Drugs
Many substances can be beneficial when used certain ways and harmful in others. Substances with medicinal and recreational uses are listed here along with their potential weponised uses.
Alcohol |
Medicinal (liquid) | Contact (toxin) | 1 gp |
Medicinal alcohol can be used to prevent infection and aid healing. When applied to a wound, the healing effect of a long rest is doubled. |
Recreational (liquid) | Ingested (toxin) | 1 sp |
Recreational alcohol use comes in a wide variety of forms, so this is meant to provide a general case for one average drink - approximately a shot of spirits or a pint of beer.
After each drink, the drinker must make a CON save with DC equal to 8 plus 2 for each drink they've had within the last 4 hours. On a success, the user gains the Drunken status (+2 STR, -2 INT. Disadvantage on Persuasion, Insight. Advantage vs Fear. cleared by long or short rest.) On a failure, the user is poisoned until the end of their next long rest. |
Cap |
Medicinal (liquid) | Ingested (animal) | 1 gp |
The blood of ettercaps can be made into a simple medical solution capable of restoring 2d8 hitpoints. |
Recreational (liquid) | Ingested (toxin) | 5 gp |
Recreational cap use involves refining the blood to remove most of the protein and isolate its active ingredients. Users feel a heightened sense of awareness and gain +2 INT and WIS for two hours. For the following two hours, users feel relaxed and calm, gaining +2 CHA and DEX for two hours.
Addiction:
Users who are not yet addicted to cap must make a DC 20 CON save four hours after consumption. On a failure, they suffer two permanent levels of exhaustion that cannot be removed by normal means. Consumption of more cap (medicinal or recreational) alleviates the exhaustion for four hours. |
Mandrake |
Medicinal (whole root) | Ingested (vegetal) | 1 gp |
Beneficial against inflammation, a tea made from a whole root of mandrake restores 2d6 hitpoints that were lost to bludgeoning, force, slashing or piercing damage. |
Weaponised (powdered) | Ingested (vegetal) | 1 gp |
An overdose of mandrake can cause severe discomfort. Its victim must succeed on a DC 10 CON save or be poisoned for 2d6 minutes. While poisoned, the victim suffers hallucinations and their Wisdom score is reduced by 1d4. |
Opium |
Medicinal (powder/pill) | Ingested (toxin) | 2 gp |
This brown powder with smell of coffee dissolves in a drink and calms the mind and nerves. The user may ignore a condition that causes them to have disadvantage on DEX, INT, WIS, or CHA rolls for four hours after use. |
Recreational (liquid) | Inhalant (toxin) | 8 gp |
A thick black liquid that is smoked recreationally by coating a tobacco cigar, or directly in a pipe. The user experiences a building euphoria as they consume, and becomes withdrawn from the world around them. The user gains -2 INT and +2 WIS for one hour.
Addiction:
Six hours after smoking any opium the user must DC 15 CON save or suffer a level of exhaustion, which can be cured normally or by smoking more. |
Weaponised (liquid) | Ingested (toxin) | 4 gp |
A black liquid designed to disable. Adds a bitter taste when mixed with food or drink. Its victim must make a DC 15 CON save or become incapacitated by visions for 2d4 rounds and get -4 INT from lingering ghosts for an hour. |
Tobacco |
Recreational (Cigar) | Inhalant (vegetal) | 2 sp (five doses) |
A single tobacco cigar contains enough to smoke several times, or over the course of a long period. Some prefer miniature cigars called cigarillos, five of which are mechanically the same as one cigar. After smoking for five minutes, the user gains +2 WIS for 20 minutes (non-cumulative).
Addiction:
The following day after smoking tobacco, the user makes a CON save equal to 10 plus the number of doses they took the previous day. On a failure they suffer exhaustion which can be removed by smoking more tobacco, but this exhaustion re-occurs every day until the user goes four consecutive days without smoking. |
Recreational (Chaw) | Ingested (vegetal) | 1 sp (five doses) |
A bag of shredded tobacco meant to be chewed and kept tucked behind the lip. Mechanically as above, except:
Ingestion takes 15 minutes per dose.
The user must spit their used chaw when finished.
Addiction effects subside after two days. |
Marijuana |
Also Known As: Weed, Grass, Sweetleaf, Halfling Herb, Halfling Grass, Halfling Flower, Reefer, Beefer, Bud, Nuggs, Correlon Flower |
Recreational (Smoked) | Inhalant (vegetal) | 5 sp (five doses) |
A single nugget of dried marijuana can be made into five sizeable joints. Smoking a joint takes 15 minutes and gives the user advantage on CON and WIS checks and disadvantage on INT and DEX checks until their next rest.
Addiction:
The day after smoking weed, the user is kinda antsy. If they have the opportunity to smoke more weed they must make a DC 10 WIS save not to do so. |
Poisons
Deadly poisons, venoms, inhalants and acids come in many forms. From commonly available weeds to rare and potent mixtures of monster secretions each one of these is a valuable tool in an assassin's kit.
In certain parts of the world where poison-immune people congregate, some of these may be used recreationally; most notably by naga and yuan-ti, who do not experience much effect from traditional drugs.
If the normal effects would apply the poisoned status, the poison-immune user experiences something like being drunk. For more specific effects, use a recreational analog to the effect - Coulabine's Lv4 Exhaustion provides a pleasant if somewhat overwhelming comfortable sleepiness.
Prices listed are for one dose unless otherwise noted. The dosage assumes weaponised use. For recreational use, it is typical to use a third of a dose.
Ingested
These poisons are best administered with food and drink.
Ajida | ingested (mixture) | 10 gp |
Odorless and colorless liquid, this delayed poison can blind permanently. Its victim must succeed on a DC 18 CON save or feel dizzy for 1d8 minutes. After this time, it must succeed on a new DC 14 CON save or become blinded. Only magic can restore a creature blinded this way. |
Arsenic |
(Basic) | ingested (toxin) | 2 gp (3 doses) |
A byproduct of basic smelting techniques, basic arsenic has a mild scent of char. Its victim must make a DC 10 CON save, becoming poisoned for 1 hour and taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. |
(Refined) | ingested (toxin) | 15 gp |
Deadly and scentless poison in the form of a colorless liquid. Its victim must make a DC 15 CON save, becoming poisoned for 1 hour and taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. |
Assassin's blood | ingested (toxin) | 15 gp |
Its victim must make a DC 10 CON save. On a failed save, it takes 18 (3d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. |
Belladonna | ingested (vegetal) | 5 gp |
This preparation based on the black berries of belladonna causes dilation of the pupils, and an acceleration of the heartbeat which can cause death on a delicate subject. It is a black liquid but passes relatively unnoticed in food or wine. The victim makes a DC 11 CON save or take 2 (1d4) poison damage and their Dexterity score is temporarily reduced by 2. The victim repeats the saving throw every 10 min for 1 hour to end the effect and recover its Dexterity score on a successful save, or take another 2 (1d4) poison damage on a failed one. |
Black lotus dust | ingested (vegetal) | 20 gp |
This dark gray poison tastes very bitter. One may never fully recover. Its victim must succeed on a DC 12 CON save or be poisoned until the end of its next long rest. In addition, the creature's Constitution score is permanently reduced by 1d6. Only the greater restoration spell or similar magic can restore this score. |
Black lotus extract | ingested (vegetal) | 100 gp |
One of the most dangerous substances in the world, it is also one of the most difficult to find because of the extreme rarity of this plant and the exceptional care required in preparation. It is an odorless, colorless and virtually invisible liquid. Its victim must make a DC 20 CON save, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. |
Black oil | ingested (mixture) | 5 gp |
This black liquid only affects mammals. It causes black coloring of the pupils of its victims, but allows to better withstand the pain. Some diplomats or spies use it when they fear being tortured. The target must make a DC 20 CON save. On failure, the creature sees only as a human in darkness but also gets resistance to bludgeoning damage for 1d4 hours. |
Bralia | ingested (mixture) | 5 sp |
Bralia comes in the form of an odorless creamy liquid that has a characteristic acidic taste. Not very dangerous, it's used more to warn than to kill. Its victim must make a DC 16 CON save, taking 2 (1d4) poison damage on a failed save, or half as much damage on a successful one. |
Cyanide (Natural) | ingested (toxin) | 5 gp |
This blackish poison has a characteristic odor of bitter almonds. This unrefined form can be prepared directly from various plants, and resembles brown sugar. Its victim must make a DC 15 CON save, becoming poisoned for 1 hour and taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. |
Cyanide (Concentrate) | ingested (toxin) | 6 gp |
This blackish poison has a characteristic odor of bitter almonds. Sold in salt-like powder, it causes death in just a few seconds. Its victim must make a DC 15 CON save, becoming poisoned for 1 hour and taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. |
Dark reaver powder | Ingested (vegetal) | 4 gp |
This powdered deadly mushroom, mixed with food, causes violent abdominal pain leading to death in most cases, immediately after ingestion. Its victim must succeed on a DC 12 CON save or be poisoned for 1d4 rounds and take 10 (5d4) poison damage. |
Hemlock | Ingested (toxin) | 6 gp |
This poison that looks like syrup has a strong sweet taste and a peach smell. It causes degradation of the walls of the circulatory system. Its victim must succeed on a DC 13 CON save or be poisoned for 25 + 1d10 minutes. At the end of this period, the creature's hit point maximum reduced by 1d10. Any magical healing restores the hit point maximum. |
Erwurg | Ingested (vegetal) | 15 gp |
This light green liquid poison, extracted from a flower of the woods, causes a strong cough. Its victim must succeed on a DC 11 CON save or be considered Stunned due to uncontrollable coughing for 5+1d10 minutes. |
Slowfoot | Ingested (vegetal) | 2 gp |
Slowfoot is an herb with small cottony flowers. When consumed, its sap causes exhaustion and difficulty breathing. Its victim must succeed on a DC 11 CON save or suffer 1 level of exhaustion. If the saving throw fails by 5 or more, their level of exhaustion increases by 2 instead of 1. |
Desert desire | Ingested (vegetal) | 2 gp |
This green liquid poison is made from a special variety of cactus and causes severe dehydration (intense thirst, fatigue, dizziness). Its victim must succeed on a DC 11 CON save or their exhaustion level increases by 2. Double normal water consumption reduces the exhaustion level by 1. |
Devil's herb | Ingested (vegetal) | 3 gp |
Inhaling the vapors of this plant is enough to cause slight hallucinations for a few hours, but the Devil's herb becomes incapacitating if ingested. A creature that is subjected to this poison must make a DC 10 CON save or suffer hallucinations and be unable to speak intelligibly until they finish a long rest. At the end of the long rest the creature has no memory of what happened. |
Diffenbach | Ingested (mixture) | 4 gp |
This yellowish liquid causes the complete relaxation of the vocal cords of the victim, who can no longer speak. A creature subject to this poison must make a DC 15 CON save, becoming completely silent for 2d4 hours in case of failure, or during 1d4 hours if successful. |
Doshenkana | Ingested (toxin) | 50 gp |
This poison takes the form of a fine green powder. It causes short breath, nausea, vision loss and seizures. Its victim must succeed on a DC 15 CON save or be poisoned for 1d8 hours. If the saving throw fails by 10 or more, the creature permanently loses sight. |
Dream of Ya | Ingested (mixture) | 60 gp |
Purple powder or liquid that smells like grapes. Its victim must succeed on a DC 14 CON save or no longer be able to sleep until a magic dissipation of the drug. After each long rest his exhaustion level increases by 1, and will die of exhaustion after 6 days. Poison immunity does not protect a creature from Dream of Ya. |
Dream syrup | Ingested (mixture) | 80 gp |
Gray or white liquid with a sweet taste, this drug provides very pleasant dreams. Some people administer it voluntarily. Its victim must make a DC 14 Wisdom saving throw during its first long rest after the poison ingestion. In case of failure, the creature wakes up in a smug state and is like charmed for 1d4 hours. It cannot attack or harm anybody with offensive or magical abilities. In addition, a creature has advantage to its ability checks to interact socially with the creature. If somebody harms the creature during this period, the effect of the drug fades immediately. |
Greenblood oil | Ingested (vegetal) | 15 gp |
This soluble powder causes nausea immediately after ingestion. Its victim must succeed on a DC 10 CON save or be poisoned for 1d6 minutes. |
Id Moss | Ingested (vegetal) | 20 gp |
This white powder is extracted from a high-altitude plant and causes metabolic shock which can lead to serious lesions in the brain. Its victim must make a DC 10 CON save. On a failed save, the creature is poisoned and its Intelligence score is temporarily reduced by 1d4 until the creature finishes a long rest. |
Jaraba rubber | Ingested (mixture) | 80 gp |
This light gray paste is undetectable when dissolved in food or drink. Its victim must succeed on a DC 16 CON save or be poisoned, and their maximum HP reduced by 50%. The creature can make a new saving throw every minute (10 rounds) to end the effect and restore its hit point maximum (but not its current hit points). The DC decreases by 1 each time. |
Jatropha curcas | Ingested (vegetal) | 20 gp |
These delicious tropical nuts are difficult to resist, but eating over a dozen can badly cramp one's legs. Their victim makes a DC 10 CON save or have its speed reduced to 5 feet for 1d6 x 10 minutes. Additionally, the creature can't take the Dash action during this time. |
Last drink | Ingested (toxin) | 30 gp |
This poison is prepared to be mixed with wine. It does not alter the taste but brightens the color very slightly. It reacts with digestive acids and causes nausea, convulsions and abdominal cramps. Its victim must succeed on a DC 13 CON save or be poisoned for 1d8 hours. Each hour, the creature can make a new saving throw. If it succeeds it is no longer poisoned, and becomes immune to this poison for a week. |
Lich dust | Ingested (mixture) | 40 gp |
This black syrup with a slight taste of ashes can neutralize its victim in a few seconds. Just a few drops are enough. Its victim must make a DC 14 CON save, taking 10 (4d4) poison damage on a failed save, or half as much damage on a successful one. |
Lomat's Illusion | Ingested (mixture) | 50 gp |
Tasteless liquid or sand-like powder, this poison causes the victim to believe that they are being watched by a terrible presence. Its victim must make a DC 15 WIS save or become frightened for 6d10 minutes. |
Midnight Tears | Ingested (mixture) | 150 gp |
A creature that ingests this poison suffers no effect until solar midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 CON save, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. |
Murfa | Ingested (toxin) | 40 gp |
This colorless and odorless lead-based liquid causes uncontrollable convulsions. Its victim must make a DC 14 CON save. In case of failure, the creature is poisoned, falls prone and drops whatever it's holding, writhing in pain while poisoned. The creature can make a new saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. |
Nibon | Ingested (toxin) | 40 gp |
This odorless and colorless liquid based on gold and silver makes its victim completely deaf for a 3d4 minutes. Its victim must also make a DC 11 CON save or have disadvantage to all attack rolls or ability checks based on Dexterity until the end of its next short or long rest. |
Inhalants
These poisons are effective when inhaled.
Ascomoid spores | inhalant (vegetal) | 8 gp |
This powder, elaborated form mushrooms, confuses the mind. Its victim must succeed on a DC 12 CON save or be stunned for 2d4 rounds. If the saving throw fails by 5 or more, the duration increases by an extra 1d4. |
Breath of the desert | inhalant (mixture) | 70 gp |
This terrible magic poison gives a feeling of warmth and makes his victim sweat abnormally. Its victim must succeed on a DC 18 CON save or its Wisdom score is reduced by 1d4 until the end of its next long rest. |
Burnt othur fumes | inhalant (mixture) | 50 gp |
Its victim must succeed on a DC 13 CON save or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. |
Coulabine | inhalant (toxin) | 80 gp |
This grey gas causes a accelerated breathing in its victim. Any action more fatiguing than a slow march becomes impossible. Its victim must succeed on a DC 13 CON save or be poisoned for up to 8 hours. While poisoned, the creature is considered to have level 4 exhaustion (if not superior before). Each hour, the creature can make a new saving throw. Each success reduces the level of exhaustion by 1. Once at level 0, the creature is no longer poisoned. |
Cybella pollen | inhalant (vegetal) | 4 gp |
Breathing the pollen of this flower brings on hallucinations (appearance of enemy creatures, feeling persecuted and/or being watched) in its victim. Its victim must succeed on a DC 12 CON save or be frightened for 2d4 rounds. |
Essence of ether | Inhalant (toxin) | 30 gp |
Its victim must succeed on a DC 15 CON save 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. |
Green dragon bile | Inhalant (toxin) | 250 gp |
This greenish heavy gas is one of the deadliest mass poisons. Due to the difficulty to get its ingredients, it is extremely rare and expensive. Its victim must make a DC 22 CON save, becoming poisoned for 1 hour and taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. |
Killing eye toxin | Inhalant (toxin) | 250 gp |
This dreadful gas is prepared from the liver of an extremely rare sea fish called killer eye. Once released, the toxic cloud kills most creatures that breathe it. Its victim must make a DC 18 CON save, being poisoned and taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. The creature can make a new saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. |
Mist of Despair | Inhalant (mixture) | 200 gp |
The victim who breathes the perfume released by this potion is put in a nervous state close to madness that often ends in suicide. Its victim must succeed on a DC 14 CON save or be poisoned for 3d6 hours. During this period, rest is not possible. While poisoned in this way the creature's Wisdom score is reduced by 3d6 points. If its Wisdom is reduced to 2 or less, the victim attempts suicide at their first opportunity. |
Malice | Inhalant (toxin) | 25 gp |
Its victim must succeed on a DC 15 CON save or become poisoned and blinded for 1 hour. |
Venom
These must be introduced directly to the bloodstream. One dose here refers to an amount that would be effective if applied to a blade. If applied to piercing projectiles such as arrows or darts, one listed dose can cover three applications.
Aspic toxin | Venom (toxin) | 20 gp |
This poison prepared from the glands of the Asp inflicts little damage, but it's almost impossible to resist it. Its victim must make a DC 22 CON save or be poisoned for 1d4 rounds and take 5 (2d4) poison damage. |
Basilisk eye | Venom (mixture) | 60 gp |
This poison whose main element is an eye of basilisk has an immediate effect of petrification. Its victim must succeed on a DC 12 CON save or be petrified. At each following turn, the creature can make a new saving throw to end the effect. Otherwise, the greater restoration spell or other magic can also end the effect. |
Black adder venom | Venom (animal) | 3 gp |
This poison must be harvested from an incapacitated but living adder. The venom of this snake is delayed. Its victim must succeed on a DC 10 CON save or take 3 (1d6) poison damage 2d6 rounds after the contact. |
Bloodroot | Venom (vegetal) | 4 gp |
Dried and properly prepared, this root becomes a powerful slow-acting poison. The effect does appear more than one hour after contact. Its victim must succeed on a DC 11 CON save or be shaken and its Dexterity score is temporarily reduced by 2 until its finishes a long rest. |
Blue whinnis | Venom (vegetal) | 20 gp |
This plant is easily identified by the color of its leaves and a strong scent. Its victim must make a DC 10 CON save and falls unconscious for 6d10 minutes on a failed save. |
Caustar | Venom (vegetal) | 25 gp |
Caustar is a yellow cream made from poisonous herbs and is often used by mercenaries in combat. Once the poison has entered the body it causes an intense pain, not fatal though. Its victim must succeed on a DC 11 CON save or take 7 (3d4) poison damage and be poisoned for 1d6 minutes. Damage cannot reduce the creature's hit points below 1 hp. As soon as the poison no longer acts, the creature recovers 1 hit point per round. |
Curare | Venom (vegetal) | 15 gp |
This poison, harvested from a tropical plant, causes paralysis. Its victim must succeed on a DC 9 CON save or become poisoned and paralyzed for 1 minute. The creature can make a new saving throw at the end of each of its turns, ending the paralyzed condition on itself on a success. |
Deathblade | Venom (toxin) | 160 gp |
This powerful spider venom poison is highly prized by dark elves for assassination. It destroys the walls of the vascular system causing massive internal bleeding. In a few minutes victims lose blood through all orifices and then die. This poison is made only by dark elves. Its victim must make a DC 18 CON save, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. |
Drider tears | Venom (toxin) | 20 gp |
Despite its name, this poison is developed from the saliva of these monsters. In contact with the blood, this poison increases the volume of the eyeballs, the eyes become bloodshot and blood-red tears flow. Its victim must succeed on a DC 16 CON save or its Charisma score is temporarily reduced by 4 until the creature finishes a long rest. |
Droon | Venom (toxin) | 80 gp |
This red liquid poison is extremely powerful but very unstable. Its victim must succeed on a DC 8 CON save or take 31 (7d8) poison damage. |
Dark elf poison | Venom (toxin) | 20 gp |
This poison is typically made only by the dark elves, and only in a place far removed from sunlight. Its victim must succeed on a DC 13 CON save 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. |
Ettercap poison | Venom (animal) | 10 gp |
This poison must be harvested from a dead or incapacitated ettercap. Its victim must succeed on a DC 11 CON save or take 4 (1d8) poison damage and become poisoned for 1 minute. The creature can make a new saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. |
Fluna Venom | Venom (animal) | 75 gp |
Fluna is a swamp beetle that becomes aggressive only during breeding periods. Administered at high doses, its venom is somewhat dangerous. Its victim must make a DC 10 CON save or take 7 (2d6) poison damage. |
Garaban | Venom (toxin) | 10 gp |
Red liquid poison that is common among hunters and quickly puts the victim asleep. It's not much use in open combat - hunters use it mainly with projectile weapons to facilitate their approach. Its victim must succeed on a DC 12 Wisdom saving throw or fall asleep for 1d4 minutes. The sleep is “natural” so any loud noise around the creature will wake it up. |
Giant centipede venom | Venom (animal) | 30 gp |
This poison must be harvested from a dead or incapacitated giant centipede. Its victim must succeed on a DC 11 CON save or take 10 (3d6) poison damage. 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. |
Giant scorpion venom | Venom (animal) | 50 gp |
This poison must be harvested from a dead or incapacitated giant scorpion. Its victim must make a DC 12 CON save, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. |
Giant spider venom | Venom (animal) | 30 gp |
This poison must be harvested from a dead or incapacitated giant spider. Its victim must make a DC 11 CON save, taking 9 (2d8) 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. |
Giant Toad poison | Venom (animal) | 3 gp |
This poison must be harvested from a dead or incapacitated giant toad. Its victim must succeed on a DC 11 CON save or take 5 (1d10) poison damage. |
Giant wasp venom | Venom (animal) | 10 gp |
This poison must be harvested from a dead or incapacitated giant wasp. Its victim must make a DC 11 CON save, taking 10 (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. |
Giant wolf spider venom | Venom (animal) | 25 gp |
This poison must be harvested from a dead or incapacitated giant wolf spider. Its victim must make a DC 11 CON save, taking 7 (2d6) 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. |
Light of the Harvest | Venom (mixture) | 40 gp |
Once this liquid and sticky poison in contact with the blood of his victim, the target temporarily loses hearing. Its victim must succeed on a DC 15 CON save or be deafened until the end of its next rest. |
Jalwun jiwin | Venom (animal) | 40 gp |
This black poison is prepared from the venom of an underground toad. Its victim must succeed on a DC 14 CON save or suffer fever, nausia, vomiting and be poisoned for up to a week. At the end of each long rest, the creature can make a new saving throw to end the effect, which never exceeds one week. |
Mage's kintal | Venom (mixture) | 70 gp |
This complex poison made from whole scorpions disables the vocal cords of its victim, making it useful against spellcasters. Its victim must succeed on a DC 19 CON save or be unable to produce a sound until the end of their next long rest. |
Nitharit | Contact (vegetal) | 125 gp |
This powder causes burns that greatly impede vision if thrown in the eyes of its victim. Its victim must succeed on a DC 11 CON save or have disadvantage on attack rolls for 10 rounds. |
Oil of taggit | Contact (toxin) | 40 gp |
Its victim must succeed on a DC 13 CON save or immediately fall unconscious and become poisoned for 24 hours. The creature wakes up if it takes damage. |
These work when they contact the victim's skin.
Bluluka | Contact (vegetal) | 25 gp |
This bluish, sour-smelling substance is a slow-acting acid that attacks skin tissue. Its victim must succeed on a DC 12 CON save or after 1d6 minutes the acid burns its flesh and makes a bright blue and indelible mark appear at the location of the injury. Only magical healing can get rid of this stain. |
Carrion crawler mucus | Contact (animal) | 20 gp |
This poison must be harvested from a dead or incapacitated carrion crawler. Its victim must succeed on a DC 13 CON save 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. |
Dark snake | Contact (toxin) | 10 gp |
This poison is a carmine red powder that permanently stains anything it touches. Its victim must make a DC 13 CON save. In case of failure, red warts start to grow where the poison has been in contact and remain for 1d4 days. During this period, the creature's Charisma score is reduced by 2. |
Ghoul saliva | Contact (toxin) | 30 gp |
This greenish oil made by clerics smells of rot and paralyzes the lower limbs of its victims. Its victim must make a DC 13 CON save. In case of failure, the creature is restrained for 2d6 minutes, or half as this duration on a successful one. |
Malyss root paste | Contact (vegetal) | 30 gp |
This paste causes nervous tremors and breathlessness. Its victim must succeed on a DC 11 CON save or have disadvantage on all Dexterity checks until they finish a long rest. |
To Be Added
The following have not been proofread and will be moved into their respective categories over time.
Pale tincture | Ingested (mixture) | 25 gp |
Its victim must succeed on a DC 16 CON save or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. |
Poison tree | Venom (vegetal) | 20 gp |
The poison tree is a rare plant that grows only in the heart of tropical jungles. To protect itself from insects, this tree produces a powerful orange poison; the slightest scratch causes excruciating pain in the wound. Its flowers are the only known natural antidote. Its victim must make a DC 10 CON save, taking 7 (2d6) damage on a failed save. |
Purple worm poison | Venom (animal) | 200 gp |
This poison must be harvested from a dead or incapacitated purple worm. Its victim must make a DC 19 CON save, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. |
Quarigan | Venom (toxin) | 40 gp |
This substance is also called “Dwarf-catch” because it's only toxic for this race. This oil is used on weapons and dry after four or five days. Legend tell that elves are at the origin of this poison. Any dwarf subjected to this poison must succeed on a DC 20 CON save or take 9 (2d8) poison damage. |
Rhododendron | Ingested (vegetal) | 40 gp |
The poison made from this plant causes severe diarrhea and vomiting. Its victim must succeed on a DC 11 CON save or be poisoned until the end of its next long rest. Its Strength score is also temporarily reduced by 2 while poisoned in this way. |
Royal scorpion tail | Contact (animal) | 100 gp |
The venom of this animal, which is extracted from its tail, acts by simple contact with the skin. Its victim must succeed on a DC 16 CON save or take 14 (4d6) poison damage and be poisoned for 1 minute. The creature must make a new saving throw at the end of each of its turns, ending the poisoned condition on itself on a success, or taking again 3 (1d6) poison damage in case of failure. |
Sand seller | Venom (mixture) | 60 gp |
This poisonous powder induces a magical sleep that does not affect elves or half-elves. Its victim must succeed on a DC 14 Wisdom saving throw or fall asleep for 1d6 minutes. |
Sassone leaf residue | Contact (vegetal) | 20 gp |
White powder from dried leaves, this “cheap” poison that can be deadly for weak creatures by simple contact is fortunately relatively detectable thanks to the strong smell of fruits it releases. Its victim must succeed on a DC 9 CON save or be poisoned until the end of its next short rest. While poisoned in this way, the creature's hit point maximum is reduced by 1d6. Any magical healing restores the hit point maximum. |
Serpent venom | Venom (animal) | 20 gp |
This poison must be harvested from a dead or incapacitated giant poisonous snake. Its victim must succeed on a DC 11 CON save, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. |
Shadow essence | Venom (mixture) | 80 gp |
This black poison made exclusively by clerics from the essences of this undead creature is very powerful. One never fully recover. Its victim must make a DC 14 CON save. Its Strength score is reduced by 1d4 on a failed save, or by 1d2 on a successful one. The reduction lasts until removed by the greater restoration spell or other magic. |
Silvered wine | Ingested (toxin) | 40 gp |
This poison is a silvered liquor with a very fine taste. In a completely unexplained way, it does not affect halflings and gnomes. Its victim must succeed on a DC 14 CON save or fall into fits of laughter during 2d4 rounds. |
Striped toadstool | Ingested (vegetal) | 30 gp |
This gray poison is harvested from a white and black fungus that lives only in the depths of the earth. It causes severe neurological disorders at the time of digestion. Its victim must, approximately 2 hours after being swallowed, succeed on a DC 10 CON save or the creature's Intelligence score is reduced by 2 until the end of its next long rest. |
Swamp gas | Inhalant (toxin) | 60 gp |
This greyish gas weakens its victims by slowing them down, or even putting them asleep. Its victim must succeed on a DC 14 Wisdom saving throw or fall asleep for 1d6 round. A loud noise will not wake the creature, but any damage it takes will end its sleep. |
Terinav root | Contact (vegetal) | 50 gp |
This oil from roots of terinav causes a kind of temporal brain paralysis. Its victim must succeed on a DC 10 CON save or be incapacited for 1d6 rounds. |
Thrum | Ingested (toxin) | 70 gp |
This light blue liquid smells like lemon. It puts the victim in an advanced state of alcoholism. Its victim must succeed on a DC 14 CON save or be poisoned until its finishes a long rest. While poisoned, the creature's Dexterity score is reduced by 1d4. |
Torpor | Ingested (mixture) | 60 gp |
Its victim must succeed on a DC 15 CON save or become poisoned for 4d6 hours. The poisoned creature is incapacitated. |
Triple-flower enzyme | Contact (vegetal) | 20 gp |
This sticky yellow liquid, when in contact with the skin, inflicts damage if not neutralized. It can be easily removed by washing, but the lost health points are not recovered automatically. Its victim must succeed on a DC 11 CON save or be poisoned and take 1 poison damage every minute for 8 minutes. |
Troll blood | Ingested (toxin) | 30 gp |
This gray-green fluid requires, among other things, five drops of troll blood for its preparation. It becomes completely harmless if it reaches a temperature above 105 °F. The effect being very short, the poisoner usually stands in front of his victim. Its victim must succeed on a DC 15 CON save or be petrified for 1d4 round. If the saving throw fails by 5 or more, the duration is 5 rounds. |
Truth serum | Ingested (mixture) | 15 gp |
Its victim must succeed on a DC 11 CON save 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. |
Ubon | Ingested (toxin) | 80 gp |
This yellow liquid based on melted gold, odorless but with a taste of acidic melon, is dread. Its victim must succeed on a DC 14 CON save or be poisoned. While poisoned, the creature's maximum hit points are reduced by 1d8 points. Only magic can end this poisoned condition. |
Ungol dust | Inhalant (mixture) | 60 gp |
This poison looks like dusty red-brown flakes. The smell they given off when consumed causes serious respiratory lesions which are never fully recovered. Its victim must succeed on a DC 15 CON save or its Constitution score is reduced by 2. The reduction lasts until removed by the greater restoration spell or other magic. |
Uropygus | Inhalant (toxin) | 60 gp |
The yellowish gas extracted from this poison greatly disturbs the coordination and the auditory system, which affects the balance. Its victim must succeed on a DC 18 CON save or fall prone. If the first saving throw is unsuccessful, the creature must repeat it at the beginning of each turn for 8 rounds. At each new failure, the creature falls prone again. |
Veiled flower | Ingested (vegetal) | 15 gp |
This small plant is relatively easily found in the meadows. It contains a small paralyzing poison that still worries herd owners. However, the taste of this herb is very strong and very unpleasant, which often allows from the first bite of food to realize that one poisons. Its victim must make a DC 9 CON save or be like restrained for 1 minute. |
Venoms blood | Venom (animal) | 120 gp |
This mix of venoms (giant scorpions, toads and snakes) looks like a yellow liquid. It is more unstable (low DC) but more powerful than normal venoms. Its victim must make a DC 9 CON save, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one. |
Witch caress | Contact (toxin) | 20 gp |
This poison in the form of a colorless liquid is almost impossible to detect visually. It is easy to wash with water, which makes it immediately harmless. Some unscrupulous jewelers use it on their goods, in their safes or when traveling in unsafe areas. Its victim must make a DC 12 CON save, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. |
Witch kiss | Contact (toxin) | 50 gp |
This mix of several toxins acts throughout all the body. It looks like a brown gelatin. Its victim must succeed on a DC 13 CON save or be poisoned and its Constitution score (without affectation to hit points), Dexterity score, and Intelligence score are temporarily reduced by 1 until the creature finishes a long rest. |
Wolves herb | Ingested (vegetal) | 25 gp |
This very poisonous plant, generally used to kill foxes and wolves, can also be deadly for a humanoid. Well prepared, it also serves as an antidote to the venom of scorpions. Its victim must succeed on a first DC 9 CON save or take 7 (3d4) poison damage. If unsuccessful, the creature must make a second DC 10 CON save or also be paralyzed for 1 minute. |
Wyvern poison | Venom (animal) | 120 gp |
This poison must be harvested from a dead or incapacitated wyvern. Its victim must make a DC 15 CON save, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. |
Yellow lotus dust | Ingested (vegetal) | 80 gp |
This yellow poison has a very acidic citric taste. It permanently changes elocution. Its victim must succeed on a DC 10 CON save or be poisoned until the end of its next long rest. In addition, the creature's Charisma score is permanently reduced by 1d6. Only the greater restoration spell or similar magic can restore this score. |