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 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.
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. Contact poisons can also be applied to weapons.
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 dose can be delivered in food or a liquid.
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 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 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.
Brimstone Oil (contact). A creature hit by a weapon or ammunition coated with this poison must make a target 10 Body (Strength) defense roll or take 1 poison damage.
Smelling Salts (inhaled). Counters greater and lesser poisons that cause the incapacitated or unconscious status. For major poisons the smelling salts grants advantage on defense rolls for 1 hour. Smelling this substance for more than one turn deals 1 necrotic damage to the target.