Don't step on my Bluetspur Shoes
Poisons
30 Poisons for a Poisoner’s Kit
Tier | Name | Effect |
---|---|---|
1 | Spiders Touch | Apply to weapons. Target makes a CON save or takes 2d4 poison damage |
1 | Happy Drops | Add to food or drinks. Target makes Insight checks vs Deception and Persuasion with Disadvantage for the duration. Duration: 1 minute, at the end of which the target makes an Intelligence check to determine if they were poisoned or not. |
1 | Hanged Man’s Luck | Apply to weapons or food. The target is Paralyzed. They may repeat their CON save at the end of their turn to break the effect. Duration: 2 rounds. |
1 | Brawlers Punch | Drink it. The target can choose to fail their CON save. For the duration, the target makes their attacks with Advantage but takes 1d6 Poison damage at the start of their turns. In addition, any Perception checks they make are made with Disadvantage. Duration: 5 rounds. |
1 | Starry Nights | Can be eaten, added to food or drinks, or applied to a weapon. The effects vary depending on if the target is asleep, awake, or poisoned from a weapon. While Asleep: The target makes their saving throw with Disadvantage. They cannot wake up for another 8 hours unless they take damage. While awake: Roll 10d6. If the amount is greater than the target’s current hit points, they fall asleep for 1 hour. They awaken if they take damage. From a weapon: Roll 5d6. If the amount rolled is greater than the target’s current hit points, they fall asleep for 10 minutes. They awaken if they take damage. |
1 | Dizzy Disease | Apply to weapons. When the target rolls a d20, they do so with Disadvantage. They can attempt to save again at the end of their turn. Duration: 1 minute. |
2 | Justice | Inhaled. The target is Blinded for the duration. Duration: 3 rounds. |
2 | Wicked Sick | Add to food or drinks. Poison can delay onset for 1 hour, 1 day or 1 week (chosen when created). After the designated time, the target will become extremely nauseous, sometimes coughing up blood. The target takes 3d6 Poison damage each turn. They can attempt to resist the poison at the end of their turn. If they successfully resist, they won’t suffer more damage, but will be sick in bed for 1d4 days. Duration: 1 minute. |
2 | Widow’s Kiss | Apply to weapons. The target takes 1d6 Poison damage and are considered Infected. If they resist the effect, they take half damage and are not considered Infected. They cannot save from this effect after failing, but once they save they cannot be affected again for 24 hours. Infected: If the target has already been hit by a Widow’s Kiss the damage increases by 1d6. For example, if the target is Infected and has successfully been hit by 3 Widow’s Kisses, the 3rd attack will deal 3d6 extra damage. The maximum damage is 5d6. A creature is considered Infected for 1 minute. |
2 | Good Times | Apply to weapon or add to food or drink. Effect can be Nightmares or Dreams, chosen when the poison is created. Nightmares: The target suffers horrible visions rendering them unable to discern reality from illusion. They view their allies as horrible monsters and their enemies are invisible to them (unless they have Blindsight, then they view them as monsters too). Their reaction depends on the humanoid that was poisoned. A Paladin, for example, might attack. A weak individual may run away as far as they can. Dreams: The target enters a state of bliss. They view everyone as extremely friendly. Hazardous environments may appear as swimming pools or beds. Their enemies have Advantage on any checks involving Charisma and the target has Disadvantage on any checks to resist Persuasion or Deception. Duration: 10 minutes |
2 | Third Eye | Eye drops. Depending on the blood used to create the poison, it allows the target 60ft Blindsight or 60ft Darkvision. They cannot move on their own for the duration, and are considered Deaf. The target may attempt to resist the poison if they want, at the end of their turn. Duration: 10 minutes. |
2 | Devil’s Face | Add to weapon, food or drink. The target’s eyes become pitch black, their teeth become sharp, they grow tiny horns on their forehead, and their voice becomes deep. They grow hair on their cheeks, their back and their hands resembling a devilish creature. They get Advantage on Intimidation checks. If someone tries to discern that they are not actually an evil creature, they have Disadvantage on the roll. Duration: 5 hours. At the end of 5 hours, they make a new CON save with a DC of 5. If they fail, they cannot return to their former selves. The effect is permanent. |
3 | Vampire’s Fate | 20 Radiant damage from Sunlight, 20 acid damage from running water. Effect kicks in after 10 minutes. They can re-save per turn. Duration 1 hour. |
3 | Dead Speech | Ingestion. Target cannot talk or communicate in any way, nor can they cast spells with verbal components. No re-save. Duration 2 hours. |
3 | Empty Mind | Ingestion or inhalation. Target forgets everything from the last hour. Duration 2 days. After duration, memories return. |
3 | Demon’s Screech | Weapon. 2d10 poison damage and 2d10 fire damage - save for 1/2 damage. Wis save or frightened. Target may repeat save at start of next turn. Duration 1 minute. |
3 | Mad Dog’s Teeth | Ingestion, inhalation or weapon. Effects take place after 1 round. Advantage on attack rolls and ranged attacks. The only target they can attack is the closest one. They cannot distinguish friend from foe. They add their prof bonus to damage. At the end of the duration, they are paralyzed for 1 round and take 4d6 poison damage. Duration 4 rounds. |