Poisons - Uncommon
Angel's Powder
Use: ActionType: Inhaled - Powder
A hyper fine, bright white powder with a faintly sweet aroma, this powder is to be blown into the face of the target before dispersing harmlessly into the air. The target has to make a DC 15 Charisma Saving throw. On a failed save, the target experiences an altered version of reality where it perceives everyone as trusted friends. They become extremely suggestible to non-aggressive forms of persuasion and deception for 1 hour, granting anyone attempting a Persuasion, or Deception check on them advantage. On a successful save, the target experiences no effects.
Assassin’s Blood
Use: ActionType: Ingested
A creature subjected to this poison must make a DC 15 Constitution saving throw. 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 isn’t Poisoned.
Bane Berry Extract
Use: ActionType: Ingested
Pink and smelling like strawberries, this is a poison that forces the drinker to make a DC 14 Constitution saving throw. On a failed save, the target becomes poisoned. While poisoned, the target has disadvantage against Strength, Constitution and Dexterity saving throws for 1 hour. On successful save, the target experience no effects.
Black Paste
Use: ActionType: Contact
This poison was specifically designed to resemble leather or boot polish. If a piece of clothing is treated with this poison, it shines like new and forces creatures that wears it for a total of 12 hours (does not have to be consecutive) to make a DC 15 Constitution saving throw. Upon a failed save, the creature receives 1d8 poison damage. Unless the poisoned piece of clothing is removed, the creature will have to repeat making the saving throw every 4 hours for the next 3 months. Identifiying the poison when it is aplied requires a DC 15 Investigation check.
Complex Poison
Use: Bonus ActionType: Injury
The poisoner can coat one weapon or one set of ammunition in the poison. Once applied, the poison retains potency for 1 minute before drying. A creature hit by the poisoned weapon or ammunition takes an additional 1d8 poison damage.
Directed Delay
Use: Bonus ActionType: Injury
This black liquid is highly viscous, having the consistency of concentrated molasses. The user can coat one slashing or piercing weapon or 1 piece of ammunition in the poison for one use. Once applied, the poison retains potency for 1 minute before drying. A creature hit by the poisoned weapon or ammunition has to make a DC 14 Wisdom saving throw. On a failed save, the target experiences the effect of the Slow spell for 1 minute. It can repeat the saving throw at the end of its turn. On a successful save, Slow effect is removed, and the target's movement speed is reduced by half for the remainder of the poisons effect.
Dust of Deliciousness
Use: ActionType: Ingested
This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.
Knockout Tincture
Use: ActionType: Inhaled - Gas
A mixture of pungent compounds dissolved in strong alcohol. Vapous released by this mixture take immediate effect once breathed in. The target gains the dazed condition for 1 minute, and must make a DC 14 Constitution saving throw. The user then rolls 4d6 if the target succeeded their saving throw, or 8d6 if they failed. If the number rolled is equal or higher than the targets current hit points, they fall uncontious for 6 hours.
Lava Paste
Use: ActionType: Contact
Though a mundane looking, yellowish paste, this concoction is anything but. Once applied on skin or clothing, the paste forces the target to make a DC 14 Constitution saving throw after 1 min of contact. On a failed save, the target takes 2d6 fire damage and becomes vulnerable against fire damage for 1 occasion for the next 12 hours, on a successful save the target takes half damage and does not become vulnerable.
Malice
Use: ActionType: Inhaled - Powder
A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Pale Tincture
Use: ActionType: Ingested
A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 8 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After 6 successful saving throws, the effect ends and the creature can heal normally.
Philter of Love
Use: ActionType: Ingested
This poison's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. The next time the target sees a creature within 10 minutes after drinking this philter, they become charmed by that creature for 1 hour. If the creature is of a ancestry and gender they are normally attracted to, they regard it as they true love while they are charmed.
Potion of Poison
Use: ActionType: Ingested
This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. The target takes 3d6 poison damage, and must succeed on a DC 14 Constitution saving throw or be poisoned. At the start of each of their turns while poisoned in this way, they take 3d6 poison damage. At the end of each of their turns, they can repeat the saving throw. On a successful save, the poison damage taken on subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Serpent's Fang Poison
Use: ActionType: Injury
The poisoner can coat one weapon or one set of ammunition in the poison. Once applied, the poison retains potency for 1 minute before drying. A creature hit by the poisoned weapon or ammunition is poisoned (DC 14 Con ST, save on end). As long as they are poisoned, they take 1d6 poison damage at the end of their turn.
Spinner's Prick Poison
Use: ActionType: Injury
The poisoner can coat one weapon or one set of ammunition in the poison. Once applied, the poison retains potency for 1 minute before drying. A creature hit by the poisoned weapon or ammunition is poisoned and falls uncontious (DC 14 Con ST, save on end).
Truth Serum
Use: ActionType: Ingested
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.
Specific Ingredients
Manticore Toxin
Use: Bonus ActionType: Injury
Requires Manticore Venom as ingredient
The poisoner can coat one weapon or one set of ammunition in the poison.Once applied, the poison retains potency for 1 minute before drying. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 1d8 poison damage and become poisoned for 1 minute.
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