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Poisons For 5th Edition

The document outlines new rules for creating, modifying, and treating poisons in Dungeons & Dragons 5th Edition, including descriptions of over 75 different types of poisons. It categorizes poisons into four main types: Contact, Ingested, Inhaled, and Injury, each with unique application methods and effects. Additionally, it discusses special classifications of poisons like Venoms, Magical Poisons, Positoxins, Aquatoxins, and Banetoxins, along with guidelines for crafting and treating these substances.

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David Windrim
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0% found this document useful (0 votes)
6 views34 pages

Poisons For 5th Edition

The document outlines new rules for creating, modifying, and treating poisons in Dungeons & Dragons 5th Edition, including descriptions of over 75 different types of poisons. It categorizes poisons into four main types: Contact, Ingested, Inhaled, and Injury, each with unique application methods and effects. Additionally, it discusses special classifications of poisons like Venoms, Magical Poisons, Positoxins, Aquatoxins, and Banetoxins, along with guidelines for crafting and treating these substances.

Uploaded by

David Windrim
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Poisons for 5th Edition

New rules for creating, modifying, and treating poisons,


as well as over 75 poisons of various types.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon
ampersand, and
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of
the Coast in
the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material
is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2017 by Matthew Eckart and published under the
Community
Content Agreement for Dungeon Masters Guild.

Poisons for 5th Edition


Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool
among assassins, drow, and other clever creatures.
The Four Types of Poisons
Poisons come in four unique types, each with their own applicable uses and scenarios. Some rare
poisons can be used in multiple ways, such as the veinrot poison, which is classified as both an Injury
poison and an Ingested poison. Using or applying a poison, regardless of the type, requires an action.
Contact
Contact poison can be smeared on an object 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 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. 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 to weapons, ammunition, trap
components, and other objects that deal piercing or slashing
damage, and generally remains potent until delivered through
a wound or washed off. A creature that takes piercing or
slashing damage from an object coated with the poison is
exposed to its effects.
Special Classifications
Venoms
Venoms come from creatures that naturally produce them,
and typically require no preparation other than harvesting the
venom from a dead or incapacitated creature of the
appropriate type.
Harvesting venom requires 1d6 minutes followed by a DC
20 Intelligence (Nature) check. (Proficiency with the
poisoner's kit applies to this check if the character doesn't
have proficiency in Nature.) On a successful check, the
character harvests enough poison for a single dose. On a
failed check, the character is unable to extract any poison. If
the character fails the check by 5 or more, the character is
subjected to the creature's poison.
Magical Poisons
Some rare poisons have the ability to resist low-level spells,
overcome resistances, or even bypass immunities to poison.
Those poisons will specifically list those properties within
their effect descriptions.
Positoxins
Positoxins are special alchemical substances distilled from
holy water and laced with positive energy. To a corporeal
undead creature, positoxins function much like a poison, but
they are harmless to all other creatures.
Positoxins are magical by nature, and thus can be dispelled
by dispel magic or similar spells, and they do not work while
under the effects of an anti-magic field.
Aquatoxins
Aquatoxins have two special properties. Unlike most poisons,
they can remain potent even when submerged in water, and
cannot be washed off of surfaces without a special soap.
Some aquatoxins are also much more effective against
aquatic or amphibious species. When used against a creature
that has the natural ability to breath water, these poisons gain
additional effects as listed in the effects section.
Banetoxins
Banetoxins target the physiology of specific types of
creatures, making them impossibly difficult to resist. They
have no effect against creatures outside of the toxin's
specified creature type.
Banetoxins are rare and expensive, but non-humanoid
banetoxins are legal in most societies. The types of creatures
that banetoxins can affect are listed in the banetoxins table,
and the base market value of the poison is adjusted as shown.
Banetoxins
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2
5TH EDITION POISONS

Poison Descriptions
The descriptions of the poisons within this supplement
adhere to the following format.
Name of Poison (Type)
Description of poison's history or nature.
Acquisition: Where to find or buy the poison. Also lists the
necessary ingredients for crafting poisons.
Market Value: Base market value of the poison. The actual
cost will vary depending on the location, and who you are
trying to buy from or sell to.
Legality: Legal, Regulated, or Illegal. Most poisons are
illegal, but some are regulated for medicinal use or to
create antivenoms. Legal poisons tend to be non-lethal.
Modification DC: The Intelligence check DC to modify the
poison, either to increase its potency or dilute it. This is
also the base DC for the variant variable success rule for
crafting poisons.
Medicine DC: This Wisdom (Medicine) check DC is used to
determine whether a creature can properly identify and
treat the effects of a poison as described in the "Treating
Poisons" section.
Saving Throw DC: The saving throw DC to resist the
poison's effects.
Effect: The poison's effects. This will also include any
secondary effects the poison may have over time, and the
duration of poisons that have lasting effects.
Crafting Poisons
You can craft a specific poison from its base ingredients, or
create basic poison from any readily available toxic or poison
substance.
Creating a poison requires a successful DC 20 Intelligence
check by a character proficient with the poisoner's kit. You
add your proficiency bonus to the roll for this check. If you
have successfully made the standard version of the particular
poison before, you gain advantage on the check.
Creating a poison costs roughly 50-75% of market value in
materials, making it much more cost efficient than buying the
poisons directly, if you can reliably craft them. Vials made to
hold these kinds of substances cost 1gp each and can hold 1
dose.
Variant: Variable Success
At your Dungeon Master's option, you can use this variant for
creating poisons. Instead of a flat DC 20 check, you can use
the table below for determining success when attempting to
create a poison.
The Creation DC is based on the "Modification DC" of
each individual poison. Potent poisons and diluted poisons
are described in the "Modifying Standard Poisons" section.
Creating Poisons
Creation DC Result
-10 Affected by the Poison
-5 No Poison
-2 Diluted Poison
+0 Standard Poison
+5 Potent Poison
Modifying Standard Poisons
A particularly skillful poisoner can modify poisons to make
them more effective or more difficult to identify.
To modify a poison, you must have proficiency with the
poisoner's kit. Modifying a poison requires a successful
Intelligence check with a DC equal to the Modification DC of
the poison. You add your proficiency bonus to the roll for this
check. Failing this check reduces the saving throw DC of the
poison by 2 with no additional effects.
Increasing Potency
Creating a more concentrated poison increases the poison’s
saving throw DC by 2, and adds an additional damage die for
poisons that deal damage.
Concentrating a poison beyond its usual potency is a
difficult process that involves several cycles of distillation and
then re-additions of the base ingredient. Each poison that you
attempt to modify in this way takes up to an hour of work
(more than one poison can be worked simultaneously if you
have the equipment to do so).
Diluting Poisons
Diluting a poison decreases the poison's saving throw DC by
2. The DC for attempting to identify the poison increases by 2.
Diluting a poison while retaining its potency takes an
intimate knowledge of its strength and limitations, but it is
not a lengthy process. It takes 1 minute to dilute a poison,
and you must have freshwater on hand.
Treating Poisons
The DC for identifying and curing poisons is equal to the
Medicine DC listed in each poison's description. If a poison
cannot be treated, it will lack a Medicine DC.
Identifying Poisons
If you can see another creature within 30 feet of you that is
currently under the effects of a poison, you can make a
Wisdom (Medicine) check to attempt to identify the poison. If
you have familiarity with the poison you are attempting to
identify, you have advantage on this check. Identifying a
poison requires a bonus action.
Curing Poisons
If you have proficiency in Wisdom (Medicine), you can
attempt to treat the effects of a poison affecting a creature
within 5 feet of you as an action on your turn by making a
Wisdom (Medicine) check against the poison's Medicine DC.
If the poison has been successfully identified, you have
advantage on this check; otherwise, you have disadvantage.
Antivenoms
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5TH EDITION POISONS

Table of Poisons
Contact Poisons
Poison Type Save DC Market Value Page Number
Aboleth Oil Contact Venom Aquatoxin 14 2,500gp 6
Black Ivy Paste Contact 16 200gp 6
Black Lotus Extract Contact 20 6,520gp 6
Boneshard Paste Contact Positoxin 13 750gp 6
Brawler's Bourbon Contact Aquatoxin 12 175gp 6
Chuul Paralytic Contact Venom 13 450gp 7
Crawler Mucus Contact Venom 13 200gp 7
Goodbye Kiss Contact 17 1,600gp 7
Golden Ice Contact 17 1,200gp 7
Oil of Taggit Contact 13 400gp 7
Sunlight Oil Contact Positoxin 18 1,300gp 7
Ingested Poisons
Poison Type Save DC Market Value Page Number
Assassin's Blood Ingested 10 150gp 8
Celestial Lightsblood Ingested Banetoxin 25 13,500gp 8
Depraved Decadence Ingested Banetoxin 25 9,500gp 8
Lockjaw Ingested 11 250gp 8
Midnight Tears Ingested 17 1,500gp 8
Mother's Mercy Ingested 13 600gp 9
Nightmare Root Ingested 19 1,450gp 9
Pale Tincture Ingested 16 250gp 9
Pallid Serpent's Deception Ingested 16 1,340gp 9
Potion of Poison Ingested 13 1,460gp 10
Torpor Ingested 15 600gp 10
Truth Serum Ingested 11 150gp 10
Unicorn Blood Ingested 17 500gp 10
Inhaled Poisons
Poison Type Save DC Market Value Page Number
Anosmia Inhaled 18 800gp 11
Burnt Othur Fumes Inhaled 13 500gp 11
Dragon's Breath Inhaled Venom 18-22 2,500-5,000gp 11
Dretch Gas Inhaled Venom 11 200gp 11
Dust of the Desert Winds Inhaled 11 120gp 12
Essence of Ether Inhaled 15 300gp 12
Euphoria Breath Inhaled Venom 11 365gp 12
Fish out of Water Inhaled Aquatoxin 13 350gp 12
Gorgon Breath Inhaled Venom 13 1,200gp 13
Gravedust Inhaled Positoxin 10 100gp 13
Insanity Mist Inhaled 15 2,250gp 13
Malice Inhaled 15 250gp 13
Vrock Spores Inhaled Venom 14 620gp 13
4
TABLE OF POISONS

Injury Poisons
Poison Type Save DC Market Value Page Number
Bearded Devil Venom Injury Venom 12 600gp 14
Bloodfire Paste Injury 13 650gp 14
Bone Devil's Sting Injury Venom 14 1,000gp 14
Celestial Essence Injury Positoxin 14 400gp 14
Centipede Venom Injury Venom 11 200gp 14
Cockatrice Saliva Injury Venom 11 750gp 15
Drow Poison Injury 13 200gp 15
Elemental Contra Injury Banetoxin 25 3,100gp 15
Ettercap Venom Injury Venom 11 50gp 15
Grell Venom Injury Venom 11 150gp 15
Imp Venom Injury Venom 11 200gp 15
Lichbane Poison Injury Positoxin 17 650gp 16
Liquid Mortality Injury Positoxin 22 1,250gp 16
Metabolite Injury Banetoxin 25 1,200gp 16
Naga Venom Injury Venom 13-15 1,900-2,150gp 16
Pit Fiend Venom Injury Venom 21 17,000gp 17
Pseudodragon Venom Injury Venom 11 125gp 17
Purified Couatl Venom Injury Venom Positoxin 13 700gp 17
Purple Worm Poison Injury Venom 19 2,000gp 17
Scorpion Venom Injury Venom 9-12 115-1,100gp 17
Serpent Venom Injury Venom 10-11 125-200gp 17
Spider Venom Injury Venom 10-11 100-200gp 18
Sprite Poison Injury 10 175gp 18
Svirfneblin Poison Injury 12 165gp 18
Thri-kreen Venom Injury Venom 11 180gp 18
Wasp's Sting Injury Venom 11 230gp 18
Witchbane Poison Injury 17 700gp 18
Wyvern Poison Injury Venom 15 1,200gp 19
Yuan-ti Venom Injury Venom 11-13 110-150gp 19
Zealot's Blade Injury Banetoxin 25 4,000gp 19
Multitype Poisons
Poison Type Save DC Market Value Page Number
Antithesis Ingested or Injury Aquatoxin 14 1,300gp 20
Basic Aquatoxin Ingested or Injury Aquatoxin 10-12 125gp 20
Basic Banetoxin Ingested or Injury Banetoxin 25 1,500gp 20
Basic Poison Ingested or Injury 10 100gp 20
Basic Positoxin Ingested or Injury Positoxin 10 125gp 20
Betrayer's Inception Contact or Ingested 22 ??? 21
Bloodwine Ingested or Injury Positoxin 11 250gp 21
Ghost Blossom Extract Ingested or Injury 13 430gp 21
Lich Dust Ingested or Inhaled 18 2,400gp 21
Tears of the Infernal Contact or Injury 22 7,650gp 22
Veinrot Poison Ingested or Injury 13 500gp 22
5
TABLE OF POISONS
Aboleth Oil (Contact Venom Aquatoxin)
Aboleth oil is impossibly rare, and incredibly dangerous.
Coming into contact with it accidentally can quickly spell
death for most creatures.
Acquisition: This poison must be harvested from a
recently dead or incapacitated aboleth. It requires no
further preparation.
Market Value: 2,500gp
Legality: Illegal
Modification DC: 25
Medicine DC: 27
Saving Throw DC: 14
Effect: A creature subjected to this oil must make a
Constitution saving throw or become diseased. The
disease has no effect for 1 minute and can be removed by
any magic that cures disease, but the creature is unaware
that they have been affected. After 1 minute, the diseased
creature's skin becomes translucent and slimy, the
creature can't regain hit points unless it is underwater,
and the disease can be removed only by heal or another
disease-curing spell of 6th level or higher. When the
creature is outside a body of water, it takes 6 (1d12) acid
damage every 10 minutes unless moisture is applied to
the skin before 10 minutes have passed.
Black Ivy Paste (Contact)
Black ivy is rare, but extremely poisonous. Its leaves can be
ground into a thin paste and spread upon surfaces to injure
those that touch it.
Acquisition: This poison is ground from the leaves of the
rare black ivy plant.
Market Value: 200gp
Legality: Illegal
Modification DC: 15
Medicine DC: N/A
Saving Throw DC: 16
Effect: A creature subjected to this poison must make a
Constitution saving throw or take 3 (1d6) poison damage.
The paste retains its potency until a total of at least 10
damage has been dealt.
Black Lotus Extract (Contact)
The flower known as the black lotus is legendary. Its
properties allow it to be used for a number of purposes, but
creating a poison out of the nectar is one of many uses. The
nectar often needs to be neutralized before the rest of the
flower can be harvested.
Acquisition: This poison is refined from the
extraordinarily rare black lotus flower.
Market Value: 6,520gp
Legality: Illegal
Modification DC: 22
Medicine DC: N/A
Saving Throw DC: 20
Effect: A creature subjected to this poison takes 55
(10d10) poison damage.
Boneshard Paste (Contact Positoxin)
This relatively uncommon positoxin is typically spread upon
surfaces in entryways to buildings or rooms in order to
protect against undead intrusion. It has a pale color that
allows it to blend in to light-colored surfaces.
Acquisition: Boneshard paste is made by mixing the
cremated remains of a holy person with holy water, and
then allowing the mixture to dry in a place of religious
importance, like a temple.
Market Value: 750gp
Legality: Legal
Modification DC: 17
Medicine DC: 15
Saving Throw DC: 13
Effect: An undead creature subjected to this poison must
succeed on a Constitution saving throw or be poisoned for
1 minute, also taking 18 (4d8) radiant damage on a failed
save, or half as much damage on a successful one. The
creature's speed is reduced to 0 until the end of their next
turn. The poisoned creature is paralyzed. The creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Brawler's Bourbon (Contact Aquatoxin)
Brawler's bourbon is a favorite among fighters that don't
mind cheating. It looks, tastes, and smells like regular
bourbon whiskey, but actually contains a rather potent
poison. It has a unique property: ingesting a dose of the
poison gives immunity to its effects for 24 hours. Clever
cheats will typically take a swig before a fight and
accidentally spill some on their hands, delivering a dose with
a swift punch to exposed skin. It does not wash off with
water.
Acquisition: Brawler's bourbon is made from a narcotic
plant that resembles black corn, but grows low to the
ground and only in the underdark. The kernels are ground
to a pulp and mixed into a liquid, typically bourbon.
Market Value: 175gp
Legality: Illegal
Modification DC: 15
Medicine DC: 21
Saving Throw DC: 12
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 1
minute. If the saving throw fails by 5 or more, the creature
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.
6
CONTACT POISONS
Chuul Paralytic (Contact Venom)
Chuul paralytic isn't widely desired because crawler mucus
does the same thing for much cheaper, but chuul paralytic is
easier to modify and more difficult to treat.
Acquisition: This poison must be harvested from a dead
or incapacitated chuul. It requires no further preparation.
Market Value: 450gp
Legality: Regulated
Modification DC: 14
Medicine DC: 19
Saving Throw DC: 13
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 1
minute. The poisoned creature is paralyzed. The creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Crawler Mucus (Contact Venom)
Crawler mucus comes from the oversized insects known as
carrion crawlers. Carrion crawlers lurk in caves, abandoned
underground structures, and sometimes sewers, always
drawn to the scent of death and its next meal.
Acquisition: This poison must be harvested from a dead
or incapacitated crawler. It requires no further
preparation.
Market Value: 200gp
Legality: Regulated
Modification DC: 16
Medicine DC: 12
Saving Throw DC: 13
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 1
minute. The poisoned creature is paralyzed. The creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Goodbye Kiss (Contact)
Some would-be assassins seem much friendlier than they
really are. The goodbye kiss is a poison modified from
midnight tears so that it can be applied to the lips without
harming the poisoner. The poisoner must first coat the area
of their skin that will come in contact with the poison in the
nectar of the flower that midnight tears are made from.
Acquisition: The goodbye kiss requires midnight tears
and a rare liquid made from the nectar of the same flower.
Market Value: 1,600gp
Legality: Illegal
Modification DC: 20
Medicine DC: 21
Saving Throw DC: 17
Effect: A creature subjected to 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 Constitution saving throw, taking 31 (9d6) poison
damage on a failed save, or half as much damage on a
successful one.
Golden Ice (Contact)
Golden ice is a specialized poison used by good-aligned
creatures for a variety of purposes. The nature of the ice
allows it to be shaped into a variety of objects: coins,
ammunition, and anything else the creative owner might
imagine. Evil creatures often mistake it for a gold coin, only
to pick it up and realize their mistake.
Acquisition: This is made by mixing true ice, a substance
that stays frozen even at infernally high temperatures, and
molten gold. The extremely hot mixture is the quenched in
holy oil.
Market Value: 1,200gp
Legality: Legal
Modification DC: 20
Medicine DC: 24
Saving Throw DC: 17
Effect: An evil creature that comes into contact with
golden ice must make a Constitution saving throw or take
30 (12d4) cold damage. This damage bypasses all
resistances and immunities.
Oil of Taggit (Contact)
This oil used to be used in many medical applications, but its
widespread misuse has caused it to be heavily regulated in
most civilizations.
Acquisition: There are several rare plants with narcotic
properties that this oil is able to be extracted from, but,
due to their scarcity, the best way to acquire the oil is on
the black market.
Market Value: 400gp
Legality: Regulated
Modification DC: 16
Medicine DC: 15
Saving Throw DC: 13
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or become poisoned for 24
hours. The poisoned creature is unconscious. The
creature wakes up if it takes damage.
Sunlight Oil (Contact Positoxin)
Sunlight oil was originally crafted by clerics of the sun god
seeking to combat a vampire outbreak, but has since become
the primary choice for fighting any form of powerful undead.
Sunlight oil will lose its potency if it is not exposed to direct
sunlight for 24 hours.
Acquisition: It is made from oil that has been blessed by
the clergy of the sun god and infused with the sun's magic.
The blessed oil must either have the daylight spell cast
upon it every day at dusk for a month, or have the full
duration of the sunbeam spell channeled into it.
Market Value: 1,300gp
Legality: Legal
Modification DC: 22
Medicine DC: N/A
Saving Throw DC: 18
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CONTACT POISONS
Assassin's Blood (Ingested)
Assassin's blood is the primary tool of assassins that wish to
subtly eliminate their targets, often mixing a dose into food or
drink.
Acquisition: This poison can be extracted from a rare tree
known as the blood tree, whose sap is thick, red, and
poisonous. It requires no further preparation.
Market Value: 150gp
Legality: Illegal
Modification DC: 13
Medicine DC: 19
Saving Throw DC: 10
Effect: A creature subjected to this poison must make a
Constitution saving throw. On a failed save, it takes 6
(1d12) poison damage and is poisoned for 24 hours. On a
successful save, the creature takes half damage and isn’t
poisoned.
Celestial Lightsblood (Ingested
Banetoxin)
The blood of celestials is powerful, and when converted into a
banetoxin it can be used to cripple and wither those that
ingest it. Unlike other banetoxins, celestial lightsblood cannot
affect celestials.
Acquisition: This poison is made from the blood of a
willing celestial. The celestial blood is then mixed with
that of the intended target creature type and several other
readily available banetoxin ingredients.
Market Value: 13,500gp
Legality: Legal
Modification DC: 24
Medicine DC: 22
Saving Throw DC: 25
Effect: A creature subjected to this poison must make a
Constitution saving throw. On a failed save, their Dexterity
score is decreased by 2, but cannot be reduced past 1, and
they must repeat the saving throw at the beginning of their
next turn. On a subsequent failed save, their Constitution
score is decreased by 2, but cannot be reduced past 1.
These scores can only be restored by the greater
restoration spell or similar magic.
Depraved Decadence (Ingested
Banetoxin)
There exists a special type of acid with unique properties that
allow it to be modified to ignore certain types of material.
This acid once reached the hands of extremely evil poisoners
that then modified it to cause slow, painful death by
starvation. Using this banetoxin is considered cruel even by
the standards of most assassins.
Acquisition: The recipe for this poison is rare, as is
knowledge of where to find the proper ingredients. One
must find a particularly cruel poisoner that might know
the truth behind it, or be willing to sell doses.
Market Value: 9,500gp
Legality: Illegal
Modification DC: 24
Medicine DC: 17
Saving Throw DC: 25
Effect: A creature subjected to this poison must make a
Constitution saving throw. On a failed save, a creature can
no longer receive sustenance by consuming food. Every
two days the creature goes without sustenance, their
Constitution score decreases by 1. If a creature's
Constitution score reaches 0 due to this effect, they die.
Lockjaw (Ingested)
Lockjaw is a mild paralytic that loses its potency before it is
even swallowed, thereby only affecting the mouth and jaw.
Acquisition: Lockjaw can be made from a weed that
grows in swampy areas. On its own, the weed only causes
mild numbness, but once refined it is a decent paralytic.
Market Value: 250gp
Legality: Regulated
Modification DC: 15
Medicine DC: 16
Saving Throw DC: 11
Effect: A creature subjected to this poison must make a
Constitution saving throw. On a failed save, the creature's
jaw muscles lock and its tongue falls numb. An affected
creature cannot speak or cast spells that require verbal
components for 10 minutes.
Midnight Tears (Ingested)
Many nobles have died peacefully in their sleep while their
loved ones lay nearby, falling to the effects of a dose of
Midnight Tears administered by a stealthy assassin many
hours before.
Acquisition: There exists an extremely rare flower that
only blooms when the moon reaches its peak, and retracts
again before dawn. The leaves of this flower can be
ground into a fine paste and dissolved into liquid, leaving
behind no color, odor, or taste.
Market Value: 1,500gp
Legality: Illegal
Modification DC: 20
Medicine DC: 21
Saving Throw DC: 17
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INGESTED POISONS
Mother's Mercy (Ingested)
This toxin looks like, tastes like, and has the texture of cow's
milk. Those affected by the toxin slowly lose all bodily
strength until they are left unconscious, eventually dying
peacefully and without pain.
Acquisition: This poison comes from the stems of a plant
that grows high on the side of hills on a single island far
out at sea.
Market Value: 600gp
Legality: Regulated
Modification DC: 17
Medicine DC: 19
Saving Throw DC: 13
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw, becoming poisoned on a
failed save, and must repeat the saving throw at the start
of each of its turns. While poisoned in this way, the
creature's Constitution score decreases by 2. On each
successive failed save, the creature's Constitution score is
further reduced by 1. If a creature's Constitution score is
reduced to 0 in this way, it dies. After two successful
saves, the poison ends and the creature's Constitution
score is restored.
Nightmare Root (Ingested)
Nightmare root comes from a plant deep within the abyss.
When ground into a paste, it can be mixed into food or drink
without significantly altering its taste, color, or odor, but it
does add the texture of fine sand. Those that consume the
root find themselves haunted by the greatest fears upon
falling asleep.
Acquisition: This poison comes from the pulverized roots
of a twisting red and purple plant deep within the abyss.
Market Value: 1,450gp
Legality: Illegal
Modification DC: 19
Medicine DC: 21
Saving Throw DC: 19
Effect: A creature subjected to this poison must make a
Constitution saving throw. On a failed save, the creature's
sleep is haunted with a combination of their greatest fears
and everything they've ever done wrong. An affected
creature cannot benefit from long rests, and therefore
gains a point of exhaustion at the beginning of the next
day. The poison leaves the creature's system 24 hours
after ingestion.
Pale Tincture (Ingested)
This milky liquid is the primary choice of cruel manipulators
that often use it to coerce favors out of unwilling
acquaintances. The poison is introduced unknowingly, and
slowly chips away at the victim's vitality, always threatening a
slow and painful death. The promise of a cure is enough to
make most people do things that they would otherwise avoid.
Acquisition: Deep within damp caves and frequently in
the underdark, there is a rare fluorescent mushroom that
slowly secretes a thick, acrid substance that can be used
to make this poison.
Market Value: 250gp
Legality: Illegal
Modification DC: 18
Medicine DC: 15
Saving Throw DC: 16
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or take 3 (1d6) poison
damage and become poisoned. The poisoned creature
must repeat the saving throw every 24 hours, taking 3
(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.
Pallid Serpent's Deception (Ingested)
Upon ingestion, the victim begins experiencing terrible
headaches and visual hallucinations. They often see things
twisting and warping, with vile and hideous creatures seeking
to cause them harm. Those in the throes of the poison often
lash out at those around them, believing that they have
suddenly been surrounded by monstrosities. A few
unfortunate souls have survived the experience, and the mark
of paranoia often follows them until the end of their days.
Acquisition: Created from the paste made by grinding up
leaves of rare plants found within the Feywild, this milky
substance has a rather intoxicating aroma that often is
mistaken for cooked meat.
Market Value: 1,340gp
Legality: Illegal
Modification DC: 18
Medicine DC: 15
Saving Throw DC: 16
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw, taking 22 (4d10) psychic
damage on a failed save, and must repeat the saving throw
at the start of each of its turns. On a successful save, the
effect ends. While the creature remains poisoned in this
way, it must succeed a Wisdom saving throw at the end of
each of its turns, taking 11 (2d10) psychic damage on a
failed save.
9
INGESTED POISONS
Potion of Poison (Ingested)
This concoction looks, smells, and tastes like a potion of
healing or other beneficial potion. However, it is actually
poison masked by illusion magic. An identify spell reveals its
true nature.
Acquisition: This poison is relatively easy to craft, but
requires enchantment by an arcane practitioner.
Market Value: 1,460gp
Legality: Illegal
Modification DC: 16
Medicine DC: 15
Saving Throw DC: 13
Effect: A creature subjected to this poison takes 10 (3d6)
poison damage and must succeed on a DC 13
Constitution saving throw or be poisoned. While poisoned
in this way, the creature takes 10 (3d6) poison damage at
the start of each of its turns. At the end of each of its turns,
the creature can repeat the saving throw. On a successful
save, the poison damage the creature takes on subsequent
turns decreases by 1d6. The poison ends when the
damage decreases to 0.
Torpor (Ingested)
Torpor has been used recreationally in small doses
throughout history, but in its concentrated form it has many
sinister capabilities. It can render a creature completely
unable to act for extended periods of time.
Acquisition: Torpor, although technically legal, is very
rarely carried in shops due to its price and limited uses. It
can be found fairly commonly on the black market.
Market Value: 600gp
Legality: Legal
Modification DC: 18
Medicine DC: 12
Saving Throw DC: 15
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or become poisoned for
4d6 hours. The poisoned creature is incapacitated.
Truth Serum (Ingested)
Truth serum is used rarely in high-profile trials, religious
ceremonies, and background checks for sensitive jobs.
Acquisition: Truth Serum can be bought from some
specialty magic shops, alchemists, religious organizations,
or the black market.
Market Value: 150gp
Legality: Legal
Modification DC: 15
Medicine DC: 12
Saving Throw DC: 11
Effect: A creature subjected to this poison must succeed
on a 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.
Unicorn Blood (Ingested)
The blood of a unicorn is thick and silvery. While the initial
consumption of unicorn blood brings a sense of life and wellbeing,
its lingering effects are rarely worth the tradeoff.
Acquisition: Unicorn blood must be taken from a willing
unicorn. If that unicorn dies before the blood is consumed,
it loses its properties.
Market Value: 500gp
Legality: Illegal
Modification DC: 20
Medicine DC: 20
Saving Throw DC: 17
Effect: A creature subjected to this poison heals (4d4 + 4)
hit points and must then succeed on a Constitution saving
throw. On a failed save, they are affected by one of the
options of the bestow curse spell. The DM rolls a d4 to
determine which curse takes hold.
10
INGESTED POISONS
Anosmia (Inhaled)
The sense of smell is a luxury to some species, but to others
it is entirely necessary for survival. This poison gas is
designed to eliminate that ability.
Acquisition: Anosmia can be made from almost any
paralytic or numbing agent, but the process is long and
involved, requires many cycles of refinement to reach the
desired strength of gas.
Market Value: 800gp
Legality: Legal
Modification DC: 18
Medicine DC: 23
Saving Throw DC: 18
Effect: A creature subjected to this poison must make a
Constitution saving throw. On a failed save, the creature
loses its sense of smell for 48 hours. If the creature relies
on smell to locate other creatures, it can no longer do so.
The creature automatically fails any Wisdom (Perception)
check that relies on smell. If the creature has the keen
smell trait, it must also succeed on a Wisdom saving
throw or act as though affected by the confusion spell
during their next turn.
Burnt Othur Fumes (Inhaled)
Some of the poisonous plant matter that can be ground and
dissolved into other poisons can also be quickly burned to
spread a cloud of poisonous smoke.
Acquisition: To create this poison, one must mix the
pulverized paste of a poisonous plant with fine black
powder, which can then be molded and allowed to dry into
a ball or other shape. When ignited, this ball quickly
releases fumes that are poisonous to those that inhale
them.
Market Value: 500gp
Legality: Illegal
Modification DC: 15
Medicine DC: 14
Saving Throw DC: 13
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or take 10 (3d6) poison
damage, and must repeat the saving throw at the start of
each of its turns. On each successive failed save, the
creature takes 3 (1d6) poison damage. After three
successful saves, the poison ends.
Dragon's Breath (Inhaled Venom)
The breath of green dragons is a devastating weapon. It can
quickly turn into a cloud of death for the enemies of those
that can gather it.
Acquisition: This poison must be harvested from a dead
or incapacitated adult or ancient green dragon. It requires
no further preparation.
Market Value: 2,500-5,000gp
Legality: Regulated
Modification DC: 24
Medicine DC: N/A
Saving Throw DC: 18-22
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw, taking 56 (16d6) poison
damage on a failed save, or half as much damage on a
successful one. If the poison has been harvested from an
ancient green dragon, this damage increases to 77 (22d6)
and the saving throw DC increases by 4; the value of the
poison also doubles.
Dretch Gas (Inhaled Venom)
Dretch are disgusting little fiends from the lower planes. The
gas they release causes violent coughing fits and hinders
those that come in contact with it.
Acquisition: This poison must be harvested from a dead
or incapacitated dretch. It requires no further preparation.
Market Value: 200gp
Legality: Regulated
Modification DC: 19
Medicine DC: 15
Saving Throw DC: 11
Effect: Dretch gas lingers for 1 minute after it is released,
or until a strong wind disperses it. Any creature that starts
its turn in that area must succeed on a Constitution saving
throw or be poisoned until the start of its next turn. While
poisoned in this way, the target can take either an action
or a bonus action on its turn, not both, and can't take
reactions.
11
INHALED POISONS
Dust of the Desert Winds (Inhaled)
This powder has uses as a desiccant when properly packaged
and used in small quantities. However, it is also the favored
poison of assassins that dwell in the harsher climates of the
world. The toxin begins immediately leaching all of the
moisture from a victim’s body after it has entered through the
mucous membranes. Once dead, the victim is little more than
a desiccated husk.
Acquisition: Beneath the desert sands grows a fungus
that draws moisture from its surroundings. The spores of
this fungus can be gathered and stored for later use as a
poison.
Market Value: 120gp
Legality: Legal
Modification DC: 15
Medicine DC: 14
Saving Throw DC: 11
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or take 3 (1d6) poison
damage, and must repeat the saving throw at the start of
each of its turns. On each successive failed save, the
creature takes 2 (1d4) poison damage. After five
successful saves, the poison ends. If the creature spends
its action consuming a liquid, it automatically succeeds
the saving throw for that turn. This effect ignores a
creature's immunity to poison and poison damage, but
cannot affect a creature with no natural bodily moisture
(such as a Skeleton or an Iron Golem).
Essence of Ether (Inhaled)
Commonly referred to as "knock-out gas," this gas is used in
certain civilizations as a crowd-control solution to handle
riots and other unruly crowds. It is also, as with all poisons,
used for much more nefarious efforts.
Acquisition: The liquid that vaporizes into this gas is
distilled from plants with narcotic properties, creating a
potent vapor that disperses quickly.
Market Value: 300gp
Legality: Regulated
Modification DC: 17
Medicine DC: 13
Saving Throw DC: 15
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or become poisoned for 8
hours. The poisoned creature is unconscious. The
creature wakes up if it takes damage or if another creature
takes an action to shake it awake.
Euphoria Breath (Inhaled Venom)
The breath of faerie dragons has long been used for
recreational purposes, but it also serves as a viable option for
incapacitating enemies.
Acquisition: This poison must be harvested from a dead
or incapacitated faerie dragon. It requires no further
preparation.
Market Value: 365gp
Legality: Legal
Modification DC: 20
Medicine DC: 17
Saving Throw DC: 11
Effect: A creature subjected to this poison must succeed
on a Wisdom saving throw or, for 1 minute the, target
can't take reactions and must roll a d6 at the start of each
of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and
uses all of its movement to move in a random direction.
5-6. The target doesn't move, and the only thing it can
do on its turn is make a Wisdom saving throw, ending the
effect on itself on a success.
Fish out of Water (Inhaled Aquatoxin)
This poison is different from most inhaled poisons; it is a
liquid rather than a gas or powder. It is designed specifically
to be released underwater and kill water-breathing creatures,
though it does not do so quickly. Amphibious creatures can
survive its effects, but they are often forced out of water as a
result of them.
Acquisition: This poison is made by distilling several
readily available oils and adding microscopic flecks of
dried sponge to them, adding pressure to the mixture as it
cools in order to force air into it.
Market Value: 350gp
Legality: Legal
Modification DC: 15
Medicine DC: 19
Saving Throw DC: 13
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or become poisoned for 1
hour. While poisoned in this way, the creature loses any
ability to breath underwater. Rules for suffocating can be
found on page 183 of the Player's Handbook.
12
INHALED POISONS
Gorgon Breath (Inhaled Venom)
Few that encounter a gorgon live to tell about it, and for good
reason. Their breath weapon is extraordinarily dangerous,
and even seasoned poisoners hesitate to attempt to harvest
or use it.
Acquisition: This poison must be harvested from a dead
or incapacitated gorgon. It requires no further
preparation.
Market Value: 1,200gp
Legality: Regulated
Modification DC: 22
Medicine DC: 24
Saving Throw DC: 13
Effect: A creature subjected to this gas must succeed on a
Constitution saving throw against being magically
petrified. On a failed save, the creature begins to turn to
stone and is restrained. It must repeat the saving throw at
the end of its next turn. On a success, the effect ends. On
a failure, the creature is petrified until freed by the greater
restoration spell or other magic.
Gravedust (Inhaled Positoxin)
This gray-brown powder derives its name from its
resemblance to the grime common to tombs and other longenclosed
areas. Even though most undead do not need to
breathe, being exposed to this positoxin reintroduces the
feeling of suffocation, rendering them unable to act.
Acquisition: Gravedust is made by mixing consecrated
earth into holy water, and then burning the mixture until it
is a dry ash.
Market Value: 100gp
Legality: Legal
Modification DC: 15
Medicine DC: 17
Saving Throw DC: 10
Effect: An undead creature subjected to this poison must
succeed on a Constitution saving throw or become
incapacitated for 1 minute. The creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
Insanity Mist (Inhaled)
Most poisoners seek to kill their targets, but some poisoners
just enjoy messing with the minds of their foes. Insanity mist
was invented by those cruel individuals.
Acquisition: Insanity mist is made from a number of
ingredients from the outer planes, primarily plant
secretions from the Feywild. The mixture is then distilled
and the vapors are collected in a container for later use.
Market Value: 2,250gp
Legality: Illegal
Modification DC: 24
Medicine DC: 19
Saving Throw DC: 15
Effect: A creature subject to this poison must succeed a
Constitution saving throw or gain an effect listed on the
short-term madness table within the DM's Guide (page
259). The creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.
The madness tables are included on the last page of
this supplement for quick reference.
Malice (Inhaled)
This poison is also known as "night crystal" or "shadeglass."
Its original form is a dark purple crystal that grows deep
within the underdark and on some other planes. When
pulverized, the powder blinds any creature that inhales it.
Acquisition: The crystals from which malice are created
must be pulverized into a find dust in order to be used
effectively.
Market Value: 250gp
Legality: Illegal
Modification DC: 18
Medicine DC: 17
Saving Throw DC: 15
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or become poisoned for 1
hour. The poisoned creature is blinded.
Vrock Spores (Inhaled Venom)
Vrock are a giant, vulture-like demon. The spores that they
release deal significant damage over time to creatures that
come in contact with them.
Acquisition: This poison must be harvested from a dead
or incapacitated vrock. It requires no further preparation.
Market Value: 620gp
Legality: Illegal
Modification DC: 20
Medicine DC: 19
Saving Throw DC: 14
Effect: A creature subjected to these spores must succeed
on a Constitution saving throw or become poisoned. While
poisoned in this way, a target takes 5 (1d10) poison
damage at the start of each of its turns. A target can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. Emptying a vial of
holy water on the target also ends the effect on it.
13
INHALED POISONS
Bearded Devil Venom (Injury Venom)
Devil venom is extremely rare, but also extremely potent
when in the hands of an experienced poisoner. Bearded devil
venom is a less powerful version of the devastating venom of
pit fiends.
Acquisition: This poison must be harvested from a dead
or incapacitated bearded devil. It requires no further
preparation.
Market Value: 600gp
Legality: Illegal
Modification DC: 17
Medicine DC: 20
Saving Throw DC: 12
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 1
minute. While poisoned in this way, the target can't regain
hit points. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Bloodfire Paste (Injury)
A reddish-brown sticky paste, this poison is extremely rare.
Once injured, the poison reacts with the creatures blood and
begins igniting from within, causing a creature to quickly
burn from the inside out. Often, the toxin burns through the
victim so quickly and intensely that the remains are little
more than charred bones.
Acquisition: There are several methods of creating
bloodfire paste, although the most common involves the
fruit of a desert cactus soaked in the saliva of giant desert
lizards and mixed with distilled alcohols. After several
days of soaking, the fruit is removed from the mixture and
ground into a paste.
Market Value: 650gp
Legality: Illegal
Modification DC: 17
Medicine DC: 17
Saving Throw DC: 13
Effect: A creature subjected to this poison must make a
Constitution saving throw, taking 11 (2d10) fire damage
on a failed save, and must repeat the saving throw at the
start of each of its turns. On each successive failed save,
the creature takes 3 (1d6) fire damage. After three
successful saves, the poison ends. This effect ignores a
creature's immunity to poison, but cannot effect a creature
without blood.
Bone Devil's Sting (Injury Venom)
Devil venom is extremely rare, but also extremely potent
when in the hands of an experienced poisoner. Bone devil
venom is deadly, being the fiendish equivalent to wyvern
poison.
Acquisition: This poison must be harvested from a dead
or incapacitated bone devil. It requires no further
preparation.
Market Value: 1,000gp
Legality: Illegal
Modification DC: 19
Medicine DC: N/A
Saving Throw DC: 14
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or take 17 (5d6) poison
damage and become poisoned for 1 minute. On a
successful save, the target takes half damage and is not
poisoned. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Celestial Essence (Injury Positoxin)
Celestial essence is extremely rare. When applied to a
weapon, the viscous golden substance seems to almost shine
with an inner radiance.
Acquisition: Celestial essence is made by mixing the
blood of a living celestial with holy water. If the celestial
dies before the poison is delivered, the essence loses its
effectiveness and turns a dull gray color.
Market Value: 400gp
Legality: Legal
Modification DC: 17
Medicine DC: N/A
Saving Throw DC: 14
Effect: An undead creature subjected to this poison must
succeed on a Constitution saving throw or take 5 (2d4)
radiant damage. Once applied, the poison retains potency
for 1 minute before drying.
Centipede Venom (Injury Venom)
Centipede venom is uncommon and has some unusual
properties. It cannot kill, but instead leaves the victim in a
helpless, paralyzed state for a short period of time.
Acquisition: This poison must be harvested from a dead
or incapacitated giant centipede. It requires no further
preparation.
Market Value: 200gp
Legality: Legal
Modification DC: 13
Medicine DC: 16
Saving Throw DC: 11
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw, taking 10 (3d6) poison
damage on a failed save. If the poison damage reduces the
target to 0 hit points, the target is stable but poisoned for
1 hour, even after regaining hit points, and is paralyzed
while poisoned in this way.
14
INJURY POISONS
Cockatrice Saliva (Injury Venom)
Cockatrice saliva is potentially one of the most dangerous
poisons in existence. While its effects are relatively easy to
resist, being subjected to them can quickly turn a creature to
stone, rendering it helpless.
Acquisition: This poison must be harvested from a dead
or incapacitated cockatrice. It requires no further
preparation.
Market Value: 750gp
Legality: Regulated
Modification DC: 20
Medicine DC: 22
Saving Throw DC: 11
Effect: A creature subjected to this venom must succeed
on a Constitution saving throw against being magically
petrified. On a failed save, the creature begins to turn to
stone and is restrained. It must repeat the saving throw at
the end of its next turn. On a success, the effect ends. On
a failure, the creature is petrified for 24 hours.
Drow Poison (Injury)
Drow poison is made almost exclusively by the underdarkdwelling
elven sub-race, the drow. They use it on weaponry in
order to subdue more powerful enemies with minimal effort.
Acquisition: This poison is made only by the drow, and
only in a place far removed from sunlight.
Market Value: 200gp
Legality: Illegal
Modification DC: 17
Medicine DC: 17
Saving Throw DC: 13
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 1 hour.
If the saving throw fails by 5 or more, the creature 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.
Elemental Contra (Injury Banetoxin)
Elemental contra comes in many different forms. In addition
to targeting the physiology of a specific creature type, it is
also made to effect a specific elemental damage type: cold,
fire, or lightning.
Acquisition: Elemental contra requires the blood of the
target creature type be mixed with the pulverized powder
of crystallized elemental energies found within the
elemental planes.
Market Value: 3,100gp
Legality: Legal
Modification DC: 21
Medicine DC: 22
Saving Throw DC: 25
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw. On a failed save, the
creature loses all immunities or resistances to the poison's
elemental damage type, and gains vulnerability to that
damage type. This effect lasts for 1 minute or until cured.
Ettercap Venom (Injury Venom)
The strange, humanoid spider creatures known as ettercaps
have a mild poison that is cheap but effective.
Acquisition: This poison must be harvested from a dead
or incapacitated giant centipede. It requires no further
preparation.
Market Value: 50gp
Legality: Illegal
Modification DC: 13
Medicine DC: 15
Saving Throw DC: 11
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw, taking 4 (1d8) poison
damage and becoming poisoned for 1 minute on a failed
save. The creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.
Grell Venom (Injury Venom)
This poison is as rare as the strange creature it comes from,
but non-lethal.
Acquisition: This poison must be harvested from a dead
or incapacitated grell. It requires no further preparation.
Market Value: 150gp
Legality: Legal
Modification DC: 13
Medicine DC: 15
Saving Throw DC: 11
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or become poisoned for 1
minute. The poisoned creature is paralyzed. The creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Imp Venom (Injury Venom)
The venom from an imp's stinger is as potent as that from a
giant venomous snake.
Acquisition: This poison must be harvested from a dead
or incapacitated imp. It requires no further preparation.
Market Value: 200gp
Legality: Regulated
Modification DC: 13
Medicine DC: N/A
Saving Throw DC: 11
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one.
15
INJURY POISONS
Lichbane Poison (Injury Positoxin)
This bone-white unguent is equally dangerous to all
spellcasting undead, as well as to those that depend on
mental ability scores for their special attacks.
Acquisition: When residuum is mixed with holy water in
precise ratios and then allowed to dry under the effects of
an anti-magic field, lichbane poison is produced.
Market Value: 650gp
Legality: Legal
Modification DC: 20
Medicine DC: 19
Saving Throw DC: 17
Effect: An undead creature subjected to this poison must
make a Constitution saving throw. On a failed save, their
Intellect, Wisdom, and Charisma scores are reduced by 2
for 1 minute. At the beginning of their next turn, they must
repeat the saving throw. On a failure, the effect becomes
permanent and can only be cured by a greater restoration
spell or similar magic.
Liquid Mortality (Injury Positoxin)
This extremely rare and expensive positoxin is the one thing
that all sentient undead creatures fear. It is a potent oil,
thought by most undead creatures to be a mere myth.
Acquisition: Liquid mortality is made only by highranking
clergy of the deity of death, who use it to destroy
powerful undead creatures that wish to cheat death.
Market Value: 1,250gp
Legality: Legal
Modification DC: 25
Medicine DC: N/A
Saving Throw DC: 22
Effect: An undead creature subjected to this poison must
make a Constitution saving throw. On a failed save, their
Strength score is permanently reduced by 2. If this effect
reduces an undead creature's Strength to 0, they are
utterly destroyed, and cannot be resurrected or
reanimated by any means other than a wish spell. The
creature's Strength score can be restored by a greater
restoration spell or similar magic.
Metabolite (Injury Banetoxin)
Metabolite is a magical tranquilizer of sorts, developed to
make even the most dangerous of creatures much more
manageable.
Acquisition: Liquid mortality is made only by highranking
clergy of the deity of death, who use it to destroy
powerful undead creatures that wish to cheat death.
Market Value: 1,200gp
Legality: Legal
Modification DC: 21
Medicine DC: N/A
Saving Throw DC: 25
Effect: A creature subjected to this poison must make a
Constitution saving throw. On a failed save, an affected
target's speed is halved, it takes a -2 penalty to AC and
Dexterity saving throws, and it can't use reactions. On its
turn, it can use either an action or a bonus action, not
both. Regardless of the creature's abilities or magic items,
it can't make more than one melee or ranged attack
during its turn. If the creature attempts to cast a spell with
a casting time of 1 action, roll a d20. On an 11 or higher,
the spell doesn't take effect until the creature's next turn,
and the creature must use its action on that turn to
complete the spell. If it can't, the spell is wasted. A
creature affected by this poison makes another
Constitution saving throw at the end of each of its turns.
On a successful save, the effect ends for it. On a failed
save, the poison's saving throw DC decreases by 10.
Naga Venom (Injury Venom)
Venom from the mythical creatures known as naga is
extremely deadly, but also extremely rare.
Acquisition: This poison must be harvested from a dead
or incapacitated naga. It requires no further preparation.
Market Value: 1,900-2,150gp
Legality: Regulated
Modification DC: 17
Medicine DC: N/A
Saving Throw DC: 13-15
Effect: A creature subjected to the venom of a spirit naga
must succeed on a Constitution saving throw, taking 31
(7d8) poison damage on a failed save, or half as much
damage on a successful one. If the poison has been
harvested from a guardian naga, this damage increases to
45 (10d8) and the saving throw DC increases by 2; the
value of the poison also increases by 250g.
16
INJURY POISONS
Pit Fiend Venom (Injury Venom)
Pit fiend venom is among the rarest poisons in existence, but
also the most powerful.
Acquisition: This poison must be harvested from a dead
or incapacitated pit fiend. It requires no further
preparation.
Market Value: 17,000gp
Legality: Illegal
Modification DC: 25
Medicine DC: 30
Saving Throw DC: 21
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or become poisoned. While
poisoned in this way, the target can't regain hit points, and
it takes 21 (6d6) poison damage at the start of each of its
turns. The poisoned target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a
success.
Pseudodragon Venom (Injury Venom)
Pseudodragon Venom is similar to drow poison in many
ways. Some poisoners attempt to refine it to the same
strength as drow poison, but it is extremely difficult to work
with. It is legal by necessity, because many mages keep
pseudodragons as pets or familiars.
Acquisition: This poison must be harvested from a dead
or incapacitated pseudodragon. It requires no further
preparation.
Market Value: 125gp
Legality: Legal
Modification DC: 19
Medicine DC: 15
Saving Throw DC: 11
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 1 hour.
If the saving throw fails by 5 or more, the creature 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.
Purified Couatl Venom (Injury Venom
Positoxin)
Couatl venom is different from the venom of most other
creature's in that is requires a refinement process to use, and
it loses its potency if taken from an unwilling couatl. However,
it is extremely useful for a number of legal and illegal
practices.
Acquisition: This poison must be harvested from a willing
couatl and then mixed with a small amount of holy water.
Market Value: 700gp
Legality: Legal
Modification DC: 20
Medicine DC: 19
Saving Throw DC: 13
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 24
hours. Until this poison ends, the target is unconscious.
Another creature can use an action to shake the target
awake. This effect ignores immunity to the poisoned
condition.
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17
INJURY POISONS
Spider Venom (Injury Venom)
Spider venom is the most common of venoms, but also one of
the least potent.
Acquisition: This poison must be harvested from a dead
or incapacitated spider. It requires no further preparation.
Market Value: 100-200gp
Legality: Regulated
Modification DC: 13
Medicine DC: N/A
Saving Throw DC: 10-11
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or take 2 (1d4) poison
damage.
If the poison has been harvested from a giant wolf
spider, the damage increases to 7 (2d6) and the saving
throw DC increases to 11. Additionally, the creature takes
half damage on a failed save, and if the poison damage
reduces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way. The value of the
poison also increases to 160gp. If the poison has been
harvested from a giant spider, this damage increases to 9
(2d8) and the value of the poison increases to 200gp.
Sprite Poison (Injury)
The tiny fey creatures known as sprites make a poisons akin
to drow poison, but much less potent.
Acquisition: This poison is made only by sprites.
Market Value: 175gp
Legality: Illegal
Modification DC: 16
Medicine DC: 17
Saving Throw DC: 10
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 1
minute. If the saving throw fails by 5 or more, the creature
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.
Svirfneblin Poison (Injury)
Deep gnomes, known as svirfneblin, make their own poison
from ingredients found deep within the underdark. Its sole
purpose is to hinder their enemy's combat abilities.
Acquisition: This poison is made only by svirfneblin.
Market Value: 165gp
Legality: Illegal
Modification DC: 18
Medicine DC: 16
Saving Throw DC: 12
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 1
minute. The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.
Thri-kreen Venom (Injury Venom)
Thri-kreen venom can quickly render a creature useless,
leaving it at the mercy of the poisoner.
Acquisition: This poison must be harvested from a dead
or incapacitated thri-kreen. It requires no further
preparation.
Market Value: 180gp
Legality: Illegal
Modification DC: 18
Medicine DC: 16
Saving Throw DC: 11
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 1
minute. If the saving throw fails by 5 or more, the creature
is also paralyzed while poisoned in this way. The poisoned
target can repeat the saving throw on each of its turns,
ending the effect on itself on a success.
Wasp's Sting (Injury Venom)
Giant wasps are extraordinarily frightening, and while being
stung by one is extremely painful, it is not deadly.
Acquisition: This poison must be harvested from a dead
or incapacitated giant wasp. It requires no further
preparation.
Market Value: 230gp
Legality: Regulated
Modification DC: 13
Medicine DC: N/A
Saving Throw DC: 11
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to
0 hit points, the target is stable but poisoned for 1 hour,
even after regaining hit points, and is paralyzed while
poisoned in this way.
Witchbane Poison (Injury)
A creation that seems to have been specially devised just to
hamper spellcasters, this poison is often reviled and feared
by the magically enlightened. The blue jelly is often smeared
upon blades wielded by assassins seeking to end the life of a
wizard or sorcerer, and is quite easily identified by those
familiar with the effects.
Acquisition: This poison is made from distilled residuum
that is then allowed to evaporate and thicken while under
the effects of an anti-magic field.
Market Value: 700gp
Legality: Legal
Modification DC: 20
Medicine DC: N/A
Saving Throw DC: 17
Effect: A creature subjected to this poison must make a
Constitution saving throw. On a failed save, they lose 1d4
spell slots, starting at level 1 slots and increasing until that
many spell slots have been lost. This effect ignores all
magical effects that grant immunity to poison.
18
INJURY POISONS
Wyvern Poison (Injury Venom)
Slightly more potent than serpent venom, but not quite as
deadly as purple worm poison, wyvern poison is the midrange
vehicle of death for assassins with extremely highpriority
or powerful targets. It is kept regulated for the
creation of antivenom, especially in regions where wyverns
are more common.
Acquisition: This poison must be harvested from a dead
or incapacitated wyvern. It requires no further
preparation.
Market Value: 1,200gp
Legality: Regulated
Modification DC: 17
Medicine DC: N/A
Saving Throw DC: 15
Effect: A creature subjected to this poison must make a
Constitution saving throw, taking 24 (7d6) poison damage
on a failed save, or half as much damage on a successful
one.
Yuan-ti Venom (Injury Venom)
The yuan-ti are sinister snake-like humanoids, and their
poison can be used by those that manage to get their hands
on it. While it is cheaper than other venoms of similar
strength due to the lack of demand for antivenom, it is much
more difficult to find.
Acquisition: This poison must be harvested from a dead
or incapacitated yuan-ti malison or abomination. It
requires no further preparation.
Market Value: 110-150gp
Legality: Regulated
Modification DC: 15
Medicine DC: N/A
Saving Throw DC: 11-13
Effect: A creature subjected to the poison from a yuan-ti
malison must succeed on a Constitution saving throw,
taking 7 (2d6) poison damage on a failed save, or half as
much damage on a successful one. If the poison has been
harvested from a yuan-ti abomination, the damage
increases to 10 (3d6) and the saving throw DC increases
to 13; the value of the poison also increases to 150gp.
Zealot's Blade (Injury Banetoxin)
Zealot's blade is a favorite among the rich with little to no
actual combat skill that enjoy hunting rare creatures for
sport. It does, however, also have many uses in more capable
hands.
Acquisition: Zealot's blade is crafted from potent venom,
which is altered to affect a specific creature type.
Market Value: 6,000gp
Legality: Legal
Modification DC: 22
Medicine DC: N/A
Saving Throw DC: 25
Effect: A creature subjected to this poison must make a
Constitution saving throw, taking 78 (12d12) poison
damage on a failed save, or half as much damage on a
successful one. This damage ignores resistances and
immunities.
19
INJURY POISONS
Antithesis (Ingested or Injury
Aquatoxin)
While not technically a poison itself, this oily mixture serves a
similar purpose. It contains microscopic parasitic entities
that live in oil and feast on magic.
Acquisition: One must first find or acquire a solution that
contains the creatures necessary for this mixture. They
are typically found in pools of natural oil that sit along ley
lines within the underdark. The oily mixture can then be
processed to make it more viscous for application to
weapons, or to make it clear in order to be hidden within
food or drink.
Market Value: 1,300g
Legality: Illegal
Modification DC: 18
Medicine DC: 21
Saving Throw DC: 14
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw. On a failed save, they are
infected with a parasitic disease. While diseased in this
way, the creature cannot regain hit points through any
means other than a short or long rest. Each time it would
regain hit points in any other way, it instead takes 4 (1d8)
poison damage and can repeat the saving throw, ending
the effect on itself on a success.
Basic Aquatoxin (Ingested or Injury
Aquatoxin)
Basic Poison is readily available in any shop that carries
alchemical supplies or medicines. It is commonly used as a
solution to problems with vermin, particularly rats.
Acquisition: Basic poison can be modified into an
aquatoxin by using specialized oils and other ingredients
readily available from alchemical shops.
Market Value: 125g
Legality: Legal
Modification DC: 12
Medicine DC: N/A
Saving Throw DC: 10
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or take 2 (1d4) poison
damage. If the affected creature has the natural ability to
breath underwater, this damage increases to 5 (2d4)
poison damage and the saving throw DC increases to 12.
Once applied, the poison retains potency for 1 minute
before drying.
Basic Banetoxin (Ingested or Injury)
Even the most basic of banetoxins is extremely potent against
its targeted creature type.
Acquisition: Basic banetoxin requires readily available
poison ingredients, the blood of the creature type it should
affect, and intricate knowledge of that creature's
physiology.
Market Value: 1,500g
Legality: Legal
Modification DC: 20
Medicine DC: N/A
Saving Throw DC: 25
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or take 21 (6d6) poison
damage. Once applied, the poison retains potency for 1
minute before drying. This effect ignores all resistances
and immunities.
Basic Poison (Ingested or Injury)
Basic Poison is readily available in any shop that carries
alchemical supplies or medicines. It is commonly used as a
solution to problems with vermin, particularly rats.
Acquisition: Bought from market or crafted from basic
poisonous substances.
Market Value: 100g
Legality: Legal
Modification DC: 12
Medicine DC: N/A
Saving Throw DC: 10
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or take 2 (1d4) poison
damage. Once applied, the poison retains potency for 1
minute before drying.
Basic Positoxin (Ingested or Injury
Positoxin)
Basic positoxin is the lowest level poison available for
combating undead.
Acquisition: Basic poison can be mixed with holy water to
create this poison.
Market Value: 125g
Legality: Legal
Modification DC: 12
Medicine DC: N/A
Saving Throw DC: 10
Effect: An undead creature subjected to this poison must
succeed on a Constitution saving throw or take 7 (2d6)
radiant damage. Once applied, the poison retains potency
for 1 minute before drying.
20
MULTITYPE POISONS
Betrayer's Inception (Contact or
Ingested)
This poison is a thin liquid that can be applied to any surface,
adhering to it until it comes into contact with organic matter,
which it quickly seeps into. It is clear, nearly invisible, and
odorless, but can be easily identified by agitating the liquid in
any way, which causes it to flash violently with varying hues
of light. Due to its use in bringing down many nobles in past
generations, it has been banned in nearly every established
civilization. Being caught with it on your person is an instant
death sentence.
Acquisition: All recipes for this poison have been
destroyed. One can only learn of its nature by asking the
right person. Ask the wrong person, and you will be put to
death.
Market Value: ???
Legality: Illegal
Modification DC: 25
Medicine DC: 29
Saving Throw DC: 22
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned. The
poisoned creature feels no immediate effect, and is
unaware of their condition. After a week, the creature
gains an effect listed on the short-term madness table
(DMG 259). When the short-term effect ends, they gain an
effect from the long-term madness table (DMG 260).
When the long-term effect ends, they gain a new long-term
effect as well as an indefinite effect (DMG 260). After each
long-term effect ends, they gain a new one until they die or
are cured. This effect can only be cured by a greater
restoration spell cast at 7th level or higher.
The madness tables are included on the last page of
this supplement for quick reference.
Bloodwine (Ingested or Injury Positoxin)
This thick, crimson positoxin includes garlic in its creation,
making it particularly harmful to vampires and other undead
with a vulnerability to garlic. Such creatures have
disadvantage on their saving throws to resist the poison's
effects. The bloodwine can also be consumed by a living
creature, and it remains in the system of that creature for up
to 12 hours. Any undead that attempt to consume the
creature or drink its blood is affected by the bloodwine as if
they had ingested it themselves.
Acquisition: Bloodwine is made from a precisely distilled
mixture of holy water and fine wine.
Market Value: 250gp
Legality: Legal
Modification DC: 13
Medicine DC: 18
Saving Throw DC: 11
Effect: An undead creature subjected to this poison must
succeed on a Constitution saving throw, taking 10 (3d6)
radiant damage on a failed save, or half as much damage
on a successful one.
Ghost Blossom Extract (Ingested or
Injury)
This cruel poison has no physically damaging effects, but
causes the nerves in each limb to give the false sense of
extreme pain, also causing violent muscle spasms.
Acquisition: Ghost blossom extract is made from the
nectar of a rare white flower that releases a faint white
mist when it blooms, creating the appearance of a
stereotypical ghost.
Market Value: 420gp
Legality: Illegal
Modification DC: 17
Medicine DC: 16
Saving Throw DC: 13
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or be poisoned for 1
minute. If the saving throw fails by 3 or more, the creature
drops any items it is holding. If the saving throw fails by 5
or more, the creature falls prone. The poisoned creature is
paralyzed. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Lich Dust (Ingested or Inhaled)
A lich is a legendary creature, and killing its mortal vessel is
no easy feat. However, for the poisoner powerful enough to
do so, the dust left behind by their cremated corpse can be
used as a powerful poison.
Acquisition: Lich dust is acquired by cremating the
corpse of a fallen lich.
Market Value: 2,400gp
Legality: Illegal
Modification DC: 20
Medicine DC: N/A
Saving Throw DC: 18
Effect: A creature subjected to this poison takes 10 (3d6)
cold damage and must make a Constitution saving throw.
On a failed save, the creature is paralyzed for 1 minute.
The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
21
MULTITYPE POISONS
Tears of the Infernal (Contact or Injury)
This poison is incredibly rare and incredibly dangerous to
handle. Putting it in a vial that isn't correctly prepared will
melt the glass, and attempting to apply it to weapons that lack
magical protection will cause extreme pitting on the metal,
often melting right through it. The safest way to handle it is
with tools, containers, and vials lined with or made from pure
copper.
Acquisition: Tears of the infernal are a precise mixture of
the preserved blood of a powerful fiend and the acid
extracted from the glands of an adult black or copper
dragon, which is then heated until it becomes a thin,
black, viscous liquid.
Market Value: 7,650gp
Legality: Illegal
Modification DC: 23
Medicine DC: N/A
Saving Throw DC: 22
Effect: A creature subjected to this poison must make a
Constitution saving throw, taking 31 (7d8) acid and 35
(10d6) fire damage on a failed save, or half as much
damage on a successful one. This effect ignores all
resistances and immunities.
Veinrot Poison (Ingested or Injury)
This poison has a highly noticeable visual effect upon the
victim. The veins closest to the surface of the skin become
visibly black as the poison begins working its way through a
victim’s bloodstream, turning the blood and the vessels into a
rotten black ichor.
Acquisition: Veinrot poison is extracted from the seeds of
a dark flower that grows from rotting organic matter.
Market Value: 500gp
Legality: Illegal
Modification DC: 16
Medicine DC: 12
Saving Throw DC: 13
Effect: A creature subjected to this poison must succeed
on a Constitution saving throw or take 5 (2d4) necrotic
damage and become poisoned. While poisoned in this way,
the creature's Constitution score decreases by 2. The
poisoned creature must repeat the saving throw every 24
hours, taking 5 (2d4) necrotic damage on a failed save.
Until this poison ends, the damage the poison deals can’t
be healed by any means. After three successful saving
throws, the effect ends and the creature can heal
normally.
22
MULTITYPE POISONS

Madness Tables
These are the madness tables as presented in the DMG, for
quick reference when using the betrayer's inception.
Short-term Madness
d100 Effect (lasts 1d10 minutes)
01–
20
The character retreats into his or her mind and
becomes paralyzed. 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 his
or her 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 his or her 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 him or her
to do that isn’t obviously self-destructive.
76–
80
The character experiences an overpowering urge to
eat something strange such as dirt, slime, or offal.
81–
90
The character is stunned.
91–
100
The character falls unconscious.
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 his or her 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.”
Long-Term Madness
d100
01–
10
11–
20
21–
30
31–
40
41–
45
46–
55
56–
65
66–
75
76–
85
86–
90
91–
95
96–
100
23
MADNESS TABLES

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