Poisons are substances that a designed to cause harm. In creation, they are similar to curatives, but the substances used are used in excess or are outright toxic. Poisons are often the tools of killers who either use them to enhance their weapon attacks, or used unseen to poison food and drink unknown to the target.
Remember, while the damage numbers for poison damage seem low, poison damage targets only Health, bypassing Vitality!
Poisons come in the following four types.
Contact
Contact poison can be smeared on an object or a surface using 1 minute of time, and remain effective for 24 hours. Placing a poison on a surface uses all doses of the poison. A creature that touches contact poison with exposed skin suffers its effects. Contact poisons can also be applied to weapons or ammunition for 4 Action points or thrown from a filled vial or flask, treated as a normal Thrown weapon. When applied to a weapon, the poison dries out and becomes inert after 10 minutes.
Ingested
A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the defense roll or dealing only half damage. The poison can be delivered in food or a liquid.
Inhaled
These poisons are powders or gases that take effect when inhaled. Blowing the powder, tossing the dust, or releasing the gas cost 6 Action Points, and subjects creatures in a 5-foot sphere 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.
Blood
These poisons need to enter the bloodstream from an injury. Blood poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage for 4 Action Point, and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage to Health from an object coated with the poison is exposed to its effects.
Poisons have a number of uses, or doses, when applied to weapons. Every time you hit a target, or the target succeeds on defending against your attack, it uses one dose of the poison. Most ingested, inhaled, or blood poisons have only one dose. Each piece of ammunition uses one dose of a poison.
Ashen Cloud (Inhaled). A shimmering, oily fog, born from corrupt magic seeping into the earth, that fills the lungs with a sickening, necrotic chill and suffocates its victims. When a creature is exposed to the Ashen Cloud, they must make a Target 18 Body (Endurance) defense roll, or they become Poisoned, and take 12d6 necrotic damage. While poisoned, the creature is suffocating and makes a Body (Endurance) defense roll at the start of each of their turns. The suffocation effect ends once they succeed on three of these defense rolls.
Barbed Ichor (Contact). A distilled concoction, this refined ichor seeps into the skin and causes a stinging, barbed pain, making every motion excruciating. A single vial of this poison contains 3 doses. When a creature is exposed to Barbed Ichor, they must make a Target 13 Body (Strength) defense roll, or the substance seeps into their skin. For 1 minute, the affected creature takes 1 poison damage each time they take the move action during their turn.
Basilisk Venom (Contact). Harvested from the fangs of a basilisk, this potent venom paralyzes its victims with a single touch, seizing their muscles into a rigid, lifeless state. A single vial of this poison contains 2 doses. When a creature is exposed to Basilisk Venom they take 5 poison damage and become Poisoned for 1 minute. They must make a Target 16 Body (Strength) defense roll, or they become Paralyzed for the duration as well.
Brimstone Oil (Contact). An acrid and foul-smelling toxic mineral, this oily substance burns on contact, leaving a lingering, painful burn. A single vial of this poison contains 3 doses. When a creature is exposed to Brimstone Oil, they must make a Target 10 Body (Strength) defense roll, or they take 1 poison damage.
Cockatrice Teeth (Contact). Harvested from a cockatrice, this substance begins to petrify its victims with a touch, turning flesh and bone into stone. A single vial of this poison contains 2 doses. When a creature is exposed to Cockatrice Teeth, they must make a Target 19 Body (Strength) defense roll, or they take 7 poison damage and become Restrained as the process of petrification begins. At the start of each of their turns, the creature must make another Target 19 Body (Strength) defense roll. If they accumulate 3 failures on these rolls, they are instantly Petrified. If they accumulate 4 successes on these rolls, they resist the venom and the effects end.
Concentrated Wyvern Venom (Contact). A highly refined venom harvested from a wyvern, this viscous liquid deals a powerful, raw poison damage on contact. A single vial of this poison contains 2 doses. When a creature is exposed to Concentrated Wyvern Venom, they take 7 poison damage.
Corrosive Slime (Contact). A bubbling, acidic ooze of chemical origin, this corrosive slime clings to whatever it touches, burning with a painful, lingering heat. A single vial of this poison contains 3 doses. When a creature is exposed to Corrosive Slime, they take 4 poison damage.
Decaying Death (Inhaled). A chilling, magical miasma, this deathly vapor seeps into the lungs and causes a brief, sickening burst of necrotic decay. When a creature breathes in Decaying Death, they must make a Target 12 Body (Endurance) defense roll, or they take 1d8 necrotic damage.
Dragon's Bile (Blood). A single, highly-concentrated drop of magical bile from a dragon, this powerful poison causes incredible pain as it burns its way through the victim's bloodstream. A single vial of this poison contains 1 dose. When a creature is exposed to Dragon's Bile, they must make a Target 20 Body (Strength) defense roll, or they take 12 poison damage.
Essence of Nightshade (Contact). A concentrated oil distilled from the deadly nightshade plant, this poison causes a burning internal agony on contact. A single vial of this poison contains 3 doses. When a creature is exposed to Essence of Nightshade, they take 6 poison damage.
Essence of the Slow Slumber (Blood). A narcotic venom distilled to a lethal essence, this poison enters the bloodstream and causes the victim's movements to slow into a lethargic crawl. A single vial of this poison contains 1 dose. When a creature is exposed to the Essence of the Slow Slumber, they must make a Target 15 Body (Endurance) defense roll, or they take 3d10 necrotic damage and their speed is reduced by 10 feet at the start of each of their turns for 1 minute. If the creature's speed is reduced to 0, they become Stunned.
Faerie Dust (Inhaled). A cloud of fine, shimmering particles from impish faeries, this sweet-smelling dust fills the lungs with a mischievous energy. When a creature inhales this vapor, it must make a Target 15 Spirit (Will) defense roll, or become Poisoned for 1 minute. While Poisoned, the creature is afflicted by the Faerie's Gift.
Giant Centipede Venom (Contact). A painful but not always lethal venom, this poison is harvested from the fangs of a giant centipede and causes muscles to seize, slowing the victim's movement. A single vial of this poison contains 1 dose. When a creature is exposed to Giant Centipede Venom, they take 1 poison damage. To resist the venom's slowing effect, they must then make a Target 11 Body (Endurance) defense roll, or their movement speed is halved for 1 minute.
Grave Dust Extract (Contact). A necromantic dust extracted from unhallowed ground, this dark magical poison turns flesh to ash and leaves its victims disoriented and sightless. A single vial of this poison contains 1 dose. When a creature is exposed to Grave Dust Extract, they must make a Target 14 Body (Endurance) defense roll, or they take 2d8 necrotic damage and become Blinded for 1 minute.
Irritant Paste (Contact). A simple, mass-produced chemical concoction, this thick paste causes a minor but painful rash on contact. A single vial of this poison contains 3 doses. When a creature is exposed to Irritant Paste, they take 1 poison damage.
Nerveburn Agent (Blood). A potent, distilled poison that targets the nervous system, this agent courses through the bloodstream, sapping a victim's physical strength and leaving them helpless. A single vial of this poison contains 1 dose. When a creature is exposed to Nerveburn Agent, they must make a Target 14 Body (Strength) defense roll, or they take 2d8 necrotic damage and their progressive Strength Status condition is increased by one step. The effects last for 1 hour from the initial dose.
Nox Shroud Dust (Inhaled). A billowing cloud of magical, shadowy dust, the Nox Shroud bypasses a victim's physical defenses, draining their life with a corruptive touch. When a creature breathes in Nox Shroud Dust, they must make a Target 13 Body (Strength) defense roll, or they immediately take 2 poison damage and 2d8 necrotic damage.
Phantasm Gas (Inhaled). A chilling cloud of magical gas that creates terrifying phantasms causing it victims to become gripped by a sudden, irrational fear. When a creature breathes in Phantasm Gas, they must make a Target 13 Body (Endurance) defense roll, or they take 3 poison damage and become Poisoned for 1 minute. While Poisoned, they are Frightened of one randomly determined creature they can see.
Rift Lurker Venom (Contact). The concentrated slime from the digestive tract of carrion-feeding Rift Lurkers, this quick-drying venom can only be applied to weapons, where it seizes the nervous system and stuns a victim in their tracks. A single vial of this poison contains 5 doses. When a creature is exposed to Rift Lurker Venom, they must make a Target 10 Body (Strength) defense roll, or they become Poisoned and their progressive Stunned status condition is increased by two steps. The creature can repeat the defense roll at the end of each round ending once the creature accumulates two successful defense rolls or after 10 minutes, whichever comes first.
Scorpion's Mercy (Contact). A sharp venom from a scorpion's stinger, this poison delivers a quick, numbing pain that prevents its victim from reacting to threats. A single vial of this poison contains 5 doses. When a creature is exposed to Scorpion's Mercy, they immediately take 2 poison damage. They must then make a Target 14 Body (Strength) defense roll, or they cannot take reactions the start of the next round.
Serpent Venom (Blood). A basic, yet effective venom harvested from a serpent's fangs, this poison causes a brief but debilitating illness as it enters the bloodstream. A single vial of this poison contains 2 doses. When a creature is exposed to Serpent Venom, they must make a Target 11 Body (Strength) defense roll, or they take 3 poison damage and become Poisoned.
Thinner's Draught (Blood). A volatile chemical draught that thins the blood, this poison offers no immediate harm but makes a victim's body more susceptible to further injury. A single vial of this poison contains 1 dose. When a creature is hit with a weapon attack while exposed to Thinner's Draught, they take 1 additional damage of the same type as the attack, and the poison takes effect. Until the end of the next round, the creature takes an additional 1d4 damage of the same type for every attack that hits them.
Touch of the Void (Contact). A chilling, magical ichor from a demon, this poison drains the life from a victim and prevents their body from mending. A single vial of this poison contains 1 dose. When a creature is exposed to Touch of the Void, they must make a Target 19 Body (Endurance) defense roll, or they take 8d8 necrotic damage and cannot regain Health for 24 hours.
Twitch-Moss Paste (Contact). A thick, green paste made from a twitchy, bioluminescent moss, this natural poison causes a victim's muscles to seize. A single vial of this poison contains 2 doses. When a creature is exposed to Twitch-Moss Paste, they must make a Target 11 Body (Endurance) defense roll, or they become Poisoned for 1 minute. While Poisoned, they cannot take reactions.
Venom's Bane (Blood). A volatile magical concoction, this poison is a bane to venomous creatures, temporarily reversing their own deadly nature against them. A single vial of this poison contains 1 dose. When a creature with a natural poison or venom attack is exposed to Venom's Bane, it must make a Target 16 Body (Endurance) defense roll. On a failed roll, the creature loses all natural resistance to its own poison, and it is immediately subjected to its own poison's effect, taking damage or rolling to resist as if it were a victim. While under the effect of Venom's Bane, the creature is affected by its own natural poison at the start of each round. The creature can attempt to end the Bane's effect by making a Body (Endurance) defense roll at the end of each round. This effect ends after the creature accumulates 3 successful defense rolls.
Vulnerability Venom (Contact). A volatile venom that weakens a creature's defenses, this poison makes a victim's body vulnerable to a specific type of damage. A single vial of this poison contains 1 dose. When a creature is exposed to Vulnerability Venom, they must make a Target 16 Body (Endurance) defense roll, or they take 3 poison damage and become Vulnerable to one type of damage for 1 minute. (The type of vulnerability is chosen when created or purchased, and cannot be poison or psychic damage)
Assassin's Blood (Ingested). A potent poison derived from a rare plant, this dark liquid is a favorite of assassins for its long-lasting, debilitating effects. When a creature ingests Assassin's Blood, they must make a Target 10 Body (Endurance) defense roll, or they take 1d12 necrotic damage and become Poisoned for 24 hours.
Black Lotus Oil (Contact). A potent oil distilled from the fabled black lotus flower, this poison causes a deep, sudden unconsciousness. A single vial of this poison contains 1 dose. When a creature is exposed to Black Lotus Oil, they must make a Target 13 Body (Endurance) defense roll, or they become Poisoned for 24 hours. While Poisoned, they are Unconscious.
Blood of the Gilded Drone (Contact). A single drop of gold-tinged oil from the ground-up remains a Gilded Drone, this poison imposes a curse upon its victim with a touch. A single vial of this poison contains 1 dose. When a creature is exposed to the Blood of the Gilded Drone, they must make a Target 16 Spirit (Will) defense roll, or they suffer from the Tomb King's blight.
Blood of the Tomb King (Blood). Made from the desiccated heart of a Tomb King once it's nested artifact was destroyed, it still holds the power of the curse that once gave it unlife. A single vial of this poison contains 1 dose. When a creature is exposed to the Blood of the Tomb King, they must make a Target 19 Spirit (Will) defense roll, or they take 1d6+3 poison damage and suffer from the Tomb King's blight.
Breath of the Gilded Drone (Inhaled). The ground-up remains of the servant of a Tomb King, this poison still holds the curse of its kind. When a creature breathes in the Breath of the Gilded Drone, they must make a Target 14 Spirit (Will) defense roll, or they suffer from the Tomb King's blight.
Drowsycap Spores (Inhaled). A fine, dusty spore harvested from a drowsycap fungus, this poison causes a drowsiness and eventually sleep. When a creature breathes in Drowsycap Spores, they must make a Target 10 Body (Endurance) defense roll, or they become subject to the poison's effect. At the start of each round, the creature must make another Body (Endurance) defense roll. Each time they fail, their progressive Sleep status condition is increased by one step. The effects of this poison end once the creature accumulates three successful defense rolls or after 1 minute, whichever comes first.
Essence of Ether (Inhaled). A volatile, purified essence, this potent ether causes a deep, numbing unconsciousness on contact with the lungs. When a creature inhales Essence of Ether, they must make a Target 15 Body (Endurance) defense roll, or they become Poisoned for 1 hour. While Poisoned, they are Unconscious.
Fading Essence (Inhaled). A faint magical mist that saps the mind, this poison causes victims to lose their recent memories, as if they were fading away. When a creature breathes in Fading Essence, they must make a Target 17 Body (Endurance) defense roll. On a failure, their memory of the past 8 hours is completely erased. On a success, they are instead Poisoned for 1 hour and feel groggy, but they retain their memory.
Fumes of Complacency (Inhaled). A sweet-smelling distilled vapor that dulls a target's aggression and perception, rendering them docile. When a creature breathes in Fumes of Complacency, they must make a Target 14 Body (Endurance) defense roll, or they become Charmed for 10 minutes. While Charmed in this way, the target will not initiate combat, is unlikely to view intruders with suspicion, and has disadvantage on any Awareness rolls to perceive threats.
Gut-Writhe (Ingested). A bitter mineral concoction that churns the stomach, this poison causes immense internal pain and leaves the victim feeling completely drained. When a creature ingests Gut-Writhe, they must make a Target 14 Body (Strength) defense roll, or they take 4d8 necrotic damage and suffer from one level of Exhaustion.
Little Death (Ingested). A powerful alchemical brew known for its use in fooling assassins, this poison induces a state of death-like paralysis that renders the victim indistinguishable from a corpse. When a creature ingests Little Death, they must make a Target 16 Body (Endurance) defense roll. The target may choose to make this roll at disadvantage. On a failure, the creature becomes Paralyzed for 24 hours, appearing dead. A creature may determine the target is not actually dead with a successful Medicine roll that meets or exceeds the poison's Target Number.
Madcap Spores (Inhaled). A fine, dusty spore harvested from a madcap fungus, this poison causes hallucinations. When a creature breathes in Madcap Spores, they must make a Target 12 Body (Endurance) defense roll. On a failure, the creature immediately becomes subject to the poison's effect. At the start of each round, the creature must make another Body (Endurance) defense roll. Each time they fail, their progressive Fear status condition is increased by one step. The effects of this poison end once the creature accumulates three successful defense rolls or after 10 minutes, whichever comes first.
Malice (Inhaled). Harvested from the spitting snake, this venom blinds its victims with a malicious, searing haze. When a creature is exposed to Malice, they must make a Target 12 Body (Strength) defense roll, or they become Poisoned for 10 minutes. While Poisoned, they are Blinded.
Midnight Tears (Ingested). A potent distilled poison that remains dormant in the body, the Midnight Tears only activate when darkness is at its deepest, delivering a sudden, painful dose of poison to its victim. When a creature ingests Midnight Tears, the poison lies dormant in their system. At midnight, they must make a Target 17 Body (Endurance) defense roll, or they take 3d6 poison damage.
Numbing Paste (Contact). A thick, venomous paste that quickly seeps into the skin, this poison causes a limb to become completely numb and useless on contact. A single vial of this poison contains 1 dose. When a creature is exposed to Numbing Paste, they must make a Target 14 Body (Endurance) defense roll, or the limb touched by this paste becomes completely numb and useless for 10 minutes. If a hand is affected, the target has disadvantage on attack and defense rolls and cannot hold items. If a foot is affected, the target's speed is halved and they cannot feel the ground.
Pale Tincture (Ingested). A bitter, plant-based concoction, this slow-acting tincture saps a victim's life force, slowly and permanently draining their life. When a creature ingests Pale Tincture, they become Poisoned and the poison lies dormant in their system. Every 24 hours, either from when the poison is taken, or after a long rest, the creature must make a Target 17 Body (Endurance) defense roll. On a failed roll, the creature takes 1 poison and 1d6 necrotic damage, and their maximum Health and Vitality is reduced by the damage taken. The effects of this poison end once the creature accumulates seven successful defense rolls.
Peacebloom Spores (Inhaled). A fine, dusty spore harvested from a peacebloom fungus, this poison causes the target to gently slow down. When a creature breathes in Peacebloom Spores, they must make a Target 12 Body (Endurance) defense roll. On a failure, the creature immediately becomes subject to the poison's effect. At the start of each round, the creature must make another Body (Endurance) defense roll. Each time they fail, their progressive Stunned status condition is increased by one step. The effects of this poison end once the creature accumulates three successful defense rolls or after 1 minute, whichever comes first.
Rift Lurker Slime (Contact). Harvested from the digestive tract of carrion-feeding Rift Lurkers, this corrosive slime is to thick to be applied to weapon but sticks well to most other surfaces, where it seizes the nervous system and stuns a victim in their tracks. A single vial of this poison contains 1 dose. When a creature is exposed to Rift Lurker Slime, they must make a Target 13 Body (Strength) defense roll, or they become Poisoned and their progressive Stunned status condition is increased by two steps. The effects of this poison end once the creature accumulates two successful defense rolls or after 10 minutes, whichever comes first.
Serpent's Paranoia (Inhaled). A chilling magical spray that infects the mind, this insidious poison twists a victim's perception, causing a debilitating state of paranoia. When a creature breathes in Serpent's Paranoia, they must make a Target 17 Spirit (Acuity) defense roll, or they become intensely paranoid for 8 hours. While paranoid, the target treats all creatures, even close allies, as potential threats and enemies, and will initiate combat and only use action points to move toward the nearest creature and attack it. This effect can only be ended early by powerful magic.
Silent Fog (Inhaled). An unnatural fog that disrupts the auditory nerves, this magical vapor leaves victims deafened and disoriented. When a creature is exposed to Silent Fog, they must make a Target 16 Body (Endurance) defense roll, or they become Deafened for 1 hour.
Sleepless Nights (Ingested). A creeping venom that drains a victim's energy over time, this poison prevents restorative sleep and leaves the target feeling utterly exhausted. When a creature ingests Sleepless Nights, they become Poisoned and the poison lies dormant in their system. Every 24 hours, the creature must make a Target 15 Body (Endurance) defense roll. On a failed roll, they gain one level of Exhaustion. The effects of this poison end after 7 days, or when the creature has accumulated three successful defense rolls, whichever comes first.
Smelling Salts (Inhaled). A potent alchemical vapor, these salts can rapidly rouse a creature from sleep or unconsciousness, though prolonged exposure can be harmful. A creature can spend 5 Action Points to apply Smelling Salts to a sleeping or unconscious creature. The target may then immediately make a new defense roll against the original effect with advantage. On a success, the Sleep status ends. A creature exposed to the salts for more than one round takes 1 necrotic damage at the start of each of its turns until it is no longer exposed.
Spasmodic Powder (Inhaled). A fine, irritating alchemical powder, this poison causes a violent fit of uncontrollable sneezing and coughing. When a creature breathes in Spasmodic Powder, they must make a Target 11 Body (Strength) defense roll, or they become Incapacitated for 1 minute. While incapacitated in this way, they are overcome with uncontrollable sneezing and coughing and have disadvantage on any Awareness checks related to sight or sound.
Tears of the Dying God (Ingested). A single, crystalline drop of a dying god's essence, this poison instantly saps all life from a victim, leaving nothing but a lifeless husk. When a creature ingests Tears of the Dying God, they must make a Target 20 Body (Strength) defense roll. On a success, they take 10d10 necrotic damage. On a failure, the target's Health drops to 0.
The Long Wasting (Ingested). A insidious magical poison that mimics a slow, degenerative disease, this potion drains a victim's life force over time, permanently weakening them until they perish. When a creature ingests The Long Wasting, they must make a Target 19 Body (Endurance) defense roll. On a failure, they become Poisoned and are afflicted by the disease. Every 24 hours, they must make another Target 19 Body (Endurance) defense roll. On a failure, their Endurance score is permanently reduced by 1. If their Endurance score reaches 0, they die. The disease can be cured by magic that can remove a curse, or after the creature accumulates three successful defense rolls against the effect.
Torpor (Ingested). An alchemical brew that induces a state of deep lethargy. When a creature ingests Torpor, they must make a Target 15 Body (Endurance) defense roll, or they become Poisoned for 12 hours. While Poisoned, they are Incapacitated and their movement speed is halved.
Tracker's Touch (Contact). A colorless, odorless alchemical paste, that creates a faint trail that makes a creature easier to track. A single vial of this paste contains 1 dose. When a creature is touched by Tracker's Touch, they must make a Target 10 Spirit (Acuity) defense roll, or they are affected by the paste for 24 hours. While affected, the creature leaves behind a faint magical or scent-based trail, and any Survival or Awareness rolls made to track or follow the creature are made with Advantage. (The trail type is chosen upon creation or purchase)
Truth Serum (Ingested). An alchemical creation that loosens the tongue and weakens the mind. When a creature ingests Truth Serum, they must make a Target 11 Spirit (Acuity) defense roll. On a failure, they become Poisoned for 1 hour. While Poisoned, the creature cannot knowingly speak a falsehood and is unaware that they are under the effects of the poison. On a success, the creature instead has disadvantage on Speechcraft (Intelligence) checks made to lie for 1 hour.
Wyrmwood Essence (Ingested). A potent essence distilled from the rare wyrmwood plant, this magical poison induces slumber in those who are particularly susceptible. When a creature ingests Wyrmwood Essence, they must make a Target 13 Body (Endurance) defense roll. If they fail this roll, they become Poisoned for 1 hour. If the creature fails the defense roll by 5 or more, they also become Unconscious for the duration.