Given their insidious and deadly nature, creating, possessing and using poisons is highly illegal in most societies but is a still a favorite tool among assassins, drow, and other evil creatures. Illegality does not stop the existence of poisons, but it forces the prices up, making it very expensive. A black-market dealer or unscrupulous apothecary might keep a hidden stash and characters with criminal contacts might be able to acquire poison. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek.
During downtime between adventures a character can use the Alchemy - Prepare poisons or Herbalism - Prepare poisons skills to create poisons. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure.
A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod. The kit allows you to apply poisons and create them from various materials.
A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 15 Intelligence (Nature) check. On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature’s poison.
These poisons must be harvested from a recently dead or incapacitated creature. It requires no further preparation.
Poison | Type | Price per Dose |
---|---|---|
Aboleth oil | Contact | 250 gp |
Bearded devil venom | Injury | 60 gp |
Bone devil’s sting | Injury | 100 gp |
Carrion crawler mucus | Contact | 20 gp |
Centipede venom | Injury | 20 gp |
Cockatrice saliva | Injury | 75 gp |
Ettercap venom | Injury | 5 gp |
Imp venom | Injury | 20 gp |
Naga venom | Injury | 200 gp |
Pit Fiend Venom | Injury | 1,700 gp |
Pseudodragon Venom | Injury | 12 gp |
Purified Couatl Venom | Injury | 70 gp |
Purple worm poison | Injury | 200 gp |
Scorpion venom | Injury | 10 gp |
Serpent venom | Injury | 10 gp |
Spider venom | Injury | 20 gp |
Vrock spores | Inhaled | 60 gp |
Wasp’s Sting | Injury | 25 gp |
Wyvern venom | Injury | 120 gp |
Each type of poison has its own debilitating effects.
Aboleth Oil (Contact). Aboleth oil is impossibly rare, and incredibly dangerous. Coming into contact with it accidentally can quickly spell death for most creatures.
A creature subjected to this oil must make a DC 14 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 that they have been affected. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 1d12 acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Bearded Devil Venom (Injury). A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bone Devil’s Sting (Injury). A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 minute. On a successful save, the target takes half damage and is not poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Carrion Crawler Mucus (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Centipede Venom (Injury). Centipede venom is uncommon and has some unusual properties. It cannot kill, but instead leaves the victim in a helpless, paralyzed state for a short period of time. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Cockatrice Saliva (Injury). Cockatrice saliva is potentially one of the most dangerous poisons in existence. While its effects are relatively easy to resist, being subjected to them can quickly turn a creature to stone, rendering it helpless. A creature subjected to this venom must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It 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.
Ettercap Venom (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 1d8 poison damage and becoming poisoned for 1 minute on a failed save. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Imp Venom (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
Naga Venom (Injury). A creature subjected to the venom of a spirit naga must succeed on a DC 13 Constitution saving throw, taking 7d8 poison damage on a failed save, or half as much damage on a successful one. If the poison has been harvested from a guardian naga, this damage increases to 10d8 and the saving throw DC increases by 2; the value of the poison also increases by 250g.
Pit Fiend Venom (Injury). A creature subjected to this poison must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 6d6 poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pseudodragon Venom (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be 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 if another creature takes an action to shake it awake.
Purified Couatl Venom (Injury). Couatl venom is different from the venom of most other creature’s in that is requires a refinement process to use, and it loses its potency if taken from an unwilling couatl. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. This effect ignores immunity to the poisoned condition.
Purple Worm Poison (Injury). A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one.
Scorpion Venom (Injury). A creature subjected to this poison must make a DC 9 Constitution saving throw, taking 1d8 poison damage on a failed save, or half as much damage on a successful one. If the poison has been harvested from a giant scorpion, the damage increases to 4d10 and the saving throw DC increases by 3; the value of the poison also increases to 1,100gp.
Serpent Venom (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
Spider Venom (Injury). A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or take 1d4 poison damage. If the poison has been harvested from a giant wolf spider, the damage increases to 2d6 and the saving throw DC increases to 11. Additionally, the creature takes half damage on a failed save, and if the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. The value of the poison also increases to 160gp. If the poison has been harvested from a giant spider, this damage increases to 2d8 and the value of the poison increases to 200gp.
Vrock Spores (Inhaled). A creature subjected to these spores must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 1d10 poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
Wasp’s Sting (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Wyvern Poison (Injury). A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one.
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.
Poison | Type | Price per Dose |
---|---|---|
Black Ivy Paste | Contact | 20gp |
Black Lotus Extract | Contact | 650 gp |
Goodbye Kiss | Contact | 160 gp |
Oil of Taggit | Contact | 40 gp |
Sunlight Oil | Contact | 130 gp |
Each type of poison has its own debilitating effects.
Black Ivy Paste (Contact). The black ivy plant is rare, but extremely poisonous. Its leaves can be ground into a thin paste and spread upon surfaces to injure those that touch it.
A creature subjected to this poison must make a DC 16 Constitution saving throw or take 1d6 poison damage. The paste retains its potency until a total of at least 10 damage has been dealt.
Black Lotus Extract (Contact). The flower known as the black lotus is legendary. Its properties allow it to be used for a number of purposes, but creating a poison out of the nectar is one of many uses.
A creature subjected to this poison takes 10d10 poison damage. A successful DC 20 save halves the damage.
Goodbye Kiss (Contact). Some would-be assassins seem much friendlier than they really are. The goodbye kiss is a poison modified from midnight tears so that it can be applied to the lips without harming the poisoner. The poisoner must first coat the area of their skin that will come in contact with the poison in the nectar of the flower that midnight tears are made from.
A creature subjected to 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 9d6 poison damage on a failed save, or half as much damage on a successful one.
Oil of Taggit (Contact). There are several rare plants with narcotic properties that this oil is able to be extracted from.
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.
Sunlight Oil (Contact). Sunlight oil is crafted by clerics of the sun god, and is the primary choice for fighting any form of undead. It will lose its potency if it is not exposed to direct sunlight for 24 hours. The oil is made from oil that has been blessed by the clergy of the sun god and infused with the sun’s magic. The blessed oil must either have the daylight spell cast upon it every day at dusk for a month, or have the full duration of the sunbeam spell channeled into it.
An undead creature subjected to this poison must succeed on a DC 18 Constitution saving throw or take 6d8 radiant damage and be blinded until the end of the beginning of your next turn. On a successful save, they take half damage and are not blinded. Creatures with sunlight sensitivity have disadvantage on their saving throw.
A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The DM may 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.
Poison | Type | Price per Dose |
---|---|---|
Assassin’s Blood | Ingested | 15 gp |
Deadly Nightshade | Ingested | 20 gp |
Depraved Decadence | Ingested | 950 gp |
Hemlock | Ingested | 50 gp |
Lockjaw | Ingested | 25 gp |
Midnight Tears | Ingested | 150 gp |
Nightmare Root | Ingested | 145 gp |
Pale Tincture | Ingested | 25 gp |
Pallid Serpent’s Deception | Ingested | 134 gp |
Strychnine | Ingested | 40 gp |
Torpor | Ingested | 60 gp |
Touch of Servility | Ingested | 20 gp |
Truth Serum | Ingested | 15 gp |
Each type of poison has its own debilitating effects.
Assassin’s Blood (Ingested). Assassin’s blood is the primary tool of assassins that wish to subtly eliminate their targets, often mixing a dose into food or drink.
A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 1d12 poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
Deadly Nightshade (Ingested). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 8 hours. The poisoned creature gains 1 level of exhaustion. If the saving throw fails by 5 or more, the creature is also paralyzed while poisoned. Also known as belladonna, this poison is often used as a foundation for brewing a potion of flying.
Depraved Decadence (Ingested). This poison causes slow, painful death by starvation. Using this banetoxin is considered cruel even by the standards of most assassins.
A creature subjected to this poison must make a DC 20 Constitution saving throw. On a failed save, a creature can no longer receive sustenance by consuming food. Every two days the creature goes without sustenance, their Constitution score decreases by 1. If a creature’s Constitution score reaches 0 due to this effect, they die.
Hemlock (Ingested). A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or become poisoned for 12 hours. The poisoned creature has their speed halved. If the saving throw fails by 5 or more, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the paralysis on a success.
Lockjaw (Ingested). Lockjaw is a mild paralytic that loses its potency before it is even swallowed, thereby only affecting the mouth and jaw. It can be made from a weed that grows in swampy areas. On its own, the weed only causes mild numbness, but once refined it is a decent paralytic.
A creature subjected to this poison must make a DC 11 Constitution saving throw. On a failed save, the creature’s jaw muscles lock and its tongue falls numb. An affected creature cannot speak or cast spells that require verbal components for 10 minutes.
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 9d6 poison damage on a failed save, or half as much damage on a successful one.
Nightmare Root (Ingested). This poison comes from the pulverized roots of a twisting red and purple plant deep within the abyss. A creature subjected to this poison must make a DC 19 Constitution saving throw. On a failed save, the creature’s sleep is haunted with a combination of their greatest fears and everything they’ve ever done wrong. An affected creature cannot benefit from long rests, and therefore gains a point of exhaustion at the beginning of the next day. The poison leaves the creature’s system 24 hours after ingestion.
Pale Tincture (Ingested). Deep within damp caves and frequently in the underdark, there is a rare fluorescent mushroom that slowly secretes a thick, acrid substance that can be used to make this poison.
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 1d6 poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 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.
Pallid Serpent’s Deception (Ingested). Upon ingestion, the victim begins experiencing terrible headaches and visual hallucinations. They often see things twisting and warping, with vile and hideous creatures seeking to cause them harm. Those in the throes of the poison often lash out at those around them, believing that they have suddenly been surrounded by monstrosities.
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw, taking 4d10 psychic damage on a failed save, and must repeat the saving throw at the start of each of its turns. On a successful save, the effect ends. While the creature remains poisoned in this way, it must succeed a Wisdom saving throw at the end of each of its turns, taking 2d10 psychic damage on a failed save.
Strychnine (Ingested). A creature subjected to this poison must succeed on a DC 14 Constitution saving throw. On a failed save, the creature takes 4d6 poison damage and become poisoned for 8 hours. The poison causes convulsions when a poisonous creature is exposed to loud noises or pain. After taking damage, the creature must make a DC 17 Constitution saving throw or become incapacitated for 1 minute. If the creature takes thunder damage they have disadvantage on this saving throw. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Torpor (Ingested). Torpor has been used recreationally in small doses throughout history, but in its concentrated form it has many sinister capabilities. 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.
Touch of Servility (Ingested). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature loses much of its free will and is highly suggestible. The creature has disadvantage on Wisdom saving throws, and is considered charmed by all creatures.
Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
These poisons are powders or gases 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.
Poison | Type | Price per Dose |
---|---|---|
Anosmia | Inhaled | 80 gp |
Burnt Othur Fumes | Inhaled | 50 gp |
Dreamweed | Inhaled | 15 gp |
Dust of the Desert Winds | Inhaled | 120 gp |
Essence of Ether | Inhaled | 30 gp |
Insanity Mist | Inhaled | 225 gp |
Malice | Inhaled | 25 gp |
Noxious aromatic | 15 gp |
Each type of poison has its own debilitating effects.
Anosmia (Inhaled). A creature subjected to this poison must make a DC 18 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 other creatures, it can no longer do so. The creature automatically fails any Wisdom (Perception) check that relies on smell. If the creature has the keen smell trait, it must also succeed on a Wisdom saving throw or act as though affected by the confusion spell during their next turn.
Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 1d6 poison damage. After three successful saves, the poison ends.
Dreamweed (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 8 hours. This poison is known for causing pleasing hallucinations and vivid dreams, and while poisoned the creature has disadvantage on Wisdom (Perception) checks and saving throws to avoid falling asleep. Repeated use has been known to cause madness.
Dust of the Desert Winds (Inhaled). Beneath the desert sands grows a fungus that draws moisture from its surroundings. The spores of this fungus can be gathered and stored for later use as a poison. This poison begins immediately leaching all of the moisture from a victim’s body after it has entered through the mucous membranes. Once dead, the victim is little more than a desiccated husk.
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or take 1d6 necrotic damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 1d4 necrotic damage. After five successful saves, the poison ends. If the creature spends its action consuming a liquid, it automatically succeeds the saving throw for that turn. This effect cannot affect a creature with no natural bodily moisture (such as a Skeleton or an Iron Golem).
Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 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.
Insanity Mist (Inhaled). A creature subject to this poison must succeed a DC 15 Constitution saving throw or gain an effect listed on the short-term madness table within the DM’s Guide (page 259). The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Noxious aromatic. This glass container of foul-smelling oil shatters easily upon impact. As an action, you can throw this flask up to 20 ft, shattering it on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. If a creature with the scent ability is standing in the square of impact, it must succeed at a DC 14 Constitution save or be incapacitated for 1d4+1 rounds. Any creature with scent in an adjacent square must succeed at a DC 12 Constitution save or be poisoned for 1 round. Creatures without the scent ability are not affected by noxious aromas.
Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage, and generally remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Poison | Type | Price per Dose |
---|---|---|
Bloodfire Paste | Injury | 65 gp |
Drow Poison | Injury | 20 gp |
Healer’s Bane | Injury | 50 gp |
Woundweal | 50 gp |
Each type of poison has its own debilitating effects.
Bloodfire Paste (Injury). Once injured, the poison reacts with the creatures blood and begins igniting from within, causing a creature to quickly burn from the inside out. A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 2d10 fire damage on a failed save, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 1d6 fire damage. After three successful saves, the poison ends. This effect cannot effect a creature without blood.
Drow Poison (Injury). 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 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Healer’s Bane (Injury). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 48 hours. The poisoned creature cannot recover hit points from resting or expending hit dice. If the creature receives magical healing they must make a DC 14 Constitution saving throw. On a failure, the hit points gained are temporary hit points that last 1 hour. On a successful saving throw the creature recovers half the normal amount of hit points.
Woundweal. This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries. All Medicine checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.