Table of Contents

Poisoncraft

Poisons come in the following four types:

Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might 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.

Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot 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.

Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. An injury poison typically lasts 1 minute on a weapon, and lasts for up to 5 hits. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Poison Crafting Table

Name Ingredients Crafting Time Checks Difficulty Rarity Value
Dizzying Touch 1 common poisonous reagent, 1 common arcane essence, 1 glass vial 2 hours 1 DC 14 common 45 gp
Simple Injury Poison 2 common poisonous reagent, 1 glass vial 2 hours 1 DC 14 common 40 gp
Simple Inhaled Poison 2 common poisonous reagent, 1 common reactive reagent, 1 glass vial 2 hours 1 DC 14 common 60 gp
Simple Contact Poison 2 common poisonous reagent, 1 glass vial 2 hours 1 DC 14 common 40 gp
Simple Ingested Poison 2 common poisonous reagent, 1 glass vial 2 hours 1 DC 12 common 35 gp
Burning Wound 1 uncommon poisonous reagent, 1 uncommon reactive reagent, 2 common reactive reagent, 1 glass vial 2 hours 1 DC 16 uncommon 150 gp
Old Reliable 1 uncommon poisonous reagent, 1 common curative reagent, 1 glass vial 2 hours 1 DC 14 uncommon 70 gp
Potent Injury Poison 2 uncommon poisonous reagent, 1 glass vial 2 hours 1 DC 15 uncommon 100 gp
Potent Inhaled Poison 2 uncommon poisonous reagent, 1 uncommon reactive reagent, 1 glass vial 2 hours 1 DC 15 uncommon 140 gp
Potent Contact Poison 2 uncommon poisonous reagent, 1 glass vial 2 hours 1 DC 15 uncommon 100 gp
Potent Ingested Poison 2 uncommon poisonous reagent, 1 glass vial 2 hours 1 DC 14 uncommon 95 gp
Withering Soul 1 uncommon poisonous reagent, 1 common arcane essence, 1 glass vial 2 hours 1 DC 14 uncommon 100 gp
Crawler Mucus 1 rare poisonous reagent, 1 glass vial 2 hours 1 DC 16 rare 250 gp
Fainting Fumes 1 rare poisonous reagent, 1 uncommon reactive reagent, 2 uncommon poisonous reagent, 1 glass vial 4 hours 2 DC 16 rare 415 gp
Essence of Ether 1 rare poisonous reagent, 1 glass vial 2 hours 1 DC 17 rare 270 gp
Malice 1 rare poisonous reagent, 1 glass vial 2 hours 1 DC 16 rare 250 gp
Knockout Poison 3 rare poisonous reagent, 1 glass vial 4 hours 2 DC 17 rare 760 gp
Paralyzing Poison 2 rare poisonous reagent, 2 uncommon poisonous reagent, 1 glass vial 4 hours 2 DC 16 rare 590 gp
Veins of Tar 1 rare poisonous reagent, 1 uncommon reactive reagent, 1 uncommon supplies, 1 glass vial 4 hours 2 DC 15 rare 300 gp
Whispers of Madness 1 rare poisonous reagent, 1 uncommon psionic essence, 1 glass vial 4 hours 2 DC 16 rare 450 gp
Midnight Tears 1 very rare poisonous reagent, 1 crystal vial 4 hours 2 DC 16 very rare 2300 gp
Grievous Injury Poison 1 very rare poisonous reagent, 1 crystal vial 4 hours 2 DC 18 very rare 2380 gp
Slow Death 2 very rare poisonous reagent, 1 very rare curative reagent, 1 crystal vial 6 hours 3 DC 18 very rare 6800 gp
Endless Dreams 1 legendary poisonous reagent, 2 very rare curative reagent, 1 crystal vial 8 hours 4 DC 20 legendary 11000 gp

Burning Wound (Injury)

Poison, uncommon

Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.

On failure, the target becomes poisoned for 1 minute. When poisoned this way, a creature takes 1d6 fire damage at the end of each of its turns, and any hit points regained is reduced by half. At the end of each of their turns, they can repeat the saving throw, ending the effect on success.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the weapon 5 times.

Crawler Mucus (Contact)

Poison, uncommon

Applied to an object. The first creature that touches the object must make a Constitution saving throw with a DC equal to the crafter's Poison DC 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, after which the poison is rubbed off.

Dizzying Touch (Contact)

Poison, common

Applied to an object. The first creature that touches the object must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, the creature becomes poisoned for 1 minute. While poisoned in this way, they must succeed a Wisdom saving throw at the end of each of their turns or fall prone.

Endless Dream (Ingested)

Poison, legendary

Applied to food or beverage. A creature that consumes this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, the next time the creature falls asleep, they enter endless slumber in stasis. They do not wake and can't be roused by any normal means. A creature sleeping in this way doesn't require food or drink, and doesn't age.

This effect can only be ended by greater restoration cast at 7th level or higher, or wish.

Essence of Ether (Inhaled)

Poison, rare

When released, this poison fills a 5-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.

On failure, the creature becomes 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.

If stored as powder, you can throw this powder 5 feet. If stored in a vial, you can throw 30 feet.

Fainting Fumes (Inhaled)

Poison, rare

When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, the target becomes 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.

Grievous Injury Poison (Injury)

Poison, very rare

Applied to a melee weapon or up to 5 pieces of ammunition.

A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC, taking 6d6 poison damage on a failed save, or half as much damage on a successful save.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Knockout Poison (Injury)

Poison, rare

Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.

On failure, the target becomes poisoned. 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.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Paralyzing Poison (Injury)

Poison, rare

Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.

On failure, the target becomes poisoned for 1 minute. A creature is paralyzed while poisoned this way. At the end of each of the creature's turns, it can repeat the saving throw, ending the effect on success.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Malice (Inhaled)

Poison, rare

When released (by throwing powder or breaking a vial of it), this poison affects a 5-foot radius from where it was released. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.

On failure, the creature becomes Poisoned for 1 hour. The Poisoned creature is Blinded.

If stored as powder, you can throw this powder 5 feet. If stored in a vial, you can throw 20 feet.

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 Constitution saving throw with a DC equal to the crafter's Poison DC, taking 9d6 poison damage on a failed save, or half as much damage on a successful one.

Old Reliable (Injury)

Poison, uncommon

Applied to a melee weapon or up to 5 pieces of ammunition. This poison is exceptionally durable, lasting on a weapon for 1 hour and an unlimited number of hits during that time. On hit, weapons with this poison applied deal 1d4 additional poison damage.

Potent Injury Poison (Injury)

Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.

On failure, they take 2d6 Poison damage and become Poisoned for 1 hour. At the end of a poisoned creature's turn, it can repeat the saving throw, ending the condition on a success.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Potent Inhaled Poison (Inhaled)

Poison, uncommon

When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.

On failure, they take 2d4 Poison damage and become Poisoned for 1 hour. At the end of a poisoned creature's turn, it can repeat the saving throw, ending the condition on success.

This effect lingers in the area it was released for 1d4 rounds. A strong wind will clear away and disperse the poison. A creature that enters the area for the first time must save against the poison.

Potent Contact Poison (Contact)

Poison, uncommon

Applied to an object. The first creature that touches the object after it is applied must make a Constitution saving throw with a DC equal to the crafter's Poison DC.

On failure, they take 4d4 Poison damage and become poisoned for 1 hour. At the end of a poisoned creature's turn, it can repeat the saving throw, ending the condition on success.

Potent Ingested Poison (Ingested)

Poison, uncommon

A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, they take 3d6 Poison damage and suffer the poisoned condition for 1 hour.

Simple Ingested Poison (Ingested)

Poison, common

Applied to food or beverage. A creature that consumes this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, they take 2d6 Poison damage and suffer the poisoned condition for 1 hour.

Simple Injury Poison (Injury)

Poison, common

Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must succeed on a Constitution saving throw with a DC equal to the crafter's Poison DC or take 2d4 Poison damage.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.

Simple Inhaled Poison (Inhaled)

Poison, common

When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other means. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, they take 2d4 Poison damage.

Simple Contact Poison (Contact)

Poison, common

Applied to an object. The first creature that touches must make a Constitution saving throw with a DC equal to the crafter's Poison DC or take 2d4 Poison damage, after which the poison is rubbed off.

Slow Death (Ingested)

Poison, very rare

Applied to food or beverage. A creature that consumes this poison begins to slowly die if they aren't immune to poison. Each time that creature finishes a long rest, its hit point maximum is reduced by 1. If the creature's hit point maximum is reduced to 0 by this effect, it dies. While its hit points are less than half of its original maximum, it is poisoned. This effect can be removed by effects that remove the poisoned condition, and can only be identified by magic or a DC 15 Wisdom (Medicine) check.

If a creature is cured, it regains its lost hit points after it finishes a long rest.

Veins of Tar (Ingested)

Poison, rare

Applied to food or beverage. A creature that consumes this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, they are under the effect of the slow spell for 8 hours. This effect can be removed by effects that remove poison.

Whispers of Madness (Contact)

Poison, rare

Applied to an object. The first creature that touches must make a Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, the character becomes poisoned for 10 minutes, and rolls on the short term madness table. They are under the effect of the rolled madness while poisoned.

Withering Soul (Injury)

Poison, uncommon

Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a Constitution saving throw with a DC equal to the crafter's Poison DC.

On failure, they become Poisoned for 1 minute. While poisoned in this way, a creature takes 1d4 necrotic damage at the start of their turn, and are under the effect of bane. At the end of a poisoned creature's turn, it can repeat the saving throw, ending the condition on success.

Once applied, the poison retains potency for 1 minute before drying, and wears off of a weapon after that weapon has delivered the effect 5 times.