alchemical substances are banned in most civilized Poisoner: 1d6 doses
lands. But it remains a favorite tool among assassins,
aberrant horror. A creature subjected to Malice must succeed on a DC
15 Constitution saving throw or have the Poisoned
condition for 1 hour. The creature also has the Blinded
Assassin's Blood condition while Poisoned in this way. Malice ignores
immunity to the poisoned condition.
Ingested Poison
Poisoner: 1d8 doses Crafting: 200 GP worth of ground devil teeth, mixed
with a flameblossom leaf-infused tea made from 2
A creature subjected to Assassin’s Blood makes a DC 10 flameblossoms
Constitution saving throw. On a failed save, the Crafting DC: 14
creature takes 6 (1d12) Poison damage and has the
Poisoned condition for 24 hours. On a successful save,
the creature takes half as much damage only. Midnight Tears
Crafting Cost: 100 GP worth of alchemical ingredients Ingested Poison
and 2 vials of Ranitomeya. Poisoner: 1d4 doses
Crafting DC: 12
A creature that ingests Midnight Tears suffers no effect
until the stroke of midnight. If the poison hasn't been
Burnt Othur Fumes neutralized before midnight, the creature makes a DC
17 Constitution saving throw, taking 31 (9d6) Poison
Inhaled Poison damage on a failed save or half as much damage on a
Poisoner: 1d6 doses successful one. Midnight Tears ignores resistance and
immunity to poison damage as well as immunity to the
A creature subjected to Burnt Othur Fumes must Poisoned condition.
succeed on a DC 13 Constitution saving throw or take
10 (3d6) Poison damage, and it must repeat the save at Crafting: 1000 GP worth of finely ground diamond, 3
the start of each of its turns. On each successive failed banshee tears, and three dragon scales.
save, the creature takes 3 (1d6) Poison damage. After Crafting DC: 18
three successful saves, the poison ends.

Crafting: Cost 450 GP worth of alchemical ingredients Oil of Taggit


and 3 bulbs of Ashrot Lilies
Crafting DC: 14 Contact Poison
Poisoner: 1d6 doses

Essence of Ether A creature subjected to Oil of Taggit must succeed on a


DC 13 Constitution saving throw or have the Poisoned
Inhaled Poison condition for 24 hours. The creature also has the
Poisoner: 1d4 doses Unconscious condition while Poisoned in this way. It
wakes up if it takes damage.
A creature subjected to Essence of Ether must succeed
on a DC 15 Constitution saving throw or have the Crafting: 350 GP and 12 seeds of jequirity bean
Poisoned condition for 8 hours. The creature also has Crafting DC: 14
the Unconscious condition while Poisoned in this way.
The creature wakes up if it takes damage or if another
creature takes an action to shake it awake.

Crafting: 200 GP worth of ether dust and 1 vial of


starlake water
Crafting DC: 14

23
Pale Tincture Purple Worm Poison
Ingested Poison Injury Poison
Poisoner: 1d6 doses Poisoner: 1d4 doses

A creature subjected to Pale Tincture must succeed on A creature subjected to Purple Worm Poison makes a
a DC 16 Constitution saving throw or take 3 (1d6) DC 21 Constitution saving throw, taking 35 (10d6)
Poison damage and have the Poisoned condition. The Poison damage on a failed save or half as much damage
Poisoned creature repeats the save every 24 hours, on a successful one.
taking 3 (1d6) Poison damage on a failed save. The
damage the poison deals can't be healed by any means Crafting: 2000 GP and a purple worm’s heart
while the creature remains Poisoned. After seven Crafting DC: 18
successful saves against the poison, the creature is no
longer Poisoned. Pale Tincture ignores resistance and
immunity to poison damage as well as immunity to the
Serpent Venom
Poisoned condition.
Injury Poison
Poisoner: 1d8 doses
Crafting: 200 GP worth of alchemical supplies and 4
bulbs of icerose
A creature subjected to Serpent Venom must succeed
Crafting DC: 12
on a DC 11 Constitution saving throw, taking 10 (3d6)
Poison damage on a failed save or half as much damage
on a successful one.

Crafting: 100 GP worth of alchemical supplies and


serpent venom
Crafting DC: 12

24
Basic Poison Truth Serum
Injury Poison Ingested Poison
Poisoner: 1d10 doses Poisoner: 1d8 doses

A creature subjected to Basic Poison must must A creature subjected to Truth Serum must succeed on
succeed on a DC 13 Constitution saving throw or take a DC 11 Constitution saving throw or have the
2d8 Poison damage and have the Poisoned condition Poisoned condition for 1 hour. The Poisoned creature
until the end of your next turn. can't knowingly communicate a lie. The Truth Serum
ignores immunity to the Poisoned condition.
Crafting: 50 GP worth of alchemical supplies
Crafting DC: 12 Crafting: 100 GP worth of owlbear feathers, 15
mistletoe berries and one vial of starlake water
Crafting DC: 12
Spider's Sting
Injury Poison Wyvern Poison
Poisoner: 1d8 doses
Injury Poison
A creature subjected to Spider's Sting must succeed on Poisoner: 1d4 doses
a DC 13 Constitution saving throw or have the
Poisoned condition for 1 hour. If the creature fails the A creature subjected to Wyvern Poison makes a DC 14
save by 5 or more, the creature also has the Constitution saving throw, taking 24 (7d6) Poison
Unconscious condition while Poisoned in this way. The damage on a failed save or half as much damage on a
creature wakes up if it takes damage or if another successful one.
creature takes an action to shake it awake.
Crafting: 1000 GP worth of wyvern blood, 5 dragon
Crafting: 150 GP worth of alchemical supplies of fangs.
spider spit and 10 snowpoppy seeds Crafting DC: 18
Crafting DC: 12

Torpor
Ingested Poison
Poisoner: 1d6 doses

A creature subjected to Torpor poison must succeed on


a DC 15 Constitution saving throw or have the
Poisoned condition for 24 hours. The creature's Speed
is halved while the creature is Poisoned in this way.

Crafting: 550 GP worth of alchemical supplies


Crafting DC: 14

25
Witchfinder's Kiss Leyline Liquour
Ingested Poison Ingested Poison
Poisoner: 1d6 doses Poisoner: 1d8 doses

A creature subjected to Witchfinder's Kiss makes a DC A creature subjected to Leyline Liquour makes a DC 13
15 Constitution saving throw. On a failed save, the Constitution saving throw. On a failed save, the
creature takes 7 (2d6) Poison damage and has the creature takes 4 (1d6) Poison damage and has the
Poisoned condition for 1 hour. Whenever a creature Poisoned condition for 1 minute. Whenever a creature
casts a spell while Poisoned in this way, it takes 1d6 casts a spell while Poisoned in this way, it must roll on
Poison damage per level of the spell cast. The creature the Wild Magic Surge table to create a magical effect.
repeats the save at the end of each of its turns, ending Once a creature has switched planes three times due to
the effect on itself on a success. this effect, it is no longer Poisoned.

Crafting: 400 GP worth of ghoul bile, blackwort root, Crafting: 200 GP worth of arcanum, feywild honey, and
and a pinch of silver dust. a splash of chilli oil.
Crafting DC: 14 Crafting DC: 12

Coldsnap Planar Ash


Injury Poison Contact Poison
Poisoner: 1d4 doses Poisoner: 1d10 doses

A creature subjected to Crawler Mucus must succeed A creature subjected to Planar Ash makes a DC 15
on a DC 13 Constitution saving throw or have the Constitution saving throw. On a failed save, the
Poisoned condition for 1 hour. creature takes 13 (2d12) Poison damage and has the
Whenever the creature takes damage while Poisoned in Poisoned condition for 1 minute. At the start of each of
this way, one of its limbs succumbs to cold until the its turns while Poisoned in this way, a creature must roll
end of its next turn, as though that limb was lost. The 1d6. On a 1-3, it takes 7 (1d12) Poison damage and is
creature repeats the save at the end of each of its teleported to the Ethereal Plane until the end of its
turns, ending the effect on itself on a success. turn.

Crafting: 300 GP worth of ice wyrm saliva, powdered Crafting: 200 GP worth of aetherglass and arcanum
icerose, and 1 frost giant's heart. and 1 powdered attunement rod worth at least 50 GP
Crafting DC: 15 Crafting DC: 15

NOTE: Rules for Limb Loss Faerielight Dust


● Arm. You can't hold anything with two hands and Inhaled Poison
you can hold only a single object at a time. Poisoner: 1d6 doses
● Both Arms. You can't hold anything.
● Leg. Your base walking speed is reduced to 5 feet. A creature subjected to Candlemoth Dust must
If you still have at least one leg, you can use a crutch or succeed on a DC 14 Constitution saving throw or be
cane to move at half your original base speed. Poisoned for 10 minutes. While Poisoned this way, the
● Both Legs. Your only movement option is to crawl. creature glows faintly with bioluminescent Dim Light
within a 5-foot radius, can't have Invisible condition
and attacks against it can't have Disadvantage.

Crafting: 200 GP worth of candlemoth wings,


moonwater, and powdered glowcap fungi
Crafting DC: 14

26

You might also like