dauntless/content/Adventuring Gear/Poisons.md
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_In addition to whats in the [[ToV - Players Guide.pdf]]…_
# Poison Types
Poisons come in the following four types. 
- **Contact.** Contact poison is 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 a full 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 having advantage on the save or dealing half damage on a failed save.
- **Inhaled.** These poisons are powders or gases that take effect when breathed in. Blowing powder or releasing gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding ones 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, traps, and objects that deal piercing or slashing damage. Once applied to a weapon or piece of ammunition, the poison remains potent for 1 minute, or 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**|
|---|---|---|
|Assassins Blood|Ingested|150 gp|
|Bee venom|Injury|550 gp|
|Burnt Othur Fumes|Inhaled|500 gp|
|Dark dream|Inhaled|250 gp|
|Drow Poison|Injury|200 gp|
|Ghoul Saliva paste|Injury|100 gp|
|Gu|Ingested|1,800 gp|
|Karaskara powder|Inhaled|600 gp|
|Maddening blindness|Contact or Injury|500 gp|
|Malice|Inhaled|250 gp|
|Monkshood resin|Injury|400 gp|
|Oil of Taggit|Contact|400 gp|
|Pale Tincture|Ingested|250 gp|
|Purple Worm Poison|Injury|2,000 gp|
|Serpent Venom|Injury|200 gp|
|Shadowmaker|Injury|1,000 gp|
|Sweet vengeance|Ingested|1,500 gp|
|Torpor|Ingested|600 gp|
|Truth Serum|Ingested|150 gp|
|Upas sap|Contact|350 gp|
|Wyvern Poison|Injury|1,200 gp|
# Poison Descriptions
Each type of poison has its own debilitating effects. 
- **Assassins Blood (Ingested).** A creature subjected to this poison must make a **DC** 10 **CON** save. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isnt poisoned.
- **Bee Venom (Injury).** This poison must be harvested from living giant bees. A creature subjected to this poison must succeed on a **DC** 15 Constitution saving throw or take 10 (3d6) poison damage and 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.
- **Burnt Othur Fumes (Inhaled).** A creature subjected to this poison must succeed on a **DC** 13 **CON** save or take 10 (3d6) poison damage. Regardless of the result, it must repeat the save at the start of each of its turns. On each failed save, the creature takes 3 (1d6) poison damage. After three successful saves, the effect ends.
- **Dark Dream (Inhaled).** Dark dream is a gas created by distilling a rare, subterranean fungus with necrotic energy. Created and favoured by the derro, the resulting mixture causes unconsciousness when inhaled by creatures other than derro. As an action, you can unseal or throw the glass bottle up to 20 feet, shattering it on impact. In either case, each breathing creature within 10 feet of the unsealed or shattered bottle is subjected to this poison and must succeed on a **DC** 13 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is unconscious. It can repeat the saving throw at the end of each minute, ending the effect on itself on a success. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
- **Drow Poison (Injury).** This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a **DC** 13 **CON** save or be poisoned for 1 hour. If the save 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.
- **Ghoul Saliva Paste (Injury).** This is a pungent and unsavoury mash of meat and tissue, pre-chewed by ghouls and soaked in their saliva. Unscrupulous individuals apply it to weapons to incapacitate their targets for a few moments. A creature subjected to this poison must succeed on a **DC** 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Holding ammunition or a weapon coated in this poison gives you disadvantage on Stealth checks against creatures that have the Keen Smell trait. 
- **Gu (Ingested).** Gu poison is distilled from the combined venom of specific vipers, centipedes, scorpions, toads, and spiders. When properly concocted, this vile brew surprisingly has no taste or odor. A creature that ingests gu poison suffers no effect for 1d4 days. Any effect that can end the poisoned condition can remove this poison from the creatures body. If the poison is still present when that time expires, the creatures organs swell and burst. It must make a **DC** 19 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one.
- **Karaskara Powder (Inhaled).** Seeds of the snake branch tree can be ground into a silvery powder that causes great pain and severe muscle convulsions when inhaled. A creature subjected to this poison must succeed on a **DC** 13 Constitution saving throw or take 10 (3d6) poison damage and become incapacitated for 1 minute. An incapacitated creature takes 3 (1d6) poison damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself after three successful saves.
- **Maddening Blindness (Contact or Injury).** This poisonous paste is a mixture of the crushed spores of bioluminescent fungi. A creature subjected to this poison must succeed on a **DC** 15 Constitution saving throw or be blinded for 1d4 hours. The poison lingers in the creatures body even after the blindness fades, causing the creature to have nightmares the next time it rests. The creature must repeat the saving throw when it finishes its next long rest. On a failed save, the creature gains only the benefits of a short rest instead.
- **Malice (Inhaled).** A creature subjected to this poison must succeed on a **DC** 15 **CON** save or be poisoned for 1 hour. While poisoned in this way, the creature is also blinded. 
- **Monkshood Resin (Injury).** This poison is a thick syrup extracted from the petals of monkshood flowers. A creature subjected to this poison must succeed on a **DC** 13 Constitution saving throw or take 14 (4d6) poison damage. If the saving throw fails by 5 or more, the creature also loses the use of a single limb for 1 minute. The GM determines which limb and the effect of its temporary loss. The creature can repeat the saving throw at the end of each of its turns, regaining the use of its limb on a success.
- **Oil of Taggit (Contact).** A creature subjected to this poison must succeed on a **DC** 13 **CON** save or be poisoned for 24 hours. While poisoned in this way, the creature is also unconscious, but it wakes up if it takes damage.
- **Pale Tincture (Ingested).** A creature subjected to this poison must succeed on a **DC** 16 **CON** save or take 3 (1d6) poison damage and be poisoned. The poisoned creature must repeat the save every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals cant be healed by any means. After seven successful saves, the effect ends, and the creature can heal normally.
- **Purple Worm Poison (Injury).** This poison must be harvested from a purple worm. A creature subjected to this poison 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.
- **Serpent Venom (Injury).** This poison must be harvested from a giant poisonous snake. A creature subjected to this poison 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.
- **Shadowmaker (Injury).** This thin, black oil is extracted from plants killed by necrotic damage or other supernatural blight. A creature subjected to this poison must succeed on a **DC** 19 Constitution saving throw or be poisoned for 8 hours. While poisoned in this way, the creatures Strength score is reduced by 1d3 at the end of each hour. It then can repeat the saving throw, ending the poisoned effect on itself on a success. The creature dies if this reduces its Strength to 0, and a humanoid that dies from this poison rises 1d4 hours later as a shadow. Otherwise, the reduction lasts until the creature finishes a long rest after it is no longer poisoned.
- **Sweet Vengeance (Ingested).** This sweet poison is distilled over a long time and requires a great deal of the venom produced by worker bees. It is indistinguishable from honey in taste. A creature that ingests this poison must make a **DC** 17 Constitution saving throw. If the saving throw fails by 5 or more, the creature crystalizes and is instantly petrified. Otherwise, a creature that fails the save begins to turn to crystalized honey and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. 
- **Torpor (Ingested).** A creature subjected to this poison must succeed on a **DC** 15 **CON** save or be poisoned for 4d6 hours. While poisoned in this way, the creature is incapacitated.
- **Truth Serum (Ingested).** A creature subjected to this poison must succeed on a **DC** 11 **CON** save or be poisoned for 1 hour. The poisoned creature cant knowingly speak a lie, as if under the effect of a zone of truth spell.
- **Upas Sap (Contact).** This rare poison is harvested from vines found in deep jungles. 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 suffocating and unable to breathe, speak, or cast spells with verbal components as its throat swells. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**Wyvern Poison (Injury).** This poison must be harvested from a wyvern. A creature subjected to this poison must make a **DC** 15 **CON** save. On a failure, the creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isnt poisoned.x