5e Dmg Poisons


I'm trying to implement an advanced system of poisons to my D&D 5e game, and before I get started want to know what rules are currently in the game. I am interested in Types of poisons (inclu.

Better Poisons[edit]

I was reading through the 'Poisons' section of the DMG chapter 8, and had the following questions: If for instance a character is hit by a creature repeated times with the same poison (for example a foe firing crossbow bolts with Carrion Crawler Mucus applied on them), does the target have to do the Con save on every hit? A table for crafting all of the 5e potions and poisons using a slightly faster formula for crafting so that crafting potions isn't such a miserably long task. I used Saidoro's Sane Magical Prices pdf to gauge the prices of the potions. Poisons Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. Poisons come in the following four types. A creature that touches contact poison with exposed skin suffers its effects.

The default D&D rules for poisons are very unsatisfying. They are either extremely overpowered or extremely underpowered, depending on whether you abuse them or just use them. The rules for creating poisons are extremely unclear and at times contradictory. Simple use of minor creation would give exceptional power to characters at very low levels. Once you hit the double digits, the power of poison would immediately fall off a cliff, as everyone began making their static DC. We want to improve this situation and make poison-users a viable and desirable character to have on the team. To that end, we introduce the following rules to poison:

  • You need a Craft (Alchemy) check to make poison. The DCs are given in the poison table below.
  • The poison DC will scale. It is a fortitude save, equal to 10 + ½ CR + the Int or Wis mod of the creator, whichever is higher. Poison with the 'magic' makeup has a minimum DC, listed in the table in parenthesis.
  • Poisons have a specific makeup they are crafted from. This is either animal, vegetable, mineral, or magic matter. Yes, this means you can use minor creation and similar spells to create poisons, so long as you make your Craft check. Magic matter can't be created short of a polymorph any object or spell specifically designed to create the matter.
  • Secondary damage does not exist. Nobody cared about it anyway, because 10 rounds was after combat ended. Now you don't have to track another number. Some poisons have delayed effects and don't work in combat times; this is marked on the table.
  • Only one status effect per round. Regardless of whether they make a successful save or not, a target can only take the effect of any single non-damaging (including ability damage) poison per round. So if someone is targetted with two Drow Poison arrows, and they save against the first, they can no longer be affected by non-damaging poisons that round.

To balance out poisons, we have introduced a new poison table. If you see something, like animal parts, that should be poisonous but aren't on the table, use the closest available item on the table. For example, the venom of most snakes would fall under 'Wyvern Venom'.

Table: Revised Poisons
Poison Type Craft (Alchemy) DC Makeup Delay Damage Price
Black Locust Injury 15 Vegetable Instantaneous 1d6 Con 5 gp
Drow Poison Contact 25 Magic (14) Instantaneous Sleep (5 rounds) 300 gp
Hypnotoad Extract Contact 25 Animal Instantaneous Confusion (10 rounds) 300 gp
Id Moss Injury 15 Vegetable Instantaneous 1d6 Int 5 gp
Lich Dust Inhalation 30 Magic (18) Instantaneous Paralysis (permanent) 600 gp
Magic Mushrooms Ingestion 25 Vegetable 1 Hour 2d8 Cha 150 gp
Myconid Extract Injury 20 Animal Instantaneous 1d8 Cha 50 gp
Nightshade Injury 15 Vegetable Instantaneous 1d6 Wis 5 gp
Poison Dart Frog Contact 25 Animal Instantaneous Daze (2 rounds) 300 gp
Purple Worm Poison Injury 20 Animal Instantaneous 1d8 Str 50 gp
Scorpion Venom Injury 20 Animal Instantaneous 1d8 Dex 50 gp
Snakeroot Injury 15 Vegetable Instantaneous 1d6 Str 5 gp
Striped Toadstool Injury 15 Vegetable Instantaneous 1d6 Cha 5 gp
Terinav Root Injury 15 Vegetable Instantaneous 1d6 Dex 5 gp
Treant Sap Injury 20 Animal Instantaneous 1d8 Wis 50 gp
Troll Blood Injury 20 Animal Instantaneous 1d8 Int 50 gp
Wyvern Venom Injury 20 Animal Instantaneous 1d8 Con 50 gp

Balance Analysis[edit]

Poisons should no longer have a power curve that looks like exponential decay. It is expected that characters who want to use poison (mainly rogues and similar classes) and are willing to make the skill investment will have access to all the basic ability-damaging poisons from a very low level, thanks to psionic minor creation and the use magic device skill. This should be okay, and they get some cool status effects on top of their sneak attacks, but it isn't an instant-kill on everyone ever like it was in the old rules.

As these characters level up and gain access to spells like major creation and can make the higher Craft DCs, they gain access to more awesome status effects in-line with other abilities available at their level. This is controlled by the Craft DC. In addition, if the DM feels like dropping some awesome poison into the party's lap (via a corpse of a slain enemy or something), they can do that with the Magic poisons that aren't otherwise creatable by lower-level spells.

Back to Main Page → 3.5e Homebrew → Variant Rules

Retrieved from 'https://dnd-wiki.org/w/index.php?title=Better_Poisons_(3.5e_Variant_Rule)&oldid=283042'
AuthorSurgo
Identifier3.5e Variant Rule
Rated ByHarrowedMind and Ghostwheel
RatingRating Pending
SummaryPoisons usable in combat without breaking the game.
TitleBetter Poisons
5e SRD >Gamemastering >Magic Items >

Contents

Oil of Etherealness

5e dmg poisons free

Potion, rare

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.

Oil of Sharpness

Potion, very rare

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Oil of Slipperiness

Potion, uncommon

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Philter of Love

Potion, uncommon

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Potion of Animal Friendship

Potion, uncommon

When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will.

Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

Potion of Clairvoyance

Potion, rare

When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

Potion of Climbing

Potion, common

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Potion of Diminution

Potion, rare

When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

Potion of Flying

Potion, very rare

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Gaseous Form

Potion, rare

When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water.

Potion of Giant Strength

Potion, rarity varies

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

Dmg Dnd 5e Poisons

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

Type of GiantStrengthRarity
Hill giant21Uncommon
Frost/stone giant23Rare
Fire giant25Rare
Cloud giant27Very rare
Storm giant29Legendary

Potion of Growth

5e Dmg Poisons Guide

Potion, uncommon

When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Potion of Healing

Potion, rarity varies

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

5e Dmg Poisons Free

Potion ofRarityHP Regained
HealingCommon2d4 + 2
Greater healingUncommon4d4 + 4
Superior healingRare8d4 + 8
Supreme healingVery rare10d4 + 20

Potion of Heroism

Potion, rare

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

Potion of Invisibility

Potion, very rare

This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Potion of Mind Reading

Potion, rare

When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

Potion of Poison

Potion, uncommon

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.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Potion of Resistance

Potion, uncommon

When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.

d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder

Potion of Speed

Potion, very rare

When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.

Potion of Water Breathing

Potion, uncommon

You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.