Poisoner
Poisoner’s Kit
- RAW Cost: 50gp
- RAW Weight: 2lbs
- Items: Mortar and Pestle, Mixing Flasks, Tweezers, Cloth, Stirring Rod
- Crafting Restrictions: None
- Mundane Item Crafting: Basic Poisons
- Magic Item Crafting: Any Floral or Faunal Poison
- Artwork Creation: N/A
- QA Artwork Bonus: N/A
- Structure Building: N/A
- Adventuring Utility: Can more easily spot hidden poisons and understands the effects of poisons.
The process of creating a formula for a poison is part chemistry, part luck, and a lot of gold for ingredients that are wasted. Fundamentally, the first thing that a poison expert needs to create is the formula for a poison, and this is the research phase of the creation.
Default Recipes
A dedicated poisoner starts with a recipe for the basic poison and nothing else.
Skill Usage
- History: Your training with poisons can help you when you try to recall facts about infamous poisonings.
- Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
- Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
- Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous.
- Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
Poisoner’s Tools Basic Use Difficulty Table
Activity | DC |
Spot a poisoned object | 10 |
Determine the effects of a poison | 20 |
Research Base Cost
The base cost is just that, a starting point. If the researcher is taking an existing uncommon poison and only slightly improving or changing it and does not warrant a full rarity change, then the cost would be somewhere between the two rarity levels. All the costs are suggested values for existing poisons and their rarities. There is not a straight formula since poisons are graded by rarity instead of spell levels, but the end cost does follow the same progression.
Poison Creation Research Point Cost Table
Rarity | Research Point Cost | Minimum Character Level |
Common | 25 | 1 |
Uncommon | 75 | 5 |
Rare | 150 | 9 |
Very Rare | 300 | 13 |
Legendary | 500 | 17 |
Research Point Reductions
Only one of the two existing poison/formula reductions may be used for any specific formula creation.
Existing Poison: If the researcher has on hand another poison that is very similar and it can be used as an exemplar starting point, then a reduction up to 25% of the total Research Points needed can be applied to the cost. The poison that is used for this is also consumed during the process.
Existing Formula: If the Poisoner has a full formula created by someone else, there is a 50% reduction of the total research points required to create the spell. While it might be a formula, it most likely will not be accurate or missing brewing idiosyncrasies of the poisoner that created that formula, therefore requiring the formula to be validated through additional research.
Facility: If there is a dedicated facility for the research and creation of alchemy formulas, then up to 25% of the cost can be reduced by expending facility points to replace the research points. See the facilities rules for more details.
Poison Formula Creation Completion
Once the poisoner has collected enough Research Points it is time to put together the formula and test it. There is no benefit in expending more Research Points or gold pieces once the minimum has been met, these would just go to waste since they will not impact the final DC. The Research Points that will be used for completing the project are spent and lost and are not recoverable. The creator will make an Alchemy Supplies skill roll. No other modifiers or advantage chances can be applied to this roll. It can only be a straight roll.
Once again, if the product being created is a slightly improved version of an existing poison, but not sufficiently to increase the rarity, the DC will increase as the average of the two rarity DCs as selected by the DM. If the roll is equal to or greater than the listed DC, the poison formula has been created and can be considered entered into the Poisoner’s formula book.
Poison Formula Creation Success Table
Rarity | DC For Success |
Common | 8 |
Uncommon | 14 |
Rare | 20 |
Very Rare | 26 |
Legendary | 32 |
Poison Creation
Now that the alchemist has created a formula, now it is time to start brewing some up. For each single dose of poison to be created will require a certain amount of ingredients as well as a difficulty check. The listed required ingredients are only the minimum and should include additional ingredients depending on the type of poison being created.
Poison Creation Table
Poison Rarity | Ingredients | DC to Create Single Poison | DC to Create 1d4 Poisons | DC to Create 1d6 Poisons | DC to Create 1d8 Poisons | DC to Create 1d10 Poisons | DC to Create 1d12 Poisons |
Common | 3 common poisonous ingredients Glass Vial | 10 | 12 | 14 | 16 | 18 | 20 |
Uncommon | 1 poisonous common ingredient 3 poisonous uncommon ingredients Glass Vial | 14 | 17 | 19 | 21 | 23 | 25 |
Rare | 3 poisonous uncommon ingredients 2 rare poisonous ingredients Glass Vial | 18 | 22 | 24 | 26 | 28 | 30 |
Very Rare | 2 uncommon poisonous ingredients 3 rare poisonous ingredients 2 very rare poisonous ingredients Crystal Vial | 22 | 27 | 29 | 31 | 33 | 35 |
Legendary | 5 uncommon poisonous ingredients 4 rare poisonous ingredients 3 very rare poisonous ingredients 2 legendary poisonous ingredients Crystal Vial | 25 | 31 | 33 | 35 | 37 | 39 |
Poisons
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
Poisons come in the following four types.
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. You might 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 gasses 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. An injury poison typically lasts 1 minute on a weapon and lasts for up to 5 hits. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Poison Types and their Rarity Table
Poison | Type | Rarity | Price | Poison Save Difficulty |
Assassins Blood | Ingested | Common | 150gp | DC10 |
Basilisk Gaze Poison | Ingested | Uncommon | 300gp | DC12 |
Biza’s Breath | Inhaled | Rare | 1,000gp | DC16 |
Blackfog | Inhaled | Uncommon | 250gp | DC12 |
Burning Wound | Injury | Uncommon | 150gp | DC16 |
Burnt Othur Fumes | Inhaled | Uncommon | 500gp | DC13 |
Crimson Hatred | Injury | Legendary | 20,000gp | DC20 |
Deadly Nightshade | Ingested | Common | 100gp | DC11 |
Dizzying Touch | Contact | Common | 45gp | DC14 |
Dreamlily | Ingested | Common | 1gp | DC10 |
Death’s Cleansing | Ingested | Uncommon | 250gp | DC12 |
Drow Poison | Injury | Uncommon | 200gp | DC13 |
Endless Dreams | Ingested | Legendary | 11,000gp | DC20 |
Essence of Ether | Inhaled | Rare | 300gp | DC15 |
Essence of Corruption | Injury | Legendary | 25,000gp | DC21 |
Fainting Fumes | Inhaled | Rare | 415gp | DC16 |
Frostbite Spider Venom | Injury | Rare | 750gp | DC13 |
Hemlock | Ingested | Common | 100gp | DC10 |
Knockout Poison | Injury | Rare | 760gp | DC17 |
Ghoulfang | Injury | Uncommon | 250gp | DC13 |
Impish Delight | Injury | Uncommon | 750gp | DC13 |
Infernal Poison | Injury | Very Rare | 3,000gp | DC17 |
Malice | Inhaled | Rare | 250gp | DC15 |
Mandrake | Ingested | Common | 100gp | DC10 |
Midnight Tears | Ingested | Very rare | 2,300gp | DC17 |
Necrotic Miasma | Inhaled | Legendary | 20,000gp | DC20 |
Oil of Taggit | Contact | Uncommon | 400gp | DC13 |
Old Reliable | Injury | Uncommon | 70gp | DC14 |
Pale Tincture | Ingested | Rare | 250gp | DC16 |
Paralytic Fumes | Inhaled | Very Rare | 3,500gp | DC18 |
Paralyzing Poison | Injury | Rare | 600gp | DC16 |
Phantom Pox Fluid | Ingested | Very Rare | 5,000gp | DC17 |
Poison, Basic | Injury | Common | 100gp | DC10 |
Poison, Grievous Injury | Injury | Very Rare | 2,400gp | DC18 |
Poison, Potent Contact | Contact | Uncommon | 100gp | DC15 |
Poison, Potent Ingested | Ingested | Uncommon | 95gp | DC14 |
Poison, Potent Inhaled | Inhaled | Uncommon | 140gp | DC15 |
Poison, Potent Injury | Injury | Uncommon | 100gp | DC15 |
Poison, Simple Contact | Contact | Common | 40gp | DC14 |
Poison, Simple Ingested | Ingested | Common | 35gp | DC12 |
Poison, Simple Inhaled | Inhaled | Common | 60gp | DC14 |
Poison, Simple Injury | Injury | Common | 40gp | DC14 |
Pollutoad Mucus | Injury | Very Rare | 4,000gp | DC16 |
Saint Dolar’s Redemption | Ingested | Very Rare | 5,000gp | DC16 |
Scorch Spider Venom | Injury | Rare | 750gp | DC13 |
Shadow Poison | Injury | Rare | 800gp | DC14 |
Sigilblight | Ingested | Very Rare | 10,000gp | DC18 |
Slayer’s Boon | Injury | Common | 100gp | DC10 |
Slow Death | Ingested | Very Rare | 6,800gp | DC18 |
Succulent Death | Ingested | Uncommon | 500gp | DC12 |
Thessaltoxin | Ingested or Injury | Very Rare | 10,000gp | DC15 |
Torpor | Ingested | Rare | 600gp | DC15 |
Truth Serum | Ingested | Uncommon | 150gp | DC11 |
Veins of Tar | Ingested | Rare | 300gp | DC15 |
Vileseen Poison | Ingested | Rare | 1,000gp | DC15 |
Whispers of Madness | Contact | Rare | 450gp | DC16 |
Withering Soul | Injury | Uncommon | 100gp | DC14 |
Yin Yang Toxin | Ingested | Legendary | 25,000gp | DC20 |
Common Poisons
Assassins Blood (ingested): A creature subjected to this poison must make a DC 10 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.
Dizzying Touch (Contact): Applied to an object. The first creature that touches must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, the creature becomes poisoned for one minute. While poisoned in this way, they must succeed a Wisdom saving throw at the end of each of their turns or fall prone.
Deadly Nightshade (Ingested): This poisonous herb has a sweet taste. One minute after a creature is subjected to this (ingested) poison, it takes 3 (1d6) poison damage and must make a DC 11 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour. At the end of that hour, it takes 3 (1d6) poison damage and must repeat the saving throw. When a creature takes damage from this poison, its maximum hit points are reduced by the same amount until it is no longer poisoned.
Dreamlily (Ingested): A psychoactive liquid that smells and tastes like your favorite beverage, the essence of dreamlily is a Sarlonan opiate. First imported to help manage pain during the Last War, it’s now the most abused substance in Sharn. Though dreamlily isn’t illegal if used for medicinal purposes, it’s heavily taxed, and thus most dreamlily is smuggled in and sold on the black market. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is poisoned for one hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to one hit point instead. A dose of dreamlily costs around 1gp, or up to ten times that if purchased through legal channels. There are many varieties of the drug, however, and the duration or the price might vary accordingly.
Hemlock (Ingested): This poisonous herb has a slightly sweet flavor. One minute after a creature is subjected to this (ingested) poison, it takes 2 (1d4) poison damage and must make a DC 10 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour and paralyzed while it is poisoned. At the end of that hour, it takes 2 (1d4) poison damage and must repeat the saving throw. When a creature takes damage from this poison, its maximum hit points are reduced by the same amount until it is no longer poisoned.
Mandrake (Ingested): This poisonous herb has a sweet and acidic flavor. Ten minutes after a creature is subjected to this (ingested) poison, it must make a DC 11 Constitution saving throw. On a failed save, the creature takes 4 (1d8) poison damage and is poisoned for 24 hours. While it is poisoned, it experiences vivid hallucinations, with the same effects as if it were targeted by the phantasmal force spell with a spell save DC of 15, controlled by the DM. On a successful save, the creature takes half damage and isn’t poisoned.
Poison, Basic (Injury): You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must succeed on a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Poison, Simple Contact (Contact): Applied to an object. The first creature that touches must make a constitution saving throw with a DC equal to the crafter’s Poison DC or take 2d4 Poison damage, after which the poison is rubbed off.
Poison, Simple Ingested (Ingested): Applied to food or beverage. A creature that consumes this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 2d6 Poison damage and suffer the poisoned condition for 1 hour.
Poison, Simple Inhaled (Inhaled): When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away or release it by other means. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 2d4 Poison damage.
Poison, Simple Injury (Injury): Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must succeed a constitution saving throw with a DC equal to the crafter’s Poison DC or take 2d4 Poison damage.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect five times.
Slayer’s Boon (Injury): There are many different varieties of this poison that are easily created via alchemy or from certain herbs. A creature subjected to this (injury) poison must make a DC 10 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour. At the start of each of its turns while it is poisoned in this way, it takes 3 (1d6) poison damage. It repeats the saving throw at the end of each of its turns, ending the poison on a success.
Uncommon Poisons
Basilisk Gaze Poison (Ingested): A creature that drinks this poison must succeed on a DC12 Constitution saving throw or become poisoned for 24-hours. While poisoned in this way, the creature magically turns to stone and is petrified. A creature remains petrified like this until either 24-hours have passed, or until freed with a Greater Restoration spell or similar magic.
Blackfog (Inhaled): A creature subjected to this (inhaled) alchemical poison must make a DC 12 Constitution saving throw, taking 5 (1d10) poison damage on a failed save, or half as much damage on a successful one. The poison cloud is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creature that ends its turn in the cloud is subjected to the poison.
Burning Wound (Injury): Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, the target becomes poisoned for one minute. While poisoned this way, a creature takes 1d6 fire damage at the end of each of its turns, and any hit points regained is reduced by half. At the end of each of their turns, they can repeat the saving throw, ending the effect on success.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect 5 times.
Burnt Othur Fumes (Inhaled): A creature subjected to this poison must succeed on a DC 13 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 character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Death’s Cleansing (Ingested): This bitter, pungent (ingested/injury) poison must first be brewed by combining bleach and the bone dust of executed criminals. It can only be finished if the mixture is blessed in the same ritual that turns water to holy water, and only when performed in a graveyard or desecrated location. A creature subjected to this poison must make a DC 12 Constitution saving throw. On a failed save, it takes 10 (3d6) poison damage and 9 (2d8) radiant damage, and it can’t make attacks against creatures until the end of its next turn. On a successful save, it takes half as much damage and suffers no other effects. When this poison affects an undead, it ignores immunity to poison damage and to the poisoned condition.
Drow Poison (Injury): This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by five 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.
Ghoulfang (Injury): This poison must be brewed using elf blood and saliva harvested from a dead or incapacitated ghoul or ghast. A creature subjected to this (contact/injury) poison must make a DC 13 Constitution saving throw. On a failure, it takes 11 (2d10) poison damage and 9 (2d8) necrotic damage, and it is poisoned until the end of its next turn. While poisoned in this way, it is also paralyzed. On a successful save, it takes half as much damage and isn’t poisoned. When this poison affects an elf or a fey, it ignores immunity to poison damage and to the poisoned condition.
Impish Delight (Injury): This poison must be carefully brewed by combining the tail of a dead or incapacitated imp or dire imp with rare herbal ingredients. When imp venom is harvested directly, it vanishes back to the imp’s native plane before it can be used. A creature subjected to this (injury) poison must make a DC 13 Constitution saving throw. On a failure, it takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, it takes half as much damage and isn’t poisoned.
Succulent Death (Ingested): One minute after a creature is subjected to this sweet and savory herbal (contact/ingested) poison, it must make a DC 12 Constitution saving throw. On a failed save, it becomes poisoned for 1 hour. While poisoned in this way, it feels an overwhelming joy and satisfaction, and it is charmed by any creature that it sees or hears. It regards all creatures as its close friends, as if affected by the charm person spell. At the end of the hour, it takes 22 (4d10) poison damage. On a successful save, it takes half as much damage instantly but is not poisoned.
Oil of Taggit (Contact): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
Old Reliable (Injury): Applied to a melee weapon or up to 5 pieces of ammunition. This poison is exceptionally durable, lasting on a weapon for one hour and an unlimited number of hits during that time. On hit, weapons with this poison applied deal 1d4 additional poison damage.
Poison, Potent Contact (Contact): Applied to an object. The first creature that touches that object after it is applied must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 4d4 Poison damage and become Poisoned for one hour. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
Poison, Potent Inhaled (Inhaled): When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away or release it by other means. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 4d4 Poison damage and become Poisoned for one hour. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
This effect lingers in the area it was released for 1d4 rounds. A strong wind will clear away and disperse the poison. A creature that enters the area for the first time must save against the poison.
Poison, Potent Injury (Injury): Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 2d6 Poison damage and become Poisoned for one hour. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect 5 times.
Poison, Potent Ingested (Ingested): A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 3d6 Poison damage and suffer the poisoned condition for one hour.
Truth Serum (Ingested): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for one hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
Withering Soul (Injury): Applied to a melee weapon or up to five pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they become Poisoned for one minute. While poisoned in this way, a creature takes 1d4 necrotic damage at the start of their turn and is under the effect of bane. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect five times.
Rare Poisons
Biza’s Breath (Inhaled): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for one minute. The poisoned creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Essence of Ether (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for eight 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.
Fainting Fumes (Inhaled): When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away or release it by other means. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, the target becomes poisoned for one hour. If the saving throw fails by five 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.
Frostbite Spider Venom (Injury): This poison must be harvested from a dead or incapacitated frostbite spider. A creature subjected to this (injury) poison must make a DC 13 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and 13 (3d8) cold damage, it is poisoned for 1 minute, and if it can be poisoned and doesn’t have resistance or immunity to cold damage, it is restrained until the end of its next turn. On a successful save, the creature takes half damage and isn’t restrained or poisoned. If the damage reduces the creature to 0 hit points, the creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Knockout Poison (Injury): Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, the target becomes poisoned for one hour. If the saving throw fails by five 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. Once applied, the poison retains potency for 1 minute before drying, and wears from a weapon after that weapon has delivered the effect five times.
Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for one hour. The poisoned creature is blinded.
Pale Tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 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.
Paralyzing Poison (Injury): Applied to a melee weapon or up to five pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, the target becomes poisoned for one minute. A creature is paralyzed while poisoned this way. At the end of each of the creature’s turns, it can repeat the saving throw, ending the effect on success.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect five times.
Scorch Spider Venom (Injury): This poison must be harvested from a dead or incapacitated scorch spider. A creature subjected to this (injury) poison must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) fire damage and 13 (3d8) poison damage, and it ignites. Until a creature takes an action to douse the fire, the poisoned target takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, it takes half damage and doesn’t ignite. If the damage reduces the creature to 0 hit points, the creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Shadow Poison (Injury): This poison is crafted from corrupted blood that must be harvested from a dead or incapacitated doppelganger, drider, oni, or any creature that is native to the Shadowfell (other than beasts and humanoids). A creature subjected to this (injury) poison must make a DC 14 Constitution saving throw. On a failed save, the creature takes 18 (4d8) poison damage and 10 (3d6) psychic damage, and it is poisoned for 1 minute. If the creature is in darkness, it takes an extra 7 (3d6) psychic damage. While poisoned in this way, it is also frightened of all other creatures. On a successful save, it takes half as much damage and isn’t poisoned.
Torpor (Ingested): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Veins of Tar (Ingested): Applied to food or beverage. A creature that consumes this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they are under the effect of the slow spell for 8 hours. This effect can be removed by effects that remove poison.
Vileseed Poison (Ingested): These poisonous seeds can only be harvested from rare locations in deep, unexplored jungles. A creature subjected to this sour (ingested/injury) poison must make a DC 15 Constitution saving throw. On a failed save, it takes 24 (7d6) poison damage, and it is poisoned for 1 minute. While it is poisoned in this way, if it can be charmed, it must spend all its movement on each of its turns moving toward bright sunlight. On a successful save, the creature takes half as much damage and isn’t poisoned. If it dies in sunlight while it is poisoned, a bright red fruit sprouts from the corpse on a green stalk. A creature that consumes the fruit regains 4d4 + 4 hit points.
Whispers of Madness (Contact): Applied to an object. The first creature that touches must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, the character becomes poisoned for ten minutes, and rolls on the short-term madness table. They are under the effect of the rolled madness while poisoned.
Very Rare Poisons
Infernal Poison (Injury): This poison is created by alchemically combining salamander blood with the blood of a devil. A creature subjected to this (injury) poison must make a DC 17 Constitution saving throw. On a failed save, the creature takes 28 (8d6) fire damage, and it is poisoned for 1 minute. On a success, it takes half as much damage and isn’t poisoned. On a success or a failure, if the creature can be poisoned, it also ignites. Until a creature takes an action to douse the fire, the target takes 14 (4d6) fire damage at the end of each of its turns. When this poison affects a fey or celestial, it ignores immunity to the poisoned condition.
Midnight Tears (Ingested): A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Paralytic Fumes (Inhaled): A creature subjected to this alchemical (contact/inhaled) poison must make a DC 18 Constitution saving throw. On a failed save, it takes 33 (6d10) poison damage, and it is poisoned for 1 minute. While poisoned in this way, it is also paralyzed. Once it stops being poisoned, it has disadvantage on Dexterity checks for 1 hour. On a successful save, it takes half as much damage and isn’t poisoned. While poisoned, the creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Phantom Pox Fluid (Ingested): Phantom Pox Fluid (Ingested). This poison is created using materials that must be harvested from dead bodies that carry infectious plagues. 24 hours after a creature is subjected to this tasteless, sweet-smelling (ingested) poison, it must make a DC 17 Constitution saving throw. On a failure, the target takes 31 (9d6) poison damage, it gains one level of exhaustion, and its maximum hit points are reduced by the amount of damage that it took. On a success, it takes half as much damage and suffers no other effects. A creature with reduced maximum hit points repeats the saving throw with disadvantage at the end of each long rest, restoring its hit point maximum on a success. Any effect that removes a disease allows the creature’s hit point maximum to return to normal without requiring a successful saving throw. Creatures that are immune to disease are immune to this poison.
Poison, Grievous Injury (Injury): Applied to a melee weapon or up to five pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC, taking 6d6 poison damage on a failed save, or half as much damage on a successful save.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect 5 times.
Pollutoad Mucus (Injury): This poison must be harvested from a dead or incapacitated pollutoad or from its eggs. A creature subjected to this (contact/injury) poison must make a DC 16 Constitution saving throw. On a failed save, the creature takes 36 (8d8) poison damage, and it is poisoned for 1 minute. On a successful save, it takes half as much damage, and it isn’t poisoned. At the end of each of its turns while it is poisoned, it repeats the saving throw, taking 13 (3d8) poison damage on a failed save, and ending the effect on a success.
Saint Dalor’s Redemption (Ingested): This poisonous herb has no taste or smell and is extremely rare. According to legend, it only grows in locations where an individual once chose to relinquish great power, such as the spot of a king’s abdication. A creature subjected to this (ingested/injury) poison must make a DC 16 Constitution saving throw. On a failed save, it takes 22 (4d10) poison damage and 9 (2d8) psychic damage, and it is poisoned for 1 minute. While it is poisoned in this way, it takes 9 (2d8) psychic damage at the end of each of its turns. If it remains poisoned for the entire minute, it permanently suffers the effects of the feeblemind spell, and it gains two random forms of indefinite madness, as described in chapter eight of the Dungeon Master’s Guide. On a successful save, the creature takes half as much damage and suffers no other effects.
Sigilblight (Ingested): This poisonous herb only grows in distant planes beyond the Material Plane, Feywild, and Shadowfell. A creature subjected to this salty-tasting (contact/ingested) poison must make a DC 18 Constitution saving throw. On a failed save, it takes 26 (4d12) poison damage and 13 (3d8) force damage, and it is poisoned for 1 hour. While poisoned in this way, its speed is halved, it can’t fly, and it can’t teleport or travel to other planes. On a successful save, it takes half as much damage and it isn’t poisoned.
Slow Death (Ingested): Applied to food or beverage. A creature that consumes this poison begins to slowly die if they aren’t immune to poison. Each time that creature finishes a long rest, its hit point maximum is reduced by 1. If the creature’s hit point maximum hit is reduced to 0 by this effect, it dies. While its hit points are less than half of its original maximum, it is poisoned. This effect can be removed by effects that remove the poisoned condition and can only be identified by magic or a DC 15 Wisdom (Medicine) check. If a creature is cured, it regains its lost hit points after it finishes a long rest.
Thessaltoxin (Ingested or Injury): This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature’s new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target’s next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form.
Legendary Poisons
Crimson Hatred (Injury): This poisonous herb grows only in the deepest, darkest places of the Lower Planes, such as the realms of Archdevils and Demon Lords. 1d4 hours after a creature is subjected to this (injury) poison, it must make a DC 20 Constitution saving throw. On a failed save, it takes 52 (8d12) poison damage and is poisoned until the end of its next turn. While poisoned in this way, overwhelming pain causes it to be stunned and knocked prone. On a successful save, it takes half damage and isn’t poisoned. A creature slain by this poison can’t be brought back to life except by a 9th-level spell.
Endless Dreams (Ingested): Applied to food or beverage. A creature that consumes this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, the next time the creature falls asleep they enter endless slumber in stasis. They do not wake and can’t be roused by any normal means. A creature sleeping in this way doesn’t require food or drink and doesn’t age. This effect can only be ended by greater restoration cast at 7th level or higher or wish.
Essence of Corruption (Injury): This poisonous dust is created by alchemically combining rare materials from each of the Outer Planes, Inner Planes, and Elemental Planes, following an ancient cosmic formula for brewing pure corruption to all things. A creature subjected to this cosmic (injury) poison must make a DC 21 Constitution saving throw. On a failed save, it takes 55 (10d10) poison damage, it gains one level of exhaustion, and it is poisoned for 1 minute. On a successful save, it takes half as much damage and suffers no other effects. This poison ignores immunity and resistance to poison damage as well as immunity to the poisoned condition.
Necrotic Miasma (Inhaled): This poisonous gas can only be harvested from the Negative Energy Plane using powerful arcane magic. A creature subjected to this (inhaled) poison must make a DC 20 Constitution saving throw. On a failed save, it takes 23 (5d8) poison damage and 28 (8d6) necrotic damage, it gains one level of exhaustion, and it can’t regain hit points for 1 minute. On a successful save, it takes half as much damage and suffers no other effects. If the creature has no more than 50 hit points and it can be poisoned, it instantly dies instead of rolling the saving throw.
Yin Yang Toxin (Ingested): This poisonous tincture is created by alchemically combining the blood of a celestial with the blood of a fiend and can only be created in the exact center of the cosmos. Both creatures must have had a challenge rating or level of at least 18 to make the poison. A creature subjected to this (ingested/injury) poison must make a DC 20 Constitution saving throw. On a failed save, it takes 27 (5d10) poison damage and 26 (4d12) force damage, it can’t make attacks until the end of its next turn, and if it is native to a different plane of existence than the one it is on, it is banished with a faint popping noise, returning to its home plane. On a successful save, it takes half as much damage and suffers no other effects. When this poison affects a celestial or fiend, it ignores immunity to poison damage.
Common Poison Table
Poison | Type | Rarity | Price | Difficulty |
Assassins Blood | Ingested | Common | 150gp | DC10 |
Dizzying Touch | Contact | Common | 45gp | DC14 |
Deadly Nightshade | Ingested | Common | 100gp | DC11 |
Dreamlily | Ingested | Common | 1gp | DC10 |
Hemlock | Ingested | Common | 100gp | DC10 |
Mandrake | Ingested | Common | 100gp | DC10 |
Poison, Basic | Injury | Common | 100gp | DC10 |
Poison, Simple Contact | Contact | Common | 40gp | DC14 |
Poison, Simple Ingested | Ingested | Common | 35gp | DC12 |
Poison, Simple Inhaled | Inhaled | Common | 60gp | DC14 |
Poison, Simple Injury | Injury | Common | 40gp | DC14 |
Slayer’s Boon | Injury | Common | 100gp | DC10 |
Uncommon Poison Table
Poison | Type | Rarity | Price | Difficulty |
Basilisk Gaze Poison | Ingested | Uncommon | 300gp | DC12 |
Blackfog | Inhaled | Uncommon | 250gp | DC12 |
Burning Wound | Injury | Uncommon | 150gp | DC16 |
Burnt Othur Fumes | Inhaled | Uncommon | 500gp | DC13 |
Death’s Cleansing | Ingested | Uncommon | 250gp | DC12 |
Drow Poison | Injury | Uncommon | 200gp | DC13 |
Ghoulfang | Injury | Uncommon | 250gp | DC13 |
Impish Delight | Injury | Uncommon | 750gp | DC13 |
Oil of Taggit | Contact | Uncommon | 400gp | DC13 |
Old Reliable | Injury | Uncommon | 70gp | DC14 |
Poison, Potent Contact | Contact | Uncommon | 100gp | DC15 |
Poison, Potent Ingested | Ingested | Uncommon | 95gp | DC14 |
Poison, Potent Inhaled | Inhaled | Uncommon | 140gp | DC15 |
Poison, Potent Injury | Injury | Uncommon | 100gp | DC15 |
Succulent Death | Ingested | Uncommon | 500gp | DC12 |
Truth Serum | Ingested | Uncommon | 150gp | DC11 |
Withering Soul | Injury | Uncommon | 100gp | DC14 |
Rare Poison Table
Poison | Type | Rarity | Price | Difficulty |
Biza’s Breath | Inhaled | Rare | 1,000gp | DC16 |
Essence of Ether | Inhaled | Rare | 300gp | DC15 |
Fainting Fumes | Inhaled | Rare | 415gp | DC16 |
Frostbite Spider Venom | Injury | Rare | 750gp | DC13 |
Knockout Poison | Injury | Rare | 760gp | DC17 |
Malice | Inhaled | Rare | 250gp | DC15 |
Pale Tincture | Ingested | Rare | 250gp | DC16 |
Paralyzing Poison | Injury | Rare | 600gp | DC16 |
Scorch Spider Venom | Injury | Rare | 750gp | DC13 |
Shadow Poison | Injury | Rare | 800gp | DC14 |
Torpor | Ingested | Rare | 600gp | DC15 |
Veins of Tar | Ingested | Rare | 300gp | DC15 |
Vileseed Poison | Ingested | Rare | 1,000gp | DC15 |
Whispers of Madness | Contact | Rare | 450gp | DC16 |
Very Rare Poison Table
Poison | Type | Rarity | Price | Difficulty |
Infernal Poison | Injury | Very Rare | 3,000gp | DC17 |
Midnight Tears | Ingested | Very rare | 2,300gp | DC17 |
Paralytic Fumes | Inhaled | Very Rare | 3,500gp | DC18 |
Phantom Pox Fluid | Ingested | Very Rare | 5,000gp | DC17 |
Poison, Grievous Injury | Injury | Very Rare | 2,400gp | DC18 |
Pollutoad Mucus | Injury | Very Rare | 4,000gp | DC16 |
Saint Dolar’s Redemption | Ingested | Very Rare | 5,000gp | DC16 |
Sigilblight | Ingested | Very Rare | 10,000gp | DC18 |
Slow Death | Ingested | Very Rare | 6,800gp | DC18 |
Thessaltoxin | Ingested or Injury | Very Rare | 10,000gp | DC15 |
Legendary Poison Table
Poison | Type | Rarity | Price | Difficulty |
Crimson Hatred | Injury | Legendary | 20,000gp | DC20 |
Endless Dreams | Ingested | Legendary | 15,000gp | DC20 |
Essence of Corruption | Injury | Legendary | 25,000gp | DC21 |
Necrotic Miasma | Inhaled | Legendary | 20,000gp | DC20 |
Yin Yang Toxin | Ingested | Legendary | 25,000gp | DC20 |