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MonkeyDM Poison Rework 3.0

The document outlines various types of poisons, including their effects, crafting methods, and foraging for ingredients. It details specific poisons such as Contact, Ingested, Inhaled, and Injury poisons, along with their crafting requirements and effects on creatures. Additionally, it introduces a Poisoner feat that enhances a character's ability to create and harvest poisons, along with a Foraging Table listing ingredients and their respective terrains and difficulties.

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0% found this document useful (0 votes)
30 views10 pages

MonkeyDM Poison Rework 3.0

The document outlines various types of poisons, including their effects, crafting methods, and foraging for ingredients. It details specific poisons such as Contact, Ingested, Inhaled, and Injury poisons, along with their crafting requirements and effects on creatures. Additionally, it introduces a Poisoner feat that enhances a character's ability to create and harvest poisons, along with a Foraging Table listing ingredients and their respective terrains and difficulties.

Uploaded by

amoen
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 Creating Poisons

Given their insidious and deadly nature, these Crafting Poisons


alchemical substances are banned in most civilized
lands. But it remains a favorite tool among assassins, Characters can harvest poisons from creatures. This
aberrant horrors, and other evil creatures. applies only to poisons whose sole required ingredient
is the creature’s own venom. These are marked as
Poisons come in the following four types: Crafting: Creature (Purple Worm) for example. A
character can attempt to harvest poison from a
Contact. Contact poison can be smeared on an object venomous creature that is dead or has the
as an Action and remains potent until it is touched or Incapacitated condition. The effort takes 1d6 minutes,
washed off. A creature that touches contact poison after which the character makes a DC 20 Intelligence
with exposed skin suffers its effects. (Nature) check using a Poisoner’s Kit. On a successful
check, the character harvests enough poison for one
Ingested. A creature must swallow an entire dose of dose, and no additional poison can be taken from that
ingested poison to suffer its effects. The dose can be creature. On a failed check, the character cannot
delivered in food or a liquid. The GM may decide that a extract any poison, and if the check fails by 5 or more,
partial dose has a reduced effect, such as allowing the character is subjected to the creature’s poison.
Advantage on the saving throw or dealing only half as
much damage on a failed save. Some poisons are more complex and require additional
ingredients gathered through foraging or purchased
Inhaled. Poisonous powders and gases take effect from specialized shops. To craft such a poison, a
when inhaled. Blowing the powder or releasing the gas character must first obtain all required ingredients.
subjects creatures in a 5-foot Cube to its effect. The They then make a Poisoner’s Kit check, using either
resulting cloud dissipates immediately afterward. Intelligence (Nature) or Dexterity (Sleight of Hand)
Holding one’s breath is ineffective against inhaled against the poison’s Crafting DC. On a success, the
poisons, as they affect nasal membranes, tear ducts, character produces one dose of the poison. On a
and other parts of the body. failure, no dose is created. In either case, all ingredients
are consumed in the attempt.
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 Foraging
or washed off. A creature that takes damage from an
object coated with the poison is exposed to its effects. A character can attempt to forage for ingredients while
traveling or during downtime. The effort takes 1 hour,
after which the character makes a Wisdom (Survival)
check using a Poisoner’s Kit against the ingredient’s
Foraging DC. On a successful check, the character finds
a number of units of the ingredients listed on the
Foraging Table. If the character exceeds the DC by 5
or more, the character instead finds two units. On a
failed check, the character finds no useful ingredients.
If the character fails the check by 5 or more, they suffer
a minor mishap such as disturbing hazardous plants or
creatures, taking 1d8 damage or triggering a small
environmental danger as determined by the DM.

8
Poisoner
General Feat (Prerequisite: Level 4+)

You gain the following benefits.


● Ability Score Increase. Increase your Dexterity or
Intelligence score by 1, to a maximum of 20.
● Potent Poison. When you make a damage roll
that deals Poison damage, it ignores Resistance to
Poison damage.
● Brew Poison. You gain proficiency
with the Poisoner’s Kit and have
advantage on any checks made with those
tools to harvest or create poisons from
the Poison Table. In addition when you
harvest or create such a poison, instead of
creating a single dose, you create a
number of doses equal to the Poisoner
Doses (listed in the table). If the
created poison requires a DC you can
replace it by a number equal to 8 + the
modifier of the ability increased by this
feat + your Proficiency Bonus.

9
Foraging Table
Ingredient Terrain DC Unit Price (per unit)
Ranitomeya Jungle, Swamp 16 1d4 vials 50 gp
Ashrot Lily Bulb Burned Forest, Volcanic 18 1 bulb 75 gp
Ether Dust Arcane Ruins, Leylines 17 1 pouch (1d4 pinches) 100 gp
Starlake Water Feywild Lakes 18 1 vial 150 gp
Ground Devil Teeth Hellish Rifts 17 1 tooth 75 gp
Flameblossoms Desert, Badlands 16 1d3 blossoms 40 gp
Finely Ground Diamond Crystal Caves 20 1 shard 100 gp
Banshee Tears Haunted Ruins 22 1 vial 400 gp
Dragon Scales Dragon Lairs 20 1d4 scales 200 gp
Jequirity Bean Seeds Grassland, Warm Forests 14 1d8 seeds 20 gp
Owlbear Feathers Forest, Taiga 15 1d6 feathers 25 gp
Icerose Bulb Tundra 18 1 bulb 100 gp
Spider Spit Forest, Jungle, Underdark 16 1 vial 50 gp
Snowpoppy Seeds Snowy Forests 15 1d10 seeds 30 gp
Wyvern Blood Wyvern Peaks 20 1 vial 250 gp
Dragon Fangs Dragon Lairs 22 1 fang 300 gp
Ghoul Bile Graveyards 18 1 vial 80 gp
Blackwort Root Shadowed Swamps 17 1 root 60 gp
Silver Dust Mines 15 1 pouch (50 gp value) 50 gp
Ice Wyrm Saliva Frozen Caverns 20 1 vial 200 gp
Powdered Icerose Tundra 17 1d4 pinches 40 gp
Frost Giant’s Heart Frozen Mountains 20 1 heart 500 gp
Arcanum Shards Leylines 17 1 shard (1d4 charges) 100 gp
Feywild Honey Fey Meadows 18 1 spoon 120 gp
Chilli Oil (alchemical) Hot Springs 14 1 vial 10 gp
Candlemoth Wings Temperate Forests 15 1d6 wings 20 gp
Glowcap Fungi Underdark 14 1d4 caps 25 gp
Slaad Gas Bladder Limbo, Chaos Rifts 20 1 bladder 300 gp
Fermented Troll Bile Troll Nests 18 1 vial 150 gp
Vampire Blood Crypts 25 1 vial 500 gp
Holy Water Temples 15 1 vial 25 gp
Abyssal Larvae Demon Pits 25 1 larva 600 gp
Powdered Bone Marrow Ossuaries 16 1 pouch 40 gp
Mindflayer Tadpole Elder Brain Pools 25 1 tadpole 700 gp
Psionic Silk Aberrant Hives 18 1 spool 150 gp
Mantis Corpses Jungles, Deep Forests 17 1 corpse 50 gp
Necrotic Bugbear Liver Cursed Forests 18 1 liver 75 gp
Fey Birch Shavings Feywild Groves 20 1 pouch 150 gp
Magic Paper (song-etched) Scriptoriums 18 1 sheet 200 gp
Sunwax High Peaks 17 1 block 80 gp
Solar-Touched Feathers High Peaks 16 1d4 feathers 40 gp

10
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: 100 GP worth of alchemical ingredients and 2
vials of Ranitomeya. Ingested Poison
Crafting DC: 12 Poisoner: 1d4 doses

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


and 3 bulbs of Ashrot Lilies Oil of Taggit
Crafting DC: 14
Contact Poison
Poisoner: 1d2 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
Unconscious condition for 8 hours. The creature wakes Crafting DC: 14
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

11
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: Creature: Purple worm
while the creature remains Poisoned. After seven
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
Poisoned condition.

Crafting: 200 GP worth of alchemical supplies and 4


bulbs of icerose
Crafting DC: 12

12
Serpent Venom
Injury Poison
Poisoner: 1d8 doses

A creature subjected to Serpent Venom must succeed


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: Creature: Venomous Snake


Crafting DC: 12

Basic Poison
Injury Poison
Poisoner: 1d10 doses

A creature subjected to Basic Poison must must


succeed on a DC 13 Constitution saving throw or take
2d8 Poison damage and have the Poisoned condition
until the end of your next turn.

Crafting: 50 GP worth of alchemical supplies


Crafting DC: 12

Torpor
Spider's Sting
Ingested Poison
Injury Poison Poisoner: 1d6 doses
Poisoner: 1d8 doses
A creature subjected to Torpor poison must succeed on
A creature subjected to Spider's Sting must succeed on a DC 15 Constitution saving throw or have the
a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature's Speed
Poisoned condition for 1 hour. If the creature fails the is halved while the creature is Poisoned in this way.
save by 5 or more, the creature also has the
Unconscious condition while Poisoned in this way. The Crafting: 550 GP worth of alchemical supplies
creature wakes up if it takes damage or if another Crafting DC: 14
creature takes an action to shake it awake.

Crafting: 150 GP worth of alchemical supplies, 1 vial of Truth Serum


spider spit and 10 snowpoppy seeds
Crafting DC: 12 Ingested Poison
Poisoner: 1d8 doses

A creature subjected to Truth Serum must succeed on


a DC 11 Constitution saving throw or have the
Poisoned condition for 1 hour. The Poisoned creature
can't knowingly communicate a lie. The Truth Serum
ignores immunity to the Poisoned condition.

Crafting: 100 GP worth of alchemical supplies, 5


mistletoe berries and 1 vial of starlake water
Crafting DC: 12

13
Wyvern Poison NOTE: Rules for Limb Loss

Injury Poison
Poisoner: 1d4 doses ● Arm. You can't hold anything with two hands and
you can hold only a single object at a time.
A creature subjected to Wyvern Poison makes a DC 14 ● Both Arms. You can't hold anything.
Constitution saving throw, taking 24 (7d6) Poison ● Leg. Your base walking speed is reduced to 5 feet.
damage on a failed save or half as much damage on a If you still have at least one leg, you can use a crutch or
successful one. cane to move at half your original base speed.
● Both Legs. Your only movement option is to crawl.
Crafting: Creature: Wyvern

Leyline Liquour
Witchfinder's Kiss
Ingested Poison
Ingested Poison Poisoner: 1d8 doses
Poisoner: 1d6 doses
A creature subjected to Leyline Liquour makes a DC 13
A creature subjected to Witchfinder's Kiss makes a DC Constitution saving throw. On a failed save, the
15 Constitution saving throw. On a failed save, the creature takes 4 (1d6) Poison damage and has the
creature takes 7 (2d6) Poison damage and has the Poisoned condition for 1 minute. Whenever a creature
Poisoned condition for 1 hour. Whenever a creature casts a spell while Poisoned in this way, it must roll on
casts a spell while Poisoned in this way, it takes 1d6 the Wild Magic Surge table to create a magical effect.
Poison damage per level of the spell cast. The creature Once a creature has switched planes three times due to
repeats the save at the end of each of its turns, ending this effect, it is no longer Poisoned. Leyline Liquour
the effect on itself on a success. ignores immunity to the Poisoned condition.

Crafting: 400 GP worth of ghoul bile, blackwort root, Crafting: 200 GP worth of arcanum, 3 spoons of
and a pinch of silver dust. feywild honey, and a splash of chilli oil.
Crafting DC: 14 Crafting DC: 12

Coldsnap Planar Ash


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

A creature subjected to Coldsnap must succeed on a A creature subjected to Planar Ash makes a DC 15
DC 13 Constitution saving throw or have the Poisoned Constitution saving throw. On a failed save, the creature
condition for 1 hour. takes 13 (2d12) Force damage. For the next minute, at
Whenever the creature takes damage while Poisoned in the start of each of its turns, it must roll 1d6. On a 1-3,
this way, one of its limbs succumbs to cold until the it takes 7 (1d12) Force damage and is teleported to the
end of its next turn, as though that limb was lost. The Ethereal Plane until the end of its turn.
creature repeats the save at the end of each of its
turns, ending the effect on itself on a success. Coldsnap Crafting: 1 gilded attunement rod worth at least 500
ignores immunity to the Poisoned condition. GP, which the crafting doesn’t consume, and 200 GP
worth of arcanum.
Crafting: 300 GP worth of ice wyrm saliva, powdered Crafting DC: 15
icerose, and 1 frost giant's heart.
Crafting DC: 15

14
Candlemoth Dust Nocthelian Sunset
Inhaled Poison Injury Poison
Poisoner: 1d10 doses Poisoner: 1d8 doses

A creature subjected to Candlemoth Dust must succeed A creature subjected to Nocthelian Sunset must
on a DC 14 Constitution saving throw or begin glowing succeed on a DC 15 Constitution saving throw or have
with bioluminescent light for the next 10 minutes. the Poisoned condition for 1 hour. While Poisoned in
While glowing it emits Dim Light within a 5-foot radius, this way, the creature has Disadvantage on saving
can't have the Invisible condition and attacks against it throws made while in Bright Light, and whenever it
can't have Disadvantage. enters Bright Light for the first time on its turn, it
takes 11 (3d6) Radiant damage. The creature repeats
Crafting: 200 GP worth of alchemical supplies, 10 the save at the end of each of its turns. After three
candlemoth wings, and 3 powdered glowcap fungi successful saves, the poison ends. Nocthelian ignores
Crafting DC: 14 immunity to the Poisoned condition if the target is a
Fiend or an Undead.

Crafting: 500 GP worth of alchemical supplies, 5 vials


Ballooning Bile vampire blood and 3 vials of holy water.
Crafting DC: 16
Contact Poison
Poisoner: 1d6 doses

A creature subjected to Ballooning Bile must succeed on


a DC 13 Constitution saving throw or have the Poisoned
condition for 1 minute. While Poisoned in this
way, the creature becomes one size larger at the start of
each of its turns, taking 7 (2d6) Force damage if it can’t
comfortably fit within the space around it. If the creature
drops to 0 HP while under this effect, it bursts violently,
dealing 7 (2d6) Acid damage to all creatures within 5
feet. The creature repeats the save at the end of each of
its turns, ending the effect on itself on a success.

Crafting: 300 GP worth of alchemical supplies, 3 slaads’


gas bladder sacs and 1 vial of fermented troll’s bile.
Crafting DC: 15

15
Sorothena Tincture of Feebleness
Ingested Poison Injury Poison
Poisoner: 1d4 doses Poisoner: 1d8 Doses

A creature subjected to Sorothena must succeed on a A creature subjected to the Tincture of Feebleness
DC 17 Constitution saving throw or take 18 (5d6) must succeed on a DC 13 Constitution saving throw or
Psychic damage and have the Charmed condition for 1 gain a 1d8 penalty to its AC, which lasts for 1 minute. A
hour. While Charmed in this way, the creature is creature can’t be affected by multiple instances of this
compelled to destroy itself. At the start of each of its poison at the same time. The target can repeat the
turns, it must succeed on a DC 17 Charisma saving saving throw at the end of each of its turns, ending the
throw or use its action to attack itself with a weapon effect on itself on a success.
attack or Unarmed strike. The creature repeats the save
at the end of every minute, ending the effect on itself Crafting: 200 GP worth of alchemical supplies, 1 pound
on a success. of ground zombie flesh and 2 rust monster’s antennae.
Crafting DC: 13
Crafting: 1000 GP worth of alchemical supplies, 1 vial
banshee tears, 1 vial of virgin’s blood and a lich’s finger.
Crafting DC: 17
Hunter's Call
Ingested Poison
Glimpse of Radiance Poisoner: 1d4 Doses

Contact Poison A creature subjected to Hunter's Call must succeed on


Poisoner: 1d6 doses a DC 20 Constitution saving throw or regurgitate a
duplicate version of themselves as per the Simulacrum
A creature subjected to Glimpse of Radiance makes a spell, except it is Hostile towards them. The duplicate
DC 16 Constitution saving throw, taking 18 (5d6) lasts for 24 hours or until it is destroyed.
Radiant damage and gaining a short-term madness on a
failed save or half as much damage on a successful one. Crafting: 10.000 GP worth of ruby dust and a
If the creature already has at least one madness, it has mindflayer’s brain.
Disadvantage on this saving throw. Glimpse of Radiance Crafting DC: 20
ignores immunity to the Poisoned condition.

Crafting: 600 GP worth of powdered moongold, 1 vial


of celestial blood.
Smoke Shawl
Crafting DC: 17
Inhaled Poison
Poisoner: 1d8 Doses

Sinsight A creature subjected to Smoke Shawl must succeed on a


DC 16 Constitution saving throw or be surrounded by a
Inhaled Poison cloud of smoke for 1 minute. While in the cloud, it is
Poisoner: 1d4 doses Lightly Obscured and can't target a creature further than
30 feet away with any attack, spell or ability. An affected
A creature subjected to Sinsight suffers no effect until it creature can repeat the saving throw at the end of each
casts a Divination spell. When it casts the spell, it must of its turns, ending the effect on itself on a success.
succeed on a DC 20 Constitution saving throw or have
the Poisoned condition for 1 hour. While Poisoned in Crafting: 200 GP worth of alchemical supplies, 1 vial of
this way, all Divination spells yield false information and sea salt ash and 1 vial of fiend’s blood.
the target automatically fails any Wisdom (Insight) and Crafting DC: 16
Intelligence (Investigation) checks.

Crafting: 450 GP worth of alchemical supplies, 1


beholder eyestalk, and a cursed mirror.
Crafting DC: 18

16
Wormwine Midnight Melody
Ingested Poison Inhaled Poison
Poisoner: 1d6 doses Poisoner: 1d4 Doses

A creature subjected to Wormwine must succeed on a A creature subjected to Midnight Melody must succeed
DC 17 Constitution saving throw or have its body be on a DC 18 Constitution saving throw or have the lyrics
infested with worms. For the next 30 days, the creature to the song used to create this poison implanted in
must consume five times as many rations as normal. their brain for the next month. When they next hear
For the duration, each day the target fails to consume the song sung by a person, they have the Charmed
the necessary rations, its Hit point Maximum is condition for 1 minute. While Charmed in this way,
reduced by 1d10. This reduction can only be removed they follow the singer's every command as per the
by an effect such as Greater Restoration. Dominate Person spell. The poison then ends.

Crafting: 750 GP worth of abyssal larvae, and Crafting: 7.000 GP worth of enchanted fey birch
powdered bone marrow shavings and magic paper on which the lyrics of a
Crafting DC: 17 specific song are written
Crafting DC: 18

Brainfog Icarite
Contact Poison Contact Poison
Poisoner: 1d6 Doses Poisoner: 1d6 doses

A creature subjected to Brainfog must succeed on a DC A creature subjected to Icarite must succeed on a DC
16 Constitution saving throw or have the Poisoned 17 Constitution saving throw or have their mind
condition for 1 hour. While Poisoned in this way, a warped for 1 minute. While their mind is warped in this
creature loses its Resistance or Immunity to Psychic way, the creature uses their movement during each of
damage, if it had any, and speak or be spoken to their turns to climb to the tallest point they can see.
telepathically. The creature repeats the save at the end of
each of its turns, ending the effect on itself on a success. Crafting: 750 GP worth of sunwax and feathers
Crafting DC: 17
Crafting: 600 GP worth of silk and a mindflayer tadpole
Crafting DC: 16

Black Mantis
Injury Poison
Poisoner: 1d4 Doses

A creature subjected to Black Mantis must succeed on


a DC 20 Constitution saving throw or have the
Poisoned condition for 1 minute. While Poisoned in this
way, whenever the creature receives magical healing, it
instead takes Necrotic damage equal to the healing
received. Once a creature has been damaged in this
way three times, it is no longer Poisoned.

Crafting: 1000 GP worth of mantis corpses and


necrosis-ridden bugbear liver
Crafting DC: 20

17

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