Poisons
There are countless interchangeable common poisons but some specific concoctions that are rightly feared for their lethal potency. These poisons are often restricted, outlawed, or are dangerous to acquire or brew, and each can carry societal stigmas or can only be purchased at high prices.
Poison Vectors
While most poisonings have similar goals of death or debilitation they must be delivered using one of four different vectors to be effective (determined by the type of poison).
Contact. Contact poison can be smeared on an object, weapon, or up to 3 pieces of ammunition as an action, and remain potent until it is touched or washed off. A creature that touches contact poison with exposed skin is subjected to the poison. You can also use an action to splash these poisons onto a target within 5 feet of you, or throw them up to 20 feet where they shatter on impact. In either case, make a ranged weapon attack against the target, treating the poison as an improvised weapon. On a hit, the target is subjected to the poison. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
Ingested. Ingested poisons are only dangerous when consumed. The dose can be delivered in food or a liquid. When a creature consumes a full dose of ingested poison it is subjected to the poison. If a dose is only partially consumed the creature is subjected to the poison, but it has advantage on saving throws made against the poison and only takes half of any damage the poison inflicts.
Inhaled. These poisons are powders or gases that take effect when inhaled. You can use an action to blow these poisons onto a target within 5 feet of you, or throw them up to 20 feet where they shatter and form into a 5-foot radius cloud on impact. In either case, make a ranged weapon attack against the target, treating the poison as an improvised weapon. On a hit, the target is subjected to the poison. Clouds of poisons formed in this way remain for 1d4 rounds or until harmlessly dispersed by a moderate or stronger wind. When a creature enters a poison cloud’s area for the first time on a turn or ends its turn there it is also subjected to the poison. Creatures that do not breathe are immune to these poisons.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. As an action you can coat one slashing or piercing weapon, or up to 3 pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. A creature that takes piercing or slashing damage from an object coated with the poison is subjected to the poison. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
A creature that is immune to the poisoned condition is also immune to the effects of any poisons it is subjected to.
Poison Onsets
Many poisons work instantaneously but it can often take minutes, hours, or even days for foul ichors to complete their destructive work.
Instantaneous. When a creature is subjected to an instantaneous poison they are subjected to the poison’s effects and immediately make saving throws against it.
Onset Duration. Creatures subjected to a poison with an onset duration are subjected to the poison’s effects and make saving throws against it at the end of the onset duration.
Poison Cost and Rarity
Much like magic items, each poison has a rarity (common, uncommon, rare, very rare, or legendary) and a cost in gold for a single dose. These costs and ratings are optional guidelines for the Narrator to follow for optimal gameplay, but can be adjusted to better suit a given campaign—what follows assumes that most particularly potent poisons are either hard to come by or their creation is outlawed.
Treating Poisons
Spending 1 minute treating a poisoned creature with a successful Medicine check (DC equal to the poison’s saving throw DC) ends the poisoned condition, though the creature is not cured of any damage it has taken from the poison.
Sample Poisons
Each poison is uniquely deadly or debilitating in its own way, found in exotic plants or animals or carefully brewed in malicious expert hands. Many of the poisons found here are the natural toxins of creatures and can be harvested directly from them using a poisoner’s kit.
Arsenic
Uncommon, ingested, onset (30 minutes), cost 300 gold
While the simple mineral has many innocuous uses, it still numbers among the most prolifically used deadly poisons. A creature makes a DC 16 Constitution saving throw when subjected to this poison. On a failed saving throw, it takes 14 (4d6) poison damage and is poisoned and incapacitated for 24 hours. On a successful saving throw, the creature takes half damage and isn’t poisoned or incapacitated.
Basilisk Drool
Uncommon, contact, instantaneous, cost 125 gold
A basilisk’s mouth is among the world’s most putrid locations. A creature makes a DC 12 Constitution saving throw when subjected to this poison, taking 7 (2d6) poison damage on a failure, or half as much damage on a success.
Belladonna
Uncommon, ingested, onset (10 minutes), cost 450 gold
Commonly known as deadly nightshade. A creature makes a DC 14 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 8 hours and takes 14 (4d6) poison damage. On a failure 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 uses an action to shake it awake.
If a creature with lycanthropy consumes this poison before their first transformation, they may make another saving throw against the effect that afflicted them, ending the lycanthropy permanently on a success (in addition to the poison’s other effects).
Burnt Othur Fumes
Uncommon, inhaled, instantaneous, cost 450 gold
Othur bog mold emits caustic spores that are both toxic and intensely flammable. A creature makes a DC 13 Constitution saving throw when subjected to this poison, taking 10 (3d6) poison damage on a failure, or half as much on a success. Additionally, a creature that fails its saving throw takes an additional 3 (1d6) ongoing poison damage for the next 3 rounds.
If a cloud of this poison is exposed to an open flame or any target within it takes fire damage, the 5-foot radius cloud is immediately dispersed as it explodes. Each creature in the area makes a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failure, or half as much on a success.
Chuul Ichor
Uncommon, injury, instantaneous, cost 350 gold
This slime can be carefully harvested from a chuul’s tentacles. A creature makes a DC 13 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 1 minute. Creatures poisoned in this way are also paralyzed . The poisoned creature repeats its saving throw at the end of each of its turns, ending the poison’s effects on a success.
Couatl Venom
Rare, injury, instantaneous, cost 850 gold
Couatl sometimes gift their iridescent venom to those that have won their favor. A creature makes a DC 13 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for the next 24 hours. Creatures poisoned in this way are also knocked unconscious . The creature wakes up if it takes damage or if another creature uses an action to shake it awake.
Green Dragon Breath
Rare, inhaled, instantaneous, cost 1,650 gold
Although it is not as potent in this powder form, the distilled draconic bile is still quite noxious. A creature makes a DC 18 Constitution saving throw when subjected to this poison, taking 28 (8d6) poison damage on a failure, or half as much damage on a success.
Naga Spit
Rare, contact, instantaneous, cost 1,000 gold
This venomous substance slithers and burns through veins at a mere touch. A creature makes a DC 15 Constitution saving throw when subjected to this poison, taking 45 (10d8) poison damage on a failure, or half as much damage on a success.
Oil of Taggit
Uncommon, contact, instantaneous, cost 400 gold
The roots of the taggit plant can be concentrated into this slick, gray, odorless oil. A creature makes a DC 13 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 24 hours. Creatures poisoned in this way are also knocked unconscious . The creature wakes up if it takes damage.
Pale Tincture
Rare, ingested, onset (24 hours), cost 650 gold
This malicious alchemical agent slowly eats away at the internal organs of its victim. A creature makes a DC 16 Constitution saving throw when subjected to this poison, and on a failure it takes 3 (1d6) poison damage, its maximum hit points are reduced by the same amount, and it becomes poisoned . The effects of this poison repeat every 24 hours until cured or until 1 week passes (whichever comes first). This poison and all of its effects can be cured by the greater restoration spell. Any hit point reduction caused by this poison lasts until the poison is cured or 1 week passes.
Perdita’s Abandon
Rare, ingested, onset (1 minute), cost 1,750 gold
Perdita Ravenwing first created this violet herbal mixture to block years of training from the minds of her rivals. A creature makes a DC 16 Wisdom saving throw when subjected to this poison, and on a failure it becomes rattled for the next 24 hours. This poison and all of its effects can be cured by the greater restoration spell.
Powdered Fiendhorn
Rare, inhaled, instantaneous, cost 3,500 gold
This ash black powder is rendered from the horns of powerful fiends. A creature makes a DC 15 Constitution saving throw when subjected to this poison. On a failed saving throw, a creature takes 11 (3d6) necrotic damage and 11 (3d6) poison damage, and it becomes poisoned for 1 minute. While poisoned in this way the creature becomes vulnerable to necrotic damage. A creature that succeeds on its saving throw takes no damage from this poison.
Pseudodragon Poison
Common, injury, instantaneous, cost 50 gold
Though it is rarely given willingly, this kaleidoscopic liquid is drawn from the diminutive stinging tail of the humble pseudodragon . A creature makes a DC 11 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 1 hour. On a failure by 5 or more, the creature falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Purple Worm Poison
Rare, injury, instantaneous, cost 2,000 gold
This dark magenta toxin is harvested from the fearsome purple worm. A creature makes a DC 19 Constitution saving throw when subjected to this poison, taking 42 (12d6) poison damage on a failure, or half as much damage on a success.
Serpent Venom
Common, injury, instantaneous, cost 75 gold
The venom sacs of exotic serpents can be carefully extracted and repurposed. A creature makes a DC 11 Constitution saving throw when it is subjected to this poison, taking 11 (3d6) poison damage on a failure, or half as much damage on a success.
Shadow Poison
Uncommon, injury, instantaneous, cost 200 gold
This bright purple sleeping agent is typically brewed by shadow elves. A creature makes a DC 13 Constitution saving throw when it is subjected to this poison, and on a failure it becomes poisoned for 1 hour. On a failure 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.
Striped Toadstool
Common, ingested, onset (1 hour), cost 50 gold
These red-striped mushrooms are well known as toxic to forest foragers. A creature makes a DC 12 Constitution saving throw when it is subjected to this poison, and on a failure it becomes poisoned for 1d4+2 hours. Creatures poisoned in this way also have disadvantage on Wisdom checks and saving throws. Prior to the onset, this poison can be counteracted by the lesser restoration spell or any ability that would cure the poisoned condition.
Truth Serum
Uncommon, ingested, instantaneous, cost 450 gold
This clear alchemical concoction unlocks and untethers the mind. A creature makes a DC 14 Constitution saving throw when it is subjected to this poison, and on a failure it becomes poisoned for 1 hour. While poisoned in this way a creature cannot knowingly lie (as per the zone of truth spell, using the poison’s DC as the spell save DC.
Walking Death
Legendary, ingested, onset (3 days), cost 60,000 gold
The shredded petals of this black flower—said to only grow in the land of the dead—are the most potent known poison. A creature makes a DC 28 Constitution saving throw when it is subjected to this poison, and on a failure it is doomed. Prior to the onset, this poison can only be counteracted by the wish spell or similar magic.
Wyvern Poison
Rare, injury, instantaneous, cost 1,200 gold
It is practically impossible to take from a living specimen, but once slain the toxin drawn from a wyvern’s stinging tail is lethal. A creature makes a DC 15 Constitution saving throw when it is subjected to this poison, taking 24 (7d6) poison damage on a failure, or half as much damage on a success.