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'''Note:''' 'Poison' most often refers to the {{5e24|Damage#Poison|Poison Damage Type}}. | |||
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==Poison== | |||
<ref name="srd52.197">{{pub|SRD 5.2}} p.197</ref> Given their insidious and deadly nature, poisons are a favorite tool among {{5e24lc|Assassin}}s and evil {{5e24lc|Creature}}s. Poisons come in the following four types: | |||
'''Contact.''' Contact poison can be smeared on an {{5e24lc|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 may decide that a partial dose has a reduced effect, such as allowing {{5e24|Advantage}} on the {{5e24lc|Saving Throw}} or dealing only {{5e24lc|Half}} as much damage on a failed save. | |||
'''Inhaled.''' Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot {{5e24|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 as a {{5e24|Bonus Action}} to a {{5e24lc|Weapon}}, a piece of {{5e24lc|Ammunition}}, or similar {{5e24lc|Object}}. The poison remains potent until delivered through a wound or washed off. A creature that takes {{5e24|Piercing}} or {{5e24|Slashing}} damage from an object coated with the poison is exposed to its effects. | |||
===Purchasing Poison=== | |||
<ref name="srd52.197" /> In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek. | |||
===Harvesting Poison=== | |||
<ref name="srd52.197" /> A character can attempt to harvest poison from a venomous creature that is dead or has the {{5e24|Incapacitated}} condition. The effort takes 1d6 minutes, after which the character makes a {{5e24|DC}} 20 {{5e24|Intelligence}} ({{5e24|Nature}}) {{5e24lc|Check}} using a {{5e24|Poisoner's Kit}}. On a successful check, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. 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. | |||
===Sample Poisons=== | |||
<ref name="srd52.197" /> Example poisons are detailed here in alphabetical order. Each poison’s description includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison’s debilitating effects. | |||
====Assassin’s Blood==== | |||
(150 GP) Ingested Poison<br /> | |||
<ref name="srd52.197" /> A creature subjected to Assassin’s Blood makes a {{5e24|DC}} 10 {{5e24|Constitution}} {{5e24lc|Saving Throw}}. On a failed save, the creature takes 6 (1d12) {{5e24|Poison Damage|Poison damage}} and has the {{5e24|Poisoned}} condition for 24 hours. On a successful save, the creature takes {{5e24lc|Half}} as much damage only. | |||
====Burnt Othur Fumes==== | |||
(500 GP) Inhaled Poison<br /> | |||
<ref name="srd52.197" /> A creature subjected to Burnt Othur Fumes must succeed on a {{5e24|DC}} 13 {{5e24|Constitution}} {{5e24lc|Saving Throw}} or take 10 (3d6) {{5e24|Poison Damage|Poison damage}}, and it must repeat the save at the start of each of its {{5e24lc|Turn}}s. On each successive failed save, the creature takes 3 (1d6) {{5e24|Poison Damage|Poison damage}}. After three successful saves, the poison ends. | |||
====Crawler Mucus==== | |||
(200 GP) Contact Poison<br /> | |||
<ref name="srd52.197" /> A creature subjected to Crawler Mucus must succeed on a {{5e24|DC}} 13 {{5e24|Constitution}} {{5e24lc|Saving Throw}} or have the {{5e24|Poisoned}} condition for 1 {{5e24lc|Minute}}. The creature also has the {{5e24|Paralyzed}} condition while Poisoned in this way. The creature repeats the save at the end of each of its {{5e24lc|Turn}}s, ending the effect on itself on a success. | |||
====Essence of Ether==== | |||
(300 GP) Inhaled Poison<br /> | |||
<ref name="srd52.197" /> A creature subjected to Essence of Ether must succeed on a {{5e24|DC}} 15 {{5e24|Constitution}} {{5e24lc|Saving Throw}} or have the {{5e24|Poisoned}} condition for 8 hours. The creature also has the {{5e24|Unconscious}} condition while Poisoned in this way. The creature wakes up if it takes {{5e24lc|Damage}} or if another creature takes an {{5e24lc|Action}} to shake it awake. | |||
====Malice==== | |||
(250 GP) Inhaled Poison<br /> | |||
<ref name="srd52.197" /> A creature subjected to Malice must succeed on a {{5e24|DC}} 15 {{5e24|Constitution}} {{5e24lc|Saving Throw}} or have the {{5e24|Poisoned}} condition for 1 hour. The creature also has the {{5e24|Blinded}} condition while Poisoned in this way. | |||
====Midnight Tears==== | |||
(1,500 GP) Ingested Poison<br /> | |||
<ref name="srd52.197.198">{{pub|SRD 5.2}} p.197-198</ref> A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the {{5e24|Poisoned}} condition neutralizes this poison. If the poison hasn’t been neutralized before midnight, the creature makes a {{5e24|DC}} 17 {{5e24|Constitution}} {{5e24lc|Saving Throw}}, taking 31 (9d6) {{5e24|Poison Damage|Poison damage}} on a failed save or {{5e24lc|Half}} as much damage on a successful one. | |||
====Oil of Taggit==== | |||
(400 GP) Contact Poison<br /> | |||
<ref name="srd52.198">{{pub|SRD 5.2}} p.198</ref> A creature subjected to Oil of Taggit must succeed on a {{5e24|DC}} 13 {{5e24|Constitution}} {{5e24lc|Saving Throw}} or have the {{5e24|Poisoned}} condition for 24 hours. The creature also has the {{5e24|Unconscious}} condition while Poisoned in this way. It wakes up if it takes {{5e24lc|Damage}}. | |||
====Pale Tincture==== | |||
(250 GP) Ingested Poison<br /> | |||
<ref name="srd52.198" /> A creature subjected to Pale Tincture must succeed on a {{5e24|DC}} 16 {{5e24|Constitution}} {{5e24lc|Saving Throw}} or take 3 (1d6) {{5e24|Poison Damage|Poison damage}} and have the {{5e24|Poisoned}} condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned. | |||
====Purple Worm Poison==== | |||
(2,000 GP) Injury Poison<br /> | |||
<ref name="srd52.198" /> A creature subjected to Purple Worm Poison makes a {{5e24|DC}} 21 {{5e24|Constitution}} {{5e24lc|Saving Throw}}, taking 35 (10d6) {{5e24|Poison Damage|Poison damage}} on a failed save or {{5e24lc|Half}} as much damage on a successful one. | |||
====Serpent Venom==== | |||
(200 GP) Injury Poison<br /> | |||
<ref name="srd52.198" /> A creature subjected to Serpent Venom must succeed on a {{5e24|DC}} 11 {{5e2e4|Constitution}} {{5e24lc|Saving Throw}}, taking 10 (3d6) {{5e24|Poison Damage|Poison damage}} on a failed save or {{5e24lc|Half}} as much damage on a successful one. | |||
====Spider's Sting==== | |||
(200 GP) Injury Poison<br /> | |||
<ref name="srd52.198" /> A creature subjected to Spider’s Sting must succeed on a {{5e24|DC}} 13 {{5e24|Constitution}} {{5e24lc|Saving Throw}} or have the {{5e24|Poisoned}} condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the {{5e24|Unconscious}} condition while Poisoned in this way. The creature wakes up if it takes {{5e24lc|Damage}} or if another creature takes an {{5e24lc|Action}} to shake it awake. | |||
====Torpor==== | |||
(600 GP) Ingested Poison<br /> | |||
<ref name="srd52.198" /> A creature subjected to Torpor poison must succeed on a {{5e24|DC}} 15 {{5e24|Constitution}} {{5e24lc|Saving Throw}} or have the {{5e24|Poisoned}} condition for 4d6 hours. The creature’s {{5e24|Speed}} is {{5e24|Half|halved}} while the creature is Poisoned in this way. | |||
====Truth Serum==== | |||
(150 GP) Ingested Poison<br /> | |||
<ref name="srd52.198" /> A creature subjected to Truth Serum must succeed on a {{5e24|DC}} 11 {{5e24|Constitution}} {{5e24lc|Saving Throw}} or have the {{5e24|Poisoned}} condition for 1 hour. The Poisoned creature can’t knowingly communicate a lie. | |||
====Wyvern Poison==== | |||
(1,200 GP) Injury Poison<br /> | |||
<ref name="srd52.198" /> A creature subjected to Wyvern Poison makes a {{5e24|DC}} 14 {{5e24|Constitution}} {{5e24lc|Saving Throw}}, taking 24 (7d6) {{5e24|Poison Damage|Poison damage}} on a failed save or {{5e24lc|Half}} as much damage on a successful one. | |||
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Latest revision as of 11:09, 31 May 2025
Note: 'Poison' most often refers to the Poison Damage Type.
Poison
[1] Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. 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 may decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed save.
Inhaled. Poisonous powders and gases 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 as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison 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.
Purchasing Poison
[1] In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek.
Harvesting Poison
[1] A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. 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.
Sample Poisons
[1] Example poisons are detailed here in alphabetical order. Each poison’s description includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison’s debilitating effects.
Assassin’s Blood
(150 GP) Ingested Poison
[1] A creature subjected to Assassin’s Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.
Burnt Othur Fumes
(500 GP) Inhaled Poison
[1] A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.
Crawler Mucus
(200 GP) Contact Poison
[1] A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Essence of Ether
(300 GP) Inhaled Poison
[1] A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Malice
(250 GP) Inhaled Poison
[1] A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way.
Midnight Tears
(1,500 GP) Ingested Poison
[2] A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn’t been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.
Oil of Taggit
(400 GP) Contact Poison
[3] A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.
Pale Tincture
(250 GP) Ingested Poison
[3] A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
Purple Worm Poison
(2,000 GP) Injury Poison
[3] A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.
Serpent Venom
(200 GP) Injury Poison
[3] A creature subjected to Serpent Venom must succeed on a DC 11 Template:5e2e4 saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one.
Spider's Sting
(200 GP) Injury Poison
[3] A creature subjected to Spider’s Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Torpor
(600 GP) Ingested Poison
[3] A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature’s Speed is halved while the creature is Poisoned in this way.
Truth Serum
(150 GP) Ingested Poison
[3] A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can’t knowingly communicate a lie.
Wyvern Poison
(1,200 GP) Injury Poison
[3] A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.
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Sources and Notes
- Wizards RPG Team. SRD 5.2 (5e 2024) (2025-04-22). Wizards of the Coast. Licensed: CC-BY.
Back to Main Page → DnD → 5x → 5e (2024) → SRD 5.2
Attribution:SRD 5.2 CC-BY
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].
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Storm, Ice Walk, Identify, Illusion, Illusory Script, Immunity, Imp, Imprisonment, Improvised Weapon, Incendiary Cloud, Incubus, Inflict Wounds, Initiative, Insect Plague, Instant Summons, Invisibility, Invisible Stalker, Iron Golem, Irresistible Dance, Jackal, Jump, Jump Spell, Killer Whale, Knight, Knight Common, Knock, Knocking Out a Creature, Kobold, Kobold Warrior, Kraken, Lamia, Legend Lore, Lemure, Lesser Restoration, Level, Level Advancement, Levitate, Lich, Life Domain, Lifestyle Expense, Light Spell, Lightning Bolt, Limited Amphibiousness, Lion, Lizard, Locate Animals or Plants, Locate Creature, Locate Object, Longstrider, Lycanthrope, Mage, Mage Armor, Mage Hand, Magic Circle, Magic Item, Magic Jar, Magic Missile, Magic Mouth, Magic Weapon Spell, Magical Contagion, Magical Effect, Magma Mephit, Magmin, Magnificent Mansion, Main, Major Image, Mammoth, Manticore, Marilith, Mass Cure Wounds, Mass Heal, Mass Healing Word, Mass Suggestion, Mastiff, Maze, Medusa, Meld into Stone, Mending, Mental Stress Effect, Mephit, Merfolk, Merfolk Skirmisher, Merrow, Message, Meteor Swarm, Mimic, Mind Blank, Mind Spike, Minor Illusion, Minotaur of Baphomet, Minotaur Skeleton, Mirage Arcane, Mirror Image, Mislead, Misty Step, Modify Memory, Monk, Monster, Moonbeam, Mounts and Vehicles, Move Earth, Mule, Multiclassing, Mummy, Mummy Common, Mummy Lord, Nalfshnee, Night Hag, Nightmare, Noble NPC, Nondetection, Oath of Devotion, Object, Obscured, Occupied Space, Ochre Jelly, Ogre, Ogre Common, Ogre Zombie, Oni, Opportunity Attack, Otherworldly Steed, Otyugh, Owl, Owlbear, Owlbear Common, Paladin, Panther, Pass without Trace, Passive Perception, Passwall, Path of the Berserker, Pegasus, Per Day, Phantasmal Killer, Phantom Steed, Phase Spider, Piranha, Pirate, Pirate Captain, Pirate Common, Pit Fiend, Planar Ally, Planar Binding, Plane Shift, Planetar, Plant Growth, Player Character, Plesiosaurus, Poison, Poison Spray, Polar Bear, Polymorph, Pony, Possession, Potion of Healing, Potions of Healing, Power Word Heal, Power Word Kill, Power Word Stun, Prayer of Healing, Prestidigitation, Priest, Priest Acolyte, Priest Common, Prismatic Spray, Prismatic Wall, Private Sanctum, Produce Flame, Proficiency, Proficiency Bonus, Programmed Illusion, Project Image, Protection from Energy, Protection from Evil and Good, Protection from Poison, Pseudodragon, Pteranodon, Purify Food and Drink, Purple Worm, Quasit, Raise Dead, Rakshasa, Ranger, Rat, Raven, Ray of Enfeeblement, Ray of Frost, Ray of Sickness, Reach, Reaction, Red Dragon, Red Dragon Wyrmling, Reef Shark, Regenerate, Reincarnate, Remorhaz, Remove Curse, Resilient Sphere, Resistance, Resistance Spell, Rest, Resurrection, Reverse Gravity, Revivify, Rhinoceros, Rhythm of Play, Riding Horse, Ritual, Roc, Rogue, Rope Trick, Roper, Round Down, Rules Glossary, Rust Monster, Saber-Toothed Tiger, Sacred Flame, Sahaugin, Sahuagin, Sahuagin Warrior, Salamander, Salamander Common, Sanctuary, Satyr, Satyr Common, Saving Throw, Scorching Ray, Scorpion, Scout, Scout Common, Scrying, Sea Hag, Seahorse, Searing Smite, Secret Chest, See Invisibility, Seeming, Sending, Sequester, Shadow, Shambling Mound, Shape-Shifting, Shapechange, Shark Telepathy, Shatter, Shield Guardian, Shield of Faith, Shield Spell, Shillelagh, Shining Smite, Shocking Grasp, Shrieker Fungus, Silence, Silent Image, Silver Dragon, Silver Dragon Wyrmlinig, Simulacrum, Simultaneous Effect, Size, Skeleton, Skill, Sleep, Sleet Storm, Slow Spell, Social Interaction, Solar, Sorcerer, Sorcerous Burst, Spare the Dying, Speak with Animals, Speak with Dead, Speak with Plants, Specter, Speed, Spell, Spell Attack, Spell/List, Spellcasting Ability, Spellcasting Focus, Sphinx, Sphinx of Lore, Sphinx of Valor, Sphinx of Wonder, Spider, Spider Climb, Spike Growth, Spirit Guardians, Spirit Naga, Spiritual Weapon, Sprite, Spy Common, SRD 5.2, SRD 5.2/Legal Information, Stable, Starry Wisp, Starting at Higher Levels, Stat Block, Steam Mephit, Stirge Common, Stone Giant, Stone Golem, Stone Shape, Stoneskin, Storm Giant, Storm of Vengeance, Succubus, Suggestion, Summon Dragon, Sunbeam, Sunburst, Sunlight Weakness, Superior Potion of Healing, Supreme Potion of Healing, Surprise, Svirfneblin Common, Swarm of Bats, Swarm of Crawling Claws, Swarm of Insects, Swarm of Piranhas, Swarm of Rats, Swarm of Ravens, Swarm of Venomous Snakes, Swimming, Symbol, Target, Tarrasque, Telekinesis, Telepathic Bond, Telepathy, Teleport Spell, Teleportation, Teleportation Circle, Temporary Hit Point, Thaumaturgy, Thief, Thunderwave, Tiger, Time Stop, Tiny Hut, Tongues, Tool, Tough Boss, Tough Common, Transport via Plants, Trap, Travel Pace, Treant, Tree Stride, Tremorsense, Triceratops, Trinket, Trinkets, Troll Common, Troll Limb, True Polymorph, True Resurrection, True Seeing, True Strike, Truesight, Tsunami, Turn, Tyrannosaurus Rex, Umarmed Strike, Unicorn, Unoccupied Space, Unseen Servant, Vampire Common, Vampire Familiar, Vampire Spawn, Vampiric Touch, Venomous Snake, Vicious Mockery, Violet Fungus, Vitriolic Sphere, Vrock, Vulnerability, Vulture, Wall of Fire, Wall of Force, Wall of Ice, Wall of Stone, Wall of Thorns, Warding Bond, Warhorse, Warhorse Skeleton, Warlock, Warrior Infantry, Warrior of the Open Hand, Warrior Veteran, Water Breathing, Water Elemental, Water Elemental Common, Water Susceptibility, Water Walk, Weapon, Weapon Attack, Weasel, Web, Weird, Werebear, Wereboar, Wererat, Weretiger, Werewolf, White Dragon, White Dragon Wyrmling, Wight, Will-o'-Wisp, Wind Walk, Wind Wall, Winter Wolf, Wish, Wizard, Wolf, Word of Recall, Worg, Worg Common, Wraith, Wyvern, Xorn, Young Black Dragon, Young Blue Dragon, Young Brass Dragon, Young Bronze Dragon, Young Copper Dragon, Young Gold Dragon, Young Green Dragon, Young Red Dragon, Young Silver Dragon, Young White Dragon, Zone of Truth