Poison Recipes in Breach | World Anvil
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Poison Recipes

A player must have procifiency with poisoner's kits in order to learn these recipes and produce these powerful noxious powders and poisons. If a concoction requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence ability modifier, unless otherwise specified. If you have expertise in poisoner's tools, the saving throw DC is instead equal to 10 + your proficiency bonus + your Intelligence ability modifier. Poisoner's kits include chemicals and regeants to react with certain powders and liquids, vials to store serums and liquid poisons, pouches to store powders, and other equipment necessary for the creation of poisons.   Contacted - if a creature touches something covered with this poison with their bare hands or with exposed flesh. Ingested - if a creature eats or drinks the poison. Inhaled - if a creature breathes in the poison, or if they are exposed to it. Injured - if a weapon coated in this poison deals damage to them.  

Common Recipes

These recipes are generally commonplace, with at least several individuals in a city knowing a few of these. The learning of one of these recipes requires 1 day of work and a cost of 50 gold. The creation of these recipes requires 1 day of work and a cost of 25 gold after the ingredients have been gathered.  

Basic Poison

Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this purple poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw. On a failure, they take 1d10 poison damage. On a success, they take half damage.
  • Ingredients: hemlock, nightshade
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    Biza's Breath

    Inhaled You blow this yellowish, sandy powder into an adjacent creature's space as an action. That creature make a Constitution saving throw. On a failure, they must use their action on their next turn to make an attack against a randomly determined creature within its reach; if there is another creature within its reach, it does nothing on its turn. On a success, it is dazed on its next turn. A creature subjected to this poison can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.
  • Ingredients: powdered rat tail, willowart crown
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    Bubotuber Pus

    Injured You can coat an object with this light green poison. You can also coat a single weapon that deals bludgeoning damage or up to 3 pieces of ammunition that deals bludgeoning damage with this acrid green liquid. Doing so takes an action. Once applied, the poison retains potency for 1 hour before drying. A creature that is injured with a coated weapon or ammunition or touches a coated object without protection must make a Constitution saving throw. On a failure, parts of their skin erupt with large pustules that drip a greenish-white pus and they take 1d4 acid damage, and whenever they make an attack or begin casting a spell on their turn, they take an additional 1d4 acid damage. On a success, they only take 1d4 acid damge.
  • Ingredients: acid dew petals, bubotuber boils
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    Crippling Cackle

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this silvery poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make an Intelligence saving throw. On a failure, they take 1d4 psychic as a disturbing laughter fills their head, and their speed is reduced by 10 feet until the end of their next turn. On a success, they take half damage and their speed is not reduced.
  • Ingredients: lavender, weeping lily
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    Frostbite

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this light blue poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw. On a failure, they take 2d4 cold damage as their veins burn with cold. On a success, they take half damage.
  • Ingredients: frost lichen, tundra cotton
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    Healer's Bane

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this light blue poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, their wounds seeth with infection. For 1 minute, any time that creature would regain hit points or naturally regenerate, roll a d8, and that creature regains that many fewer hit points.
  • Ingredients: morning glory, willowart stem
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    Paranoia

    Ingested A creature who ingests this dark grey poison must make a Wisdom saving throw. On a failure, they are frightened of the next humanoid they see, and they are unsettled for 1 hour. On a success, the creature is unsettled for only 10 minutes. An unsettled creature feels like something is perpetually wrong around them, like someone is always following them or watching them, like something is out to get them, or like there is something just around the next corner - at the DM's discretion.
  • Ingredients: nothic tear, willowart crown
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    Scorching Scour

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this flaming red poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make an Constitution saving throw. On a failure, they take 1d4 fire and have disadvantage on the first attack they make on their next turn. On a success, nothing happens.
  • Ingredients: fire lily, flask of oil
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    Skaab Serum

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this black poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make an Constitution saving throw. On a failure, they take 2d4 necrotic damage, as their veins bulge and enflame with this dark ichor. On a success, they take half damage.
  • Ingredients: human flesh, nightshade
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    Solution of Madness

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 3 pieces of ammunition that deals piercing or slashing damage with this poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make an Constitution saving throw. On a failure, they subtract a d4 from all Intelligence, Wisdom, and Charisma saving throws they make for 1 minute. On a success, nothing happens. A creature subjected to this poison can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. A creature that succeeds against this poison is immune to it until it finishes a long rest.
  • Ingredients: mandrake root
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    Solution of Weakness

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 3 pieces of ammunition that deals piercing or slashing damage with this poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make an Constitution saving throw. On a failure, they subtract a d4 from all Strength, Dexterity, and Constitution saving throws they make for 1 minute. On a success, nothing happens. A creature subjected to this poison can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. A creature that succeeds against this poison is immune to it until it finishes a long rest.
  • Ingredients: juniper berries
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    Tilting Talcum

    Inhaled You blow this green dust into an adjacent creature's space as an action. That creature make a Dexterity saving throw. On a failure, they fall prone, as the world around htem begins to spin and contort. On a success, they stagger and sway, but are otherwise unaffected.
  • Ingredients: morning glory leaves, silent princes petals
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    Toadwart Tincture

    Contacted or Injured You can coat an object with this greyish brown poison. You can also coat a single weapon that deals bludgeoning damage or up to 3 pieces of ammunition that deals bludgeoning damage with this brownish poison. Doing so takes an action. Once applied, the poison retains potency for 1 hour before drying. A creature that it injured with a with a coated weapon or ammunition or touches a coated object without protection must make a Constitution saving throw. On a failure, blisters and warts break out across their skin and they suffer a d6 penalty to all ability checks that use their Strength or Dexterity for 1 hour. On a success, they only suffer this penalty for 1 minute.
  • Ingredients: frog tongue, salamander blood, skin from a toad
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    Witch's Brew

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 3 pieces of ammunition that deals piercing or slashing damage with this pearly white poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. When you hit a creature with a coated weapon or ammunition, they become hexed by dark magic. For 1 minute, whenever the creature whose blood is mixed with the poison hit the hexed creature with an attack, that attack deals an extra 1d6 necrotic damage. Only one creature can be hexed in this way at a time.
  • Ingredients: a drop of blood, the finger of an undead, nightshade
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    Uncommon Recipes

    These recipes are a little rarer, though there is still usually one, maybe two individuals in a large city capable of making some of these items. The learning of one of these recipes requires 5 days of work and a cost of 200 gold. The creation of these recipes requires 3 days of work and a cost of 100 gold after the ingredients have been gathered.  

    Adder's Ailment

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this tan-colored poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw. On a failure, they take 1d10 poison damage and are poisoned for 1 minute; at the beginning of each of their turns, they take an additional 1d10 poison damage. On a failure, they take half damage and are not poisoned. A creature subjected to this poison can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.
  • Ingredients: venom from a giant poisonous snake
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    Assassin's Blood

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this crimson poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw. On a failure, they take 2d8 poison damage and are poisoned for 24 hours. On a success, they take half damage and are not poisoned.
  • Ingredients: bloodroot, moonshade
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    Baneberry Extract

    Ingested A creature who ingests this strawberry-smelling poison must make a Constitution saving throw. On a failure, they suffer disadvantage on Strength, Dexterity, and Constitution saving throws for 10 minutes. On a success, they suffer no adverse effects.
  • Ingredients: any kind of fruit, baneberries, willowshade fruit
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    Death Polish

    Contacted via clothing This poison is specifically created to resemble leather or boot polish, though it has a slightly acrid smell to it. If a piece of clothing is treated with this poison, it shines like new but forces creatures that wear it for at least 1 hour to make a Constitution saving throw. On a failure, they take 2d10 poison damage and are poisoned for 8 hours. On a success, they take half damage and are not poisoned. If a creature continues to wear cloathing treated with this poison, they must continue to make saving throws against it.
  • Ingredients: blackcap mushroom, dark sap (which comes from the grim aspen tree)
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    Directed Delay

    Ingested or Injured You can coat a single weapon that deals piercing or slashing damage or up to 3 pieces of ammunition that deals piercing or slashing damage with this thick, brown poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Wisdom saving throw. On a failure, they suffer the effects of the slow spell for 1 minute. On a success, their movement speed is reduced by 10 feet for 1 minute. Regardless, creature subjected to this poison can repeat the saving throw at the end of each of its turns, ending the current effect on itself on a success.
  • Ingredients: death cap, idle claws
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    Draining Dour

    Ingested or Inhaled A creature who ingests this cough-inducing poison must make a Constitution saving throw. Additionally, you can throw the phial with this poison up to 20 feet, where it shaters on impact, as an action. Make a ranged Attack roll against a creature or an object, and you have proficiency with this attack. On a hit, the phial breaks and erupts in a cloud of noxious gas. Each creature within 5 feet of its impact must make a Constitution saving throw. On a failure, they suffer the effects of the ray of enfeeblement spell for 1 minute (no concentration required). On a success, they gain the effects of the spell until the end of their nexxt turn. A creature subjected to this poison can repeat the saving throw at the end of each of its turns, ending the current effect on itself on a success.
  • Ingredients: black cap, canis root, grim aspen bark
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    Malice

    Inhaled You blow this fine, purplish powder into an adjacent creature's space as an action. That creature must make a Constitution saving throw. On a failure, they are blinded for 1 minute. On a success, they suffer disadvantage on attacks they make on their next turn. This powder is so potent that even even holding one's breath is innefective against it, as it affects nasal mebranes, tear ducts, and other parts of the body.
  • Ingredients: angel's trumpet, lionfish spines, moonshade
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    Nocturnal Fear

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this purple poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Wisdom saving throw, and shapechangers make all saving throws from this poison with disadvantage. On a failure, they become frightened of whoever's blood is in the poison for 1 minute. On a success, nothing happens. A creature subjected to this poison can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. A creature that succeeds against this poison is immune to it until it finishes a long rest.
  • Ingredients: a drop of blood, hellebore, mandrake root, powdered chaurus eggs
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    Pale Tincture

    Ingested A creature who ingests this gritty, light brown poison must make a Constitution saving throw. On a failure, they take 2d6 poison damage and become poisoned for 24 hours where they again make another Constitution saving throw. Until the poison ends, the damage from this poison cannot be healed by any means except by a wish spell or a greater restoration spell cast at 7th level or higher. On a successful saving throw, the creature takes 1d6 poison damage and is not poisoned.
  • Ingredients: dark sap (which comes from the grim aspen tree), sourgrass
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    Potion of Poison

    Ingested This concoction looks, smells, and even tastes like a potion of healing, but it is a poison. An identify spell reveals its true nature. A creature who ingests this potion takes poison damage equal to strength of the healing potion used in its creation and is poisoned for 1 minute. While poisoned, a creature takes 3d6 poison damage at the beginning of its turns. A creature subjected to this poison can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.
  • Ingredients: any healing potion, baneberry, scarab legs
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    Sunscorch Poison

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this purple poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw. On a failure, they take 2d6 fire damage and gain vulnerability against fire damage for 1 hour or until they take fire damage again. On a success, they take half damage and do not gain vulnerability to fire damage.
  • Ingredients: dragon tongue petals, fire lily
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    Whimsical Whisp

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this purple poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Wisdom saving throw. On a failure, they blink and 2d4 illusions appear in unoccupied spaces within 30 feet of the affected creature. On each of their turns, they must attack one of the illusions or target it with a spell, starting with the one that is closest to them; once they attack it or cast a spell at it (regardless of they hit or not), they see it as an illusion and move on to the next one. The poison runs its course once they attack all illusions, or after 1 minute has ended, whichever happens first. On a success, they see only 1 illusion.
  • Ingredients: centipede blood, fairy stool, will-o-wisp flame
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    Rare Recipes

    These recipes are are tightly controlled, and only one person of prominence, either a court wizard, the leader of a guild, or some other individual of great standing in a large city may have knowledge of these recipes. The learning of one of these recipes requires 15 days of work and a cost of 800 gold. The creation of these recipes requires 7 days of work and a cost of 400 gold after the ingredients have been gathered.  

    Aconite

    Ingested or Injured You can coat a single weapon or up to 5 pieces of ammunition with this bluish poison. Doing so takes an action. Once applied, the poison retains potency for 1 hour before drying. A shapechanger that takes damage from a weapon or piece of ammunition covered in this mixture take 3d6 psychic damage and must make a Wisdom saving throw. On a faillure, they are dazed for 1 minute. On a success, they are dazed on their next turn. A creature subjected to this poison can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.
  • Ingredients: hagfinger, powdered opal, wolf'sbane
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    Angel's Ambivalence

    Inhaled You blow this bright white powder into an adjacent creature's space as an action. That creature must make a Charisma saving throw. On a failure, they experience an altered version of reality where they perceive everyone as trusted friends and comrads, and they become extremely suggestible to non-agressive forms of persuasion and deception for 1 hour (other creatures have advantage on Charisma (Persuasion) checks against them). On a success, they cough and forget that you blew the powder into their face.
  • Ingredients: angel's trumpet, mandrake root, silent princess
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    Banishing Blight

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this purple poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Charisma saving throw. On a failure, their very hold on the material plane becomes tenuous; at the beginning of each of their turns, they teleport to a random location within 60 feet of their current location which must be on a physical surface or on the surface of a liquid. On a success, they immediately teleport to a random location within 60 feet which must be on a physical surface or on the surface of a liquid
  • Ingredients: a lock of hair from an eladrin elf, blight spores, displacer drool
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    Dragon's Bane

    Injured You can coat a weapon for 5 uses, or up to 5 pieces of ammunition with this dark red poison as an action. Once applied, the poison retains potency for 1 hour before drying. A dragon that takes damage from a weapon or piece of ammunition covered in this mixture takes an additional 6d6 damage from the attack, taking the same damage type as the weapon.
  • Ingredients: bloodroot, powdered kobold claws, wyvern blood
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    Eternal Eclipse

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this purple poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw or take 3d10 poison damage and suffer two levels of exhaustion. On a success, they only take half damage.
  • Ingredients: graven orchid, nightshade
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    Fire Fever

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this scalding hot poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw or take 3d10 fire damage and be burned, taking 2d10 fire damage at the beginning of their turn for 1 minute. On a success, they take half damage and are not burned. A creature subjected to this poison can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.
  • Ingredients: dragon tongue root, fire lily petals, remorhaz ichor
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    Scarecrow's Subterfuge

    Ingested This concoction is black as pitch, but instead of making sloshing sounds when stirred or shaken, it makes a feint cawing sound, like a murder of crows. A creature who ingests this potion must make a Charisma saving throw. On a failed save, they see the people around them as if they were monsters, with blood dripping from their mouths, or worms slithering from their eyes, or as if htey were made of a ghostly mist, and they become extremely succeptible to to agression and intimidation for 1 hour (other creatures have advantage on Charisma (Intimidation) checks against them). On a success, they close their eyes, and nothing happens.
  • Ingredients: crow or raven bones, hellebore, pixie's parasol
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    Talo's Toxic Tonic

    Ingested This concoction is a light red syrup, which tastes indistinguishable from common household tonics and herbal remedies. A creature who ingests this potion is subjected to the contagion spell, but with the following changes: instead of making a Constitution saving throw at the end of each of hteir turns, they instead make this saving throw at the end of each hour after first ingesting this poison. If they fail a total of three times, they are subjected to the disease according to the additional ingredient included in the poison.
  • Ingredients: creeping elder, and a special ingredient
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    Disease Ingredient
    Blinding Sickness nothic tear
    Filth Fever black cap
    Flesh Rot fingers of an undead
    Mindfire willowart crown
    Seizure juniper berries
    Slimy Doom quipper fat
     

    Vervaine

    You can coat a weapon for 5 uses, or up to 5 pieces of ammunition with this dark red poison as an action. Once applied, the poison retains potency for 1 minute before drying. An undead that takes damage from a weapon or piece of ammunition covered in this mixture takes an additional 4d6 damage from the attack, taking the same damage type as the weapon.
  • Ingredients: lavender, vervaine
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    Wraith's Rage

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this scalding hot poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw or take 3d10 necrotic and their Strength ability score is reduced by 2. On a success, they only take half damage and their ability score is not reduced. If a creature's ability score is reduced to 0, they die, regardless of how many hit points they have remaining.
  • Ingredients: ectoplasm, heart from a dead humanoid, shadow from a spectre
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    Very Rare Recipes

    These recpes are so rare that the exilirs and concoctions they create may be virtually nonexistant. Only a handful of people across a continent may have the knowledge and skill, as well as the means of using these recipes. The learning of one of these recipes requires 30 days of work and a cost of 3,200 gold. The creation of these recipes requires 15 days of work and a cost of 1,600 gold after the ingredients have been gathered.  

    Aboleth's Breath

    Contacted You can attempt to pour this phial on an adjacent creature as an action. Additionally, you can throw the phial with this poison up to 20 feet, where it shaters on impact, as an action. Make a ranged Attack roll against a creature or an object, and you have proficiency with this attack. On a hit, the phial breaks and erupts, spraying each creature within 5 feet of the impact point with this poison. Regardless, each creature who comes in contact with this poison must make a Constitution saving throw. On a failure, that creature can only breathe in water and must spend their turns trying to find water deep enough to submerge themselves in; if a creature cannot find water deep enough for them within 10 minutes, then they must start making death saving throws (they fall unconsious if they succeed three death saving throws before failing three). On a success, nothing happens.
  • Ingredients: aboleth mucus, gillyweed, ozolla
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    Blinding Powder

    Inhaled You blow this fine, sandy powder into an adjacent creature's space as an action. That creature must make a Constitution saving throw. On a failure, they take 10d4 acid damage and are blinded indefinately, as the powder eats away at their eyes and surrounding tissue. On a success, they take half damage and are blinded for 24 hours. This powder is so potent that even holding one's breath is innefective against it, as it affects nasal mebranes, tear ducts, and other parts of the body.
  • Ingredients: acid dew petals, powdered bat guano, powdered iguana spines, silverthorn thorns
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    Drought of Living Death

    Ingested This concoction is a watery liquid, hue slightly pink, and is fully finished when a leaf is dropped into it and it burns away. A creature who ingests this potion immediately falls unconscious, and no amount of shaking will awaken them. Indeed, their heart beat ceases, their skin turns grey, and they are indishinguishable from a corpse. Even if another creature deals damage to them, they remain unconscious. A creature remains in this state for up to 1 week, suffering all the normal effects of not eating or drinking for that time.
  • Ingredients: asphodel petals, rose petals, valerian leaf and root, wormwood
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    Embalmer's Embrace

    Injury You can coat a single weapon that deals piercing or slashing damage or up to 3 pieces of ammunition that deals piercing or slashing damage with this scalding hot poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, their wounds seeth and blister as poison spread through their veins. For 1 hour, that creature cannot regain any hit points except by a wish spell or after a greater restoration spell cast at 7th level or higher is cast on them.
  • Ingredients: a bit of wood covered in mold, blight spores, morning glory, willowart stem
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    Killer's Curse

    Injury You can coat a single weapon that deals piercing or slashing damage or up to 3 pieces of ammunition that deals piercing or slashing damage with this scalding hot poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw. On a failure, they suffer all natures of the bestow curse spell from the creature whose blood is in the poison for 1 minute. On a success, they suffer only one nature of the bestow curse spell from the creature whose blood is in the poison for 1 minute.
  • Ingredients: a drop of blood, creeping elder, honeysuckle, voodoo lily
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    Midnight Tears

    Ingested This poison is clear, though lightly colored a dark grey or blue. A creature who ingests this potion suffers no ill effects until the stroke of midnight. If hte poison has not been neutralized before then, the creature must make a Constitution saving throw. On a failure, they take 10d12 poison damage and are poisoned for 24 hours. On a success, they take half damage and are only poisoned for 8 hours.
  • Ingredients: ankheg ichor, deathcap, lizard tears, willowshade fruit
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    Paste of Perdition

    Injury You can coat a single weapon that deals piercing or slashing damage or up to 3 pieces of ammunition that deals piercing or slashing damage with this thick, black paste. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw, taking 6d8 necrotic damage on a failure, or half as much damage on a success.
  • Ingredients: bones that have been interred for over a hundred years, deathcap stem, nightshade
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    Vampire's Villainy

    Ingested or Injured You can coat a single weapon that deals piercing or slashing damage or up to 3 pieces of ammunition that deals piercing or slashing damage with this blood-like poison. Doing so takes an action. Once applied, the poison retains potency for 1 hour before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw. On a success, the creature retches the entire contents of its stomach and taked 4d10 poison damage. On a failure, the creature immediately retches the entire contents of its stomach, tomakes 3d10 poison damage, and they are unable to sleep. After 1 hour, the target becomes supremely sensitive to direct sunlight, taking 1d6 fire damage each minute that they spend outside in direct sunlight. Additionally, the creature is unable to eat or drink anything besides raw meat and blood, and has a great craving for the latter, especially for blood of thier own species; if they attempt to eat or drink anything besides raw meat or blood, they retch the entire contents of their stomach and take 2d10 poison damage. Each hour that the creature does not consume either raw meat or blood, they gain 1 level of exhaustion. This effect lasts for 24 hours.
  • Ingredients: bloodroot, dragon blood, graven orchid, vampire fangs
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    Legendary Recipes

    The knowledge of these recipes may have been lost to history, or only remembered in the minds of a few people scattered across the planes or tucked away in an ancient tome. The learning of one of these recipes requires 60 days of work and a cost of 12,800 gold. The creation of these recipes requires 30 days of work and a cost of 6,400 gold after the ingredients have been gathered.  

    Devil's Guile

    Inhaled You blow this smoky red powder into an adjacent creature's space as an action. That creature must make an Intelligence saving throw. On a failure, they perceive the world around them as a war-ravaged hellscape, as images from the Abyss and the Nine Hells impose themselves upon their reality for 1 minute. At the end of each of the creature's turns, they take 5d10 psychic damage and move up to half hteir base walking speed in a random direction; they see any other creatures, and so they cannot attack any other creature, and they make all ability checks and saving throws for the duration. On a success, they see a vision of demons and devils in the lower planes of existence and take 10d10 psychic damage and are dazed on their next turn.
  • Ingredients: angel's trumpet, blight spores, death cap, the dried and crushed ichor from three different demons or devils
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    Grave Walk

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 3 pieces of ammunition that deals piercing or slashing damage with this black poison. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw. On a failure, they take 4d8 poison damage and one of their ability scores (as determined by the unique ingredient used in making this poison) is reduced by 5 for 24 hours. On a success, they only take half damage and their ability score is not reduced. If a creature's ability score is reduced to 0, they die, regardless of how many hit points they have remaining.
  • Ingredients: a heart from a dead humanoid, deathcap crown, powdered chaurus eggs, valerian root, and a special ingredient
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    Ability Score Ingredient
    Strength peppermint
    Dexterity hibiscus
    Intelligence sage
    Wisdom chamomile
    Charisma dandelion
     

    Mummy's Migraine

    Ingested or Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this whitish powder. Doing so takes an action. Once applied, the poison retains potency for 1 minute before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they must make a Constitution saving throw. On a failure, they take 6d12 necrotic damage and 6d12 psychic damage, their hit point maximum is reduced by the amount of necrotic damage they take, and they are poisoned for 1 minute; at the end of the creaure's turns for the duration, they must repeat the saving throw, and on a failure, they take an additional 3d12 necrotic damage and their hit point maximum is reduced by the amount. On a success, they take 4d12 necrotic damage and 4d12 psychic damage.
  • Ingredients: flesh of a mummy, scarab carapce, venem from a giant scorpion, voodoo lily
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    Iocane Powder

    Ingested or Inhaled You blow this crystalin powder into an adjacent creature's space as an action. That creature must make a Constitution saving throw. On a failure, they are killed if they have 100 hit points or less. On a success, they take 10d12 poison damage.
  • Ingredients: asphodel, crushed amathyst, crushed ruby, crushed sapphire, powdered ivory from a silver mammoth, willowart
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    Purple Worm Poison

    Injured You can coat a single weapon that deals piercing or slashing damage or up to 5 pieces of ammunition that deals piercing or slashing damage with this whitish powder. Doing so takes an action. Once applied, the poison retains potency for 1 hour before drying. Once per turn, when you hit a creature with a coated weapon or ammunition, they automatically take 10d6 acid damage and are poisoned for 1 minute.
  • Ingredients: baneberry, crushed spider mandables, pit viper venom, purple worm blood
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    Widowmaker

    Ingested When a creature drinks this sunset-colored poison, they must make a Constitution saving throw. On a failure, they age rappidly over the next week, to the point that they only have have 1 day left before they die of old age; in this aged state, they also have disadvantage on ability checks, attack rolls, and saving throws, and their base walking speed is halved. On a success, they age 10 years over the next week. Only the wish spell or the greater restoration spell cast at 9th level cannot end these effects and restore the creature to their previous age.
  • Ingredients: athelas, blight spores, breath from a dead man, creeping elder, silent princess

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