Poison Descriptions and Tables


Poison Descriptions

The poisons in this supplement are described in the following format:

Name of Poison (Type)

  • Description: A brief history or background of the poison.
  • Acquisition: Details on where to find or buy the poison, or ingredients needed for crafting.
  • Market Value: Base market value of the poison. Actual cost may vary based on location and the seller.
  • Legality: Legal, Regulated, or Illegal. Legal poisons are typically non-lethal.
  • Modification DC: The DC for modifying the poison to increase potency or dilute it.
  • Medicine DC: The Wisdom (Medicine) check DC to identify or treat the poison.
  • Saving Throw DC: The saving throw DC to resist the poison’s effects.
  • Effect: The poison’s effects, including damage, secondary effects, or conditions.

Poison Descriptions: Contact Poisons


Aboleth Oil (Contact Venom Aquatoxin)

  • Description: 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: 2,500 gp
  • 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 they are affected. After 1 minute:
    • The creature’s skin becomes translucent and slimy.
    • The creature can’t regain hit points unless underwater.
    • The disease can only be removed by heal or another disease-curing spell of 6th level or higher.
    • When outside water, the creature takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to their skin.

Black Ivy Paste (Contact)

  • Description: Black ivy is rare but extremely poisonous. Its leaves can be ground into a thin paste and spread on surfaces to injure those who touch it.
  • Acquisition: Ground from the leaves of the rare black ivy plant.
  • Market Value: 200 gp
  • 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 potency until a total of at least 10 damage has been dealt.

Black Lotus Extract

  • Description: The black lotus is a legendary flower with versatile properties. Its nectar can be refined into a powerful poison.
  • Acquisition: Refined from the extraordinarily rare black lotus flower.
  • Market Value: 6,520 gp
  • 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)

  • Description: This uncommon positoxin is typically spread on surfaces to guard against undead intrusion. It blends easily with light-colored surfaces.
  • Acquisition: Made by mixing cremated remains of a holy person with holy water and drying the mixture in a place of religious importance.
  • Market Value: 750 gp
  • 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, taking 18 (4d8) radiant damage on a failed save or half as much on a success. Additionally:
    • The creature’s speed is reduced to 0 until the end of their next turn.
    • A poisoned creature is paralyzed but can repeat the saving throw at the end of each turn, ending the effect on itself with a success.

Brawler’s Bourbon (Contact Aquatoxin)

  • Description: Brawler’s bourbon resembles regular bourbon whiskey but contains a potent poison. Ingesting it grants immunity to its effects for 24 hours, often used by clever cheats.
  • Acquisition: Made from a narcotic plant resembling black corn that grows in the underdark. The kernels are ground and mixed with liquid, typically bourbon.
  • Market Value: 175 gp
  • 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. On a failed save by 5 or more:
    • The creature is also unconscious while poisoned in this way.
    • The creature wakes up if it takes damage or another creature uses an action to shake them awake.

Chuul Paralytic (Contact Venom)

  • Description: Chuul paralytic is more expensive than crawler mucus but is easier to modify and harder to treat.
  • Acquisition: Harvested from a dead or incapacitated chuul. Requires no further preparation.
  • Market Value: 450 gp
  • 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. While poisoned, the creature is paralyzed. The target can repeat the saving throw at the end of each turn, ending the effect with a success.

Crawler Mucus (Contact Venom)

  • Description: Derived from carrion crawlers, this poison is popular for its low cost and high efficacy.
  • Acquisition: Harvested from a dead or incapacitated crawler. Requires no further preparation.
  • Market Value: 200 gp
  • Legality: Regulated
  • Modification DC: 16
  • Medicine DC: 12
  • Saving Throw DC: 13
  • Effect: Same as Chuul Paralytic.

Poison Descriptions: Ingested Poisons


Assassin’s Blood (Ingested)

  • Description: Assassin’s blood is a subtle tool for eliminating targets, often mixed into food or drink.
  • Acquisition: Extracted from a rare tree called the blood tree, whose sap is thick, red, and poisonous. Requires no further preparation.
  • Market Value: 150 gp
  • 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:
    • Takes 6 (1d12) poison damage.
    • Is poisoned for 24 hours.
    • On a successful save, the creature takes half damage and isn’t poisoned.

Celestial Lightsblood (Ingested Banetoxin)

  • Description: The blood of celestials is potent and, when converted into a banetoxin, can cripple those who ingest it. It does not affect celestials.
  • Acquisition: Made from the blood of a willing celestial, mixed with blood from the target creature type and other banetoxin ingredients.
  • Market Value: 13,500 gp
  • 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:
    • Dexterity score decreases by 2 (minimum of 1).
    • Must repeat the saving throw at the beginning of their next turn.
    • On a subsequent failed save, Constitution score decreases by 2 (minimum of 1).
    • These scores can only be restored by the greater restoration spell or similar magic.

Depraved Decadence (Ingested Banetoxin)

  • Description: This unique toxin causes slow, painful death by starvation. It is considered cruel even by most assassins.
  • Acquisition: Rare ingredients and knowledge are required to craft this poison, often found through cruel poisoners.
  • Market Value: 9,500 gp
  • 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:
    • The creature can no longer gain sustenance from food.
    • Every two days without sustenance, the creature’s Constitution score decreases by 1.
    • If Constitution reaches 0, the creature dies.

Lockjaw (Ingested)

  • Description: Lockjaw causes mild paralysis, affecting the mouth and jaw muscles.
  • Acquisition: Made from a swamp weed that causes numbness when refined.
  • Market Value: 250 gp
  • 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:
    • Jaw muscles lock, and the tongue becomes numb.
    • The creature cannot speak or cast spells requiring verbal components for 10 minutes.

Midnight Tears (Ingested)

  • Description: Midnight Tears is an odorless, tasteless poison that takes effect at midnight, causing many nobles to die peacefully in their sleep.
  • Acquisition: Crafted from the leaves of a rare flower that blooms only at midnight and retracts before dawn.
  • Market Value: 1,500 gp
  • Legality: Illegal
  • Modification DC: 20
  • Medicine DC: 21
  • Saving Throw DC: 17
  • Effect: A creature ingesting this poison suffers no effects until midnight. If the poison is not neutralized by then:
    • The creature must succeed on a Constitution saving throw or take 31 (9d6) poison damage on a failed save (half as much on a success).

Mother’s Mercy (Ingested)

  • Description: This toxin resembles cow’s milk and causes a slow, painless death by rendering the victim unconscious.
  • Acquisition: Derived from the stems of a plant growing on a remote island.
  • Market Value: 600 gp
  • 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:
    • On a failed save, they are poisoned and must repeat the saving throw at the start of each turn.
    • Each failed save reduces their Constitution score by 2, then by 1 for each subsequent failure.
    • If Constitution reaches 0, they die.
    • After two successful saving throws, the poison ends, and their Constitution score is restored.

Nightmare Root (Ingested)

  • Description: Derived from a plant found in the abyss, Nightmare Root causes terrifying hallucinations during sleep.
  • Acquisition: Pulverized roots of a red and purple plant from the abyss.
  • Market Value: 1,450 gp
  • 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:
    • Sleep is haunted by fears and guilt.
    • The creature cannot benefit from long rests, gaining a point of exhaustion each day.
    • The poison leaves the system after 24 hours.

Poison Descriptions: Inhaled Poisons


Anosmia (Inhaled)

  • Description: This gas eliminates the sense of smell, which can be devastating for creatures that rely on it.
  • Acquisition: Made from paralytic or numbing agents through a long and involved refinement process.
  • Market Value: 800 gp
  • 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 others, it can no longer do so.
    • The creature automatically fails Wisdom (Perception) checks based on smell.
    • Creatures with the Keen Smell trait must succeed on a Wisdom saving throw or act as though affected by the confusion spell on their next turn.

Burnt Othur Fumes (Inhaled)

  • Description: Poisonous fumes created by burning a specialized compound, causing lingering damage.
  • Acquisition: Made by combining pulverized poisonous plants with fine black powder, molded and dried into a shape. When ignited, it releases toxic fumes.
  • Market Value: 500 gp
  • Legality: Illegal
  • Modification DC: 15
  • Medicine DC: 14
  • Saving Throw DC: 13
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature takes 10 (3d6) poison damage and repeats the save at the start of each turn.
    • Each successive failed save deals 3 (1d6) poison damage.
    • After three successful saves, the poison ends.

Dragon’s Breath (Inhaled Venom)

  • Description: The breath weapon of green dragons, distilled into a deadly poison.
  • Acquisition: Harvested from a dead or incapacitated adult or ancient green dragon. Requires no further preparation.
  • Market Value: 2,500–5,000 gp
  • Legality: Regulated
  • Modification DC: 24
  • Medicine DC: N/A
  • Saving Throw DC: 18–22
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature takes 56 (16d6) poison damage.
    • On a successful save, the damage is halved.
    • If derived from an ancient green dragon, the damage increases to 77 (22d6) and the save DC increases by 4.

Dretch Gas (Inhaled Venom)

  • Description: A noxious gas released by dretches, causing violent coughing fits and hindered actions.
  • Acquisition: Harvested from a dead or incapacitated dretch. Requires no further preparation.
  • Market Value: 200 gp
  • Legality: Regulated
  • Modification DC: 19
  • Medicine DC: 15
  • Saving Throw DC: 11
  • Effect: Dretch gas lingers for 1 minute or until dispersed by strong wind. Any creature starting its turn in the gas must make a Constitution saving throw:
    • On a failed save, the creature is poisoned until the start of its next turn.
    • While poisoned, the creature can take only an action or a bonus action, not both, and cannot take reactions.

Dust of the Desert Winds (Inhaled)

  • Description: A desiccating toxin favored by assassins in harsh climates, leaching moisture from victims.
  • Acquisition: Made from spores of a desert fungus that absorbs water.
  • Market Value: 120 gp
  • Legality: Legal
  • Modification DC: 15
  • Medicine DC: 14
  • Saving Throw DC: 11
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature takes 3 (1d6) poison damage and repeats the save at the start of each turn.
    • Each failed save deals 2 (1d4) poison damage.
    • The poison ends after five successful saves. If the creature consumes a liquid as an action, they automatically succeed the save for that turn.
    • This effect bypasses poison immunities but cannot affect creatures without natural bodily moisture (e.g., skeletons, iron golems).

Essence of Ether (Inhaled)

  • Description: Commonly known as “knock-out gas,” this poison is used for crowd control and nefarious purposes.
  • Acquisition: Vaporized from distilled narcotic plants.
  • Market Value: 300 gp
  • Legality: Regulated
  • Modification DC: 17
  • Medicine DC: 13
  • Saving Throw DC: 15
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature is poisoned for 8 hours and becomes unconscious.
    • The creature wakes if it takes damage or another creature takes an action to shake it awake.

Euphoria Breath (Inhaled Venom)

  • Description: The breath of faerie dragons, used recreationally and as an incapacitating agent.
  • Acquisition: Harvested from a dead or incapacitated faerie dragon. Requires no further preparation.
  • Market Value: 365 gp
  • 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:
    • On a failed save, for 1 minute the target cannot take reactions and must roll a d6 at the start of each turn to determine behavior:
      • 1–4: The target takes no action and uses all movement to move in a random direction.
      • 5–6: The target remains stationary and can only make a Wisdom saving throw to end the effect.

Fish out of Water (Inhaled Aquatoxin)

  • Description: A unique poison designed for underwater use, targeting aquatic creatures.
  • Acquisition: Made by distilling oils mixed with microscopic dried sponge fragments.
  • Market Value: 350 gp
  • 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:
    • On a failed save, the creature is poisoned for 1 hour and loses its ability to breathe underwater.
    • Suffocation rules apply as described in the Player’s Handbook (p. 183).

Poison Descriptions: Injury Poisons


Bearded Devil Venom (Injury Venom)

  • Description: A less powerful but still dangerous venom derived from bearded devils.
  • Acquisition: Harvested from a dead or incapacitated bearded devil. Requires no further preparation.
  • Market Value: 600 gp
  • 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, the target:
    • Cannot regain hit points.
    • Can repeat the saving throw at the end of each turn, ending the effect on a success.

Bloodfire Paste (Injury)

  • Description: A reddish-brown paste that reacts with a creature’s blood, igniting it and burning the victim from within.
  • Acquisition: Created from desert cactus fruit soaked in giant desert lizard saliva and distilled alcohol.
  • Market Value: 650 gp
  • 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:
    • On a failed save, the creature takes 11 (2d10) fire damage and must repeat the save at the start of each turn.
    • Each successive failed save deals 3 (1d6) fire damage.
    • After three successful saves, the poison ends. This effect bypasses poison immunity but cannot affect creatures without blood.

Bone Devil’s Sting (Injury Venom)

  • Description: A potent venom from bone devils, comparable to wyvern poison.
  • Acquisition: Harvested from a dead or incapacitated bone devil. Requires no further preparation.
  • Market Value: 1,000 gp
  • Legality: Illegal
  • Modification DC: 19
  • Medicine DC: N/A
  • Saving Throw DC: 14
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature takes 17 (5d6) poison damage and is poisoned for 1 minute.
    • On a successful save, the creature takes half damage and is not poisoned.
    • The target can repeat the saving throw at the end of each turn, ending the effect on a success.

Celestial Essence (Injury Positoxin)

  • Description: A golden, viscous substance that glows faintly, made from celestial blood and holy water.
  • Acquisition: Mixed from celestial blood and holy water. If the celestial dies before the poison is delivered, it becomes ineffective and turns dull gray.
  • Market Value: 400 gp
  • 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. The poison remains potent for 1 minute after application.

Centipede Venom (Injury Venom)

  • Description: A common venom that paralyzes rather than kills, leaving the victim helpless for a short time.
  • Acquisition: Harvested from a dead or incapacitated giant centipede. Requires no further preparation.
  • Market Value: 200 gp
  • 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:
    • On a failed save, the creature takes 10 (3d6) poison damage.
    • If the poison reduces the target to 0 hit points, the creature becomes stable but remains poisoned for 1 hour and is paralyzed while poisoned.

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Cockatrice Saliva (Injury Venom)

  • Description: Saliva from a cockatrice that causes petrification upon contact.
  • Acquisition: Harvested from a dead or incapacitated cockatrice. Requires no further preparation.
  • Market Value: 750 gp
  • 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:
    • On a failed save, the creature begins to turn to stone and is restrained.
    • The creature 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)

  • Description: A poison used almost exclusively by drow to subdue enemies with minimal effort.
  • Acquisition: Made exclusively by drow in places far removed from sunlight.
  • Market Value: 200 gp
  • 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:
    • On a failed save, the creature is 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 another creature uses an action to shake it awake.

Elemental Contra (Injury Banetoxin)

  • Description: A specialized banetoxin that targets specific elemental damage types (cold, fire, or lightning) and creature types.
  • Acquisition: Made by mixing blood from the target creature type with pulverized crystallized elemental energy from the elemental planes.
  • Market Value: 3,100 gp
  • Legality: Legal
  • Modification DC: 21
  • Medicine DC: 22
  • Saving Throw DC: 25
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature loses immunity or resistance to the poison’s specified elemental damage type and gains vulnerability to that type for 1 minute or until cured.

Poison Descriptions: Injury Poisons (Continued)


Ettercap Venom (Injury Venom)

  • Description: A mild but effective venom harvested from the spider-like creatures known as ettercaps.
  • Acquisition: Harvested from a dead or incapacitated ettercap. Requires no further preparation.
  • Market Value: 50 gp
  • Legality: Illegal
  • Modification DC: 13
  • Medicine DC: 15
  • Saving Throw DC: 11
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature takes 4 (1d8) poison damage and is poisoned for 1 minute.
    • The creature can repeat the saving throw at the end of each turn, ending the effect on a success.

Grell Venom (Injury Venom)

  • Description: A non-lethal venom extracted from the aberrant creatures known as grells.
  • Acquisition: Harvested from a dead or incapacitated grell. Requires no further preparation.
  • Market Value: 150 gp
  • 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:
    • On a failed save, the creature is poisoned for 1 minute and paralyzed.
    • The creature can repeat the saving throw at the end of each turn, ending the effect on a success.

Imp Venom (Injury Venom)

  • Description: A potent venom derived from imps, rivaling the venom of giant snakes.
  • Acquisition: Harvested from a dead or incapacitated imp. Requires no further preparation.
  • Market Value: 200 gp
  • 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:
    • On a failed save, the creature takes 10 (3d6) poison damage.
    • On a successful save, the damage is halved.

Lichbane Poison (Injury Positoxin)

  • Description: A bone-white unguent that is devastating to undead spellcasters and creatures reliant on mental abilities.
  • Acquisition: Created by mixing residuum with holy water and allowing it to dry under the effects of an anti-magic field.
  • Market Value: 650 gp
  • 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 Intelligence, 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 success, the reduction is reversed.
      • On a failure, the reduction becomes permanent and can only be cured by greater restoration or similar magic.

Liquid Mortality (Injury Positoxin)

  • Description: An extraordinarily rare and expensive positoxin feared by undead, said to be mythical by some.
  • Acquisition: Crafted by high-ranking clergy of a death deity to destroy undead that defy the natural order.
  • Market Value: 1,250 gp
  • Legality: Legal
  • Modification DC: 25
  • Medicine DC: N/A
  • Saving Throw DC: 22
  • Effect: An undead creature subjected to this poison must succeed on a Constitution saving throw:
    • On a failed save, the creature’s Strength score is permanently reduced by 2.
    • If Strength is reduced to 0, the undead is destroyed and cannot be reanimated except by a wish spell.
    • Strength reduction can be restored by greater restoration or similar magic.

Metabolite (Injury Banetoxin)

  • Description: A magical tranquilizer developed to render even the most dangerous creatures more manageable.
  • Acquisition: Requires highly advanced alchemical techniques and rare ingredients.
  • Market Value: 1,200 gp
  • 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:
      • The creature’s speed is halved.
      • The creature takes a -2 penalty to AC and Dexterity saving throws.
      • The creature cannot use reactions.
      • The creature can only use an action or bonus action, not both.
      • If the creature casts a spell with a 1-action casting time, roll a d20:
        • On an 11 or higher, the spell does not take effect until the creature’s next turn, requiring an action to complete the spell.
    • The creature repeats the saving throw at the end of each turn:
      • On a success, the effect ends.
      • On a failure, the poison’s DC decreases by 10.

Naga Venom (Injury Venom)

  • Description: A deadly and rare venom extracted from the mythical naga.
  • Acquisition: Harvested from a dead or incapacitated naga. Requires no further preparation.
  • Market Value: 1,900–2,150 gp
  • Legality: Regulated
  • Modification DC: 17
  • Medicine DC: N/A
  • Saving Throw DC: 13–15
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature takes 31 (7d8) poison damage.
    • If harvested from a guardian naga, the damage increases to 45 (10d8) and the save DC increases by 2.

Pit Fiend Venom (Injury Venom)

  • Description: Among the rarest and most powerful poisons, this venom is extracted from pit fiends.
  • Acquisition: Harvested from a dead or incapacitated pit fiend. Requires no further preparation.
  • Market Value: 17,000 gp
  • Legality: Illegal
  • Modification DC: 25
  • Medicine DC: 30
  • Saving Throw DC: 21
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature is poisoned and cannot regain hit points.
    • The creature takes 21 (6d6) poison damage at the start of each turn.
    • The creature can repeat the saving throw at the end of each turn, ending the effect on a success.

Poison Descriptions: Multitype Poisons


Antithesis (Ingested or Injury Aquatoxin)

  • Description: A specialized aquatoxin designed to hinder both land and aquatic creatures.
  • Acquisition: Created from distilled venom mixed with a unique algae extract that thrives in saltwater.
  • Market Value: 1,300 gp
  • Legality: Illegal
  • Modification DC: 20
  • Medicine DC: 18
  • Saving Throw DC: 14
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature is poisoned for 1 hour.
    • If the creature has the ability to breathe underwater, it loses this ability for the duration.

Basic Aquatoxin (Ingested or Injury Aquatoxin)

  • Description: A common and affordable aquatoxin used against amphibious creatures.
  • Acquisition: Easily created from aquatic plant matter and natural toxins.
  • Market Value: 125 gp
  • Legality: Legal
  • Modification DC: 12
  • Medicine DC: 10
  • Saving Throw DC: 10–12
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature takes 5 (2d4) poison damage and is poisoned for 1 minute.
    • Creatures with the ability to breathe underwater have disadvantage on the saving throw.

Basic Banetoxin (Ingested or Injury Banetoxin)

  • Description: A basic banetoxin tailored to target specific creature types.
  • Acquisition: Created from general alchemical materials and infused with a sample of the target creature type’s blood.
  • Market Value: 1,500 gp
  • Legality: Legal
  • Modification DC: 25
  • Medicine DC: 20
  • Saving Throw DC: 25
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature suffers effects specific to its creature type as described in the banetoxin’s variant rules.

Basic Poison (Ingested or Injury)

  • Description: A simple, non-lethal poison commonly used for training or deterring threats.
  • Acquisition: Can be crafted from everyday toxic substances.
  • Market Value: 100 gp
  • Legality: Legal
  • Modification DC: 10
  • Medicine DC: 10
  • Saving Throw DC: 10
  • Effect: A creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature takes 3 (1d6) poison damage and is poisoned for 1 minute.

Basic Positoxin (Ingested or Injury Positoxin)

  • Description: A mild positoxin used to hinder undead creatures.
  • Acquisition: Crafted from holy water and consecrated soil.
  • Market Value: 125 gp
  • Legality: Legal
  • Modification DC: 12
  • Medicine DC: 12
  • Saving Throw DC: 10
  • Effect: An undead creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the creature takes 6 (1d12) radiant damage and is poisoned for 1 minute.

Betrayer’s Inception (Contact or Ingested)

  • Description: An incredibly rare and dangerous poison used to alter a victim’s loyalty or behavior.
  • Acquisition: Requires obscure magical ingredients and an infusion of corrupted celestial essence.
  • Market Value: Unknown
  • Legality: Illegal
  • Modification DC: 25
  • Medicine DC: 25
  • Saving Throw DC: 22
  • Effect: A creature subjected to this poison must succeed on a Wisdom saving throw:
    • On a failed save, the creature becomes charmed by the poisoner for 1 hour and is compelled to follow their orders.
    • If the creature takes damage from the poisoner or their allies, they can repeat the saving throw.

Bloodwine (Ingested or Injury Positoxin)

  • Description: A versatile positoxin designed to harm undead and heal the living.
  • Acquisition: Created by mixing the blood of a holy creature with blessed wine.
  • Market Value: 250 gp
  • Legality: Legal
  • Modification DC: 15
  • Medicine DC: 18
  • Saving Throw DC: 11
  • Effect: A living creature subjected to this poison heals 5 (1d10) hit points. An undead creature subjected to this poison must make a Constitution saving throw:
    • On a failed save, the undead creature takes 10 (3d6) radiant damage.

Ghost Blossom Extract (Ingested or Injury)

  • Description: A hallucinogenic poison derived from the rare ghost blossom plant.
  • Acquisition: The extract is distilled from ghost blossom petals found in the Feywild.
  • Market Value: 430 gp
  • Legality: Illegal
  • Modification DC: 13
  • Medicine DC: 15
  • Saving Throw DC: 13
  • Effect: A creature subjected to this poison must succeed on a Wisdom saving throw:
    • On a failed save, the creature is poisoned for 1 minute and experiences vivid hallucinations.
    • While poisoned, the creature has disadvantage on Wisdom (Perception) checks and attack rolls.

Lich Dust (Ingested or Inhaled)

  • Description: A lethal toxin made from powdered remains of a lich.
  • Acquisition: Requires the carefully processed remains of a destroyed lich.
  • Market Value: 2,400 gp
  • Legality: Illegal
  • Modification DC: 24
  • Medicine DC: 22
  • Saving Throw DC: 18
  • Effect: A creature subjected to this poison must succeed on a Constitution saving throw:
    • On a failed save, the creature takes 36 (8d8) necrotic damage and is poisoned for 1 hour.
    • On a successful save, the creature takes half damage and is not poisoned.

Tears of the Infernal (Contact or Injury)

  • Description: A rare and expensive poison created from distilled infernal essence.
  • Acquisition: Requires materials harvested from powerful fiends and specific alchemical expertise.
  • Market Value: 7,650 gp
  • Legality: Illegal
  • Modification DC: 25
  • Medicine DC: 25
  • Saving Throw DC: 22
  • Effect: A creature subjected to this poison must succeed on a Constitution saving throw:
    • On a failed save, the creature takes 66 (12d10) poison damage and is poisoned for 1 minute.
    • On a successful save, the damage is halved, and the creature is not poisoned.

Additional Rules and Special Cases


Harvesting Poisons

Many poisons in this supplement can be harvested from creatures that naturally produce them, such as venoms or infernal essences. Harvesting requires time, skill, and tools.

  • Time Required: Harvesting poison from a creature takes 1d6 minutes.
  • Skill Check: Make a DC 20 Intelligence (Nature) or Wisdom (Survival) check. If you are proficient with the poisoner’s kit, add your proficiency bonus to the check.
  • Success: On a successful check, you harvest enough poison for a single dose.
  • Failure: On a failed check, the poison is rendered unusable. If you fail by 5 or more, you are subjected to the poison’s effects unless you are immune.

Poison Longevity

Poison remains potent for a limited time depending on its type and application.

  • Contact Poisons: Lose potency after 24 hours unless reapplied.
  • Ingested Poisons: Remain potent indefinitely as long as they are stored in airtight containers.
  • Inhaled Poisons: Disperse immediately upon exposure to air and are only usable once.
  • Injury Poisons: Lose potency after 8 hours unless applied to a weapon.

To extend a poison’s longevity, a character proficient with a poisoner’s kit can use an action to stabilize the poison with alchemical additives. This process requires 10 gp worth of materials per dose and adds 7 days to its lifespan.


Poisons are categorized by their legality, which affects their availability and potential consequences for use.

  • Legal: These poisons are widely accepted in society, often used for medicinal or pest control purposes.
  • Regulated: These poisons require special licenses to purchase or use, often restricted to specific guilds, organizations, or government agents.
  • Illegal: These poisons are banned outright. Possession, use, or trade is punishable by law.

Resistance and Immunities

Certain creatures have resistances or immunities that affect how poisons work.

  • Immunity to Poison Damage: Creatures immune to poison damage cannot be harmed by poisons that deal poison damage but may still be affected by other effects (e.g., paralysis, petrification) if the poison specifies.
  • Resistance to Poison Damage: Creatures with resistance take half damage from poisons that deal poison damage but are otherwise affected normally.
  • Magic Resistance: Magic resistance does not apply to poisons unless the poison’s effects are explicitly magical in nature.

Magical Poisons

Magical poisons have unique properties that set them apart from mundane poisons.

  • Bypassing Resistance: Some magical poisons can bypass poison resistance or immunity entirely. This property will be listed in the poison’s description.
  • Duration Extension: Magical poisons often last longer than their mundane counterparts, with durations measured in weeks or months instead of days.
  • Spell Effects: Magical poisons can replicate or enhance the effects of specific spells, such as hold person or bestow curse. These effects are treated as magical for the purpose of dispelling or countering them.

Crafting Custom Poisons

Players can work with the Dungeon Master to create unique poisons tailored to their needs.

  1. Determine Base Poison: Choose an existing poison as the foundation.
  2. Choose Modifications: Add effects or adjust properties like saving throw DC, damage, or duration.
  3. Adjust Cost: Each modification increases the crafting cost by 25–50%.
  4. Determine Crafting Time: Crafting a custom poison typically takes 1d4 weeks, reduced by half for each additional proficient helper.

Example Custom Poison: “Soulbinder’s Venom”

  • Base Poison: Contact poison with paralysis effect.
  • Modifications: Add necrotic damage and extend the duration to 10 minutes.
  • Crafting Cost: 300 gp base + 150 gp for modifications = 450 gp.
  • Crafting Time: 2 weeks (base) reduced to 1 week with a helper.
  • Final Effect: A creature subjected to this poison takes 3d6 necrotic damage and is paralyzed for 10 minutes on a failed Constitution saving throw (DC 15).

Appendix: Poison Crafting, Tools, and References


Poison Crafting Tools

To craft, modify, or treat poisons, the following tools and materials are essential:

Poisoner’s Kit

A poisoner’s kit is the primary tool for working with poisons. It includes vials, mortar and pestle, chemicals, and gloves. Proficiency with this kit allows you to add your proficiency bonus to crafting, identifying, or modifying poisons.

  • Cost: 50 gp
  • Weight: 5 lbs

Alchemical Ingredients

The base ingredients required for poisons vary depending on the type. They can include venom, rare herbs, or magical essences. Players can forage, purchase, or trade for these ingredients.

  • Common Ingredients: 1–10 gp (e.g., basic herbs, common venoms).
  • Rare Ingredients: 50–500 gp (e.g., dragon venom, celestial blood).
  • Exotic Ingredients: 1,000 gp+ (e.g., infernal ichor, lich dust).

Skill Checks for Poison Crafting

Intelligence (Nature)

Used to identify or harvest natural ingredients, such as venom from a creature or poisonous plants in the wild.

Wisdom (Survival)

Used to locate poisonous plants or creatures in a natural environment.

Wisdom (Medicine)

Used to treat creatures affected by poisons or to create antidotes.

Intelligence (Arcana)

Used to craft or identify magical poisons.


Example Crafting DCs

TaskDCDescription
Harvest common poison ingredients10Collecting plants, animal venoms, or basic toxins.
Harvest rare poison ingredients15Requires tracking rare creatures or plants.
Identify a poison15Using sight, smell, or taste to recognize a poison.
Craft a basic poison15Requires proficiency with the poisoner’s kit.
Craft a potent poison20Includes advanced poisons or magical effects.

Antidotes and Cures

Poisons can often be treated or neutralized using antidotes, which can be crafted or purchased.

Crafting Antidotes

To create an antidote, the character must know the specific poison affecting the target. Crafting requires:

  • Proficiency: Medicine or Poisoner’s Kit.
  • DC: Same as the poison’s saving throw DC.
  • Time and Cost: 1 hour and materials costing half the poison’s value.

Example Antidotes

Basic Antidote

  • Cost: 50 gp
  • Effect: Neutralizes any poison with a DC of 10 or lower.

Advanced Antidote

  • Cost: 500 gp
  • Effect: Neutralizes poisons with a DC of 15 or lower.

Magical Antidote

  • Cost: 1,500 gp
  • Effect: Neutralizes any poison, including magical poisons.