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Combat Poison
T
his document is intended to introduce a
combat focused poison system which can be
included in your world to give some depth
and excitement to the creation and use of
poisons. It introduces a crafting system to
create poisons and a poison reference list
that is similar to spellcasting. Like
spellcasting, characters are expected to access these rules
through class features and feats.
The poison system introduced here uses the abstract
idea of extracting poisonous essences to craft different
poisons. Any character can start making poisons with the
Poisoner feat, but only characters specialized in poisons
through their subclass can use them to their fullest extent.
Table of Contents
Crafting Combat Poison Page 01
Poison Crafter's Features Page 04
Combat Poisons Page 05
Character Options Page 08
Appendix Page 11
P
oison crafting is a skilled task. When you take Extract Poisonous Essence
a level in a poison crafting sub-class or take
the Poisoner feat, you gain access to the Extracting essences is a time consuming process. Over a
following features which are used in the long rest, you can attempt one extraction on a poisonous
process of creating and using poisons. Most material, destroying the material in the process.
of these features require use of a Poisoner's To do so, choose a poisonous material, an essence color
Kit. to attempt to extract, and an extraction process which you
know: basic, advanced, or expert. At the end of the long
Forage Poisonous Materials rest, you make an Intelligence check using the poisoner's
You can forage for poisonous materials if you do not find kit against the extraction DC in the Essence Extraction DC
enough during the natural course of adventuring. table.
To forage for poisonous materials, you must spend at On a success, you extract the indicated number of
least 1 hour foraging, then make an Intelligence (Nature) essences for the chosen extraction level. On a failure, you
check against a DC set by the Dungeon Master. If extract the number of essences in the failure column.
successful, roll on the Poisonous Material Foraging tables The color of essence extracted is always the chosen
in the Appendix. color. If the color chosen doesn't match the material, you
still extract the indicated number of essences of the chosen
color, but at one grade lower. If those essences would have
Identify Color Essence been simple, you extract one essence instead.
Extracting an essence is more effective when you properly Essence Extraction DC
identify which essence color(s) can be extracted from a Material DC 15 DC 20 DC 25
particular material. Rarity Failure (Basic) (Advanced) (Expert)
If you take 10 minutes to study a poisonous material, you
can attempt to identify which color essences can be Common 1d4 2d4 1d4 2d4
extracted from it. To do so, make an Intelligence check simple simple
essences essences
superior
essence
superior
essences
using the poisoner's kit against the DC listed in the
Essence Color Identification Table, identifying the color on Uncommon 2d4 1d4 2d4 3d4
a success, and nothing on a failure. You cannot repeat this simple superior superior superior
check for the same poisonous material. essences essence essences essences
Rare 2d4 2d4 3d4 1d4 pure
Essence Color Identification simple superior superior essences
Material Rarity Essence Identification DC essences essences essences
Common 10 Very Rare 3d4 3d4 1d4 pure 2d4 pure
simple superior essences essences
Uncommon 15 essences essences
Rare 20
Very Rare 25 Make a Poison
At the end of short or long rest, you can make a number of
poisons equal to your Combat Poison Limit. To craft the
poison, you can use your stored essences, as well as any
new essences you may have extracted during this the rest.
All essences used to craft a poison are consumed.
T
his chapter describes the most common Green Poisons
combat poisons in the worlds of Dungeons
& Dragons. The poison descriptions are A green poison is toxic to bodily functions, attacking or
grouped by color and then in alphabetical disrupting the processes which keep a body running.
order. All colors have a basic poison which
can be created with a essences of any grade, Green Poison
as well as some more specialized poisons. injury poison
Recipe: 1 / 3 / 5 green essences
How to Read Poison Recipes Doses: 1 / 2 / 3
The recipe of a poison lists the total number of essences, Duration: 3 successful saves
which can effect the number of doses created. Next, the Save DC: 10 (simple), 13 (superior), 17 (pure)
recipe lists the color or colors need, which are always An exposed creature makes a Constitution saving throw
divided equally. Finally, it lists the grade of the essences at the start of each of its turns. On each failed save, the
needed, which can change the save DC or effect of the creature takes 1d6 poison damage. After three successful
poison. Creating a poison always uses essences of all the
same grade - you will never mix a lower grade with a saves, the poison ends.
higher. If no grade is listed, then any grade can be used, and
the poison scales as noted. Bella Donna
injury poison
Purple Poisons Recipe: 2 / 5 green essences; all superior or pure
A purple poison affects the psychology of an exposed Doses: 1 / 2
creature, inducing erratic behavior or strong emotion. Duration: Up to 3 rounds
Save DC: 15 (superior), 18 (pure)
Duplicative Hallucination Agent An exposed creature makes a Constitution saving throw.
injury poison If it fails, it's body becomes overwhelmed as its metabolic
Recipe: 1 / 3 / 5 purple essences rate doubles. For its next 3 rounds, the creature takes 2d10
Doses: 1 / 2 / 3 poison damage at the end of any turn in which it moves and
Duration: 3 successful saves attacks, attacks more than once, or uses a bonus action. It
Save DC: 10 (simple), 13 (superior), 17 (pure) also takes 2d10 damage if it uses a reaction.
This poison causes the exposed creature to see Orator's Curse
hallucinations of multiple foes. The exposed creature injury poison
makes a Wisdom saving throw at the start of each of its
turns. On each failed save, it gains disadvantage on attacks Recipe: 2 green essences; all superior or pure
for that turn. After three successful saves, the poison ends. Doses: 1
Duration: 2 successful saves
Insatiable Fury Toxin Save DC: 15 (superior), 18 (pure)
injury poison An exposed creature makes a Constitution saving throw
Recipe: 1 / 3 purple essence; superior or pure at the start of each of its turns. On each failed save, it
Doses: 1 / 2 cannot speak intelligibly until its next turn. After two
Duration: Instantaneous successful saves, the poison ends.
Save DC: 15 (superior), 18 (pure)
The exposed creature is overcome with mindless rage. It White Poisons
must succeed on a Wisdom saving throw or it makes a A white poison affects the senses of a creature, dampening
single reckless attack against a random creature within 5 or amplifying their ability to perceive the world around
feet of it with its primary weapon. The attack has them.
advantage, and attack rolls against the creature have
advantage until its next turn. Numbing Agent
contact poison
Fear Inducer Recipe: 1 / 3 / 5 white essences
injury poison Doses: 1 / 2 / 3
Recipe: 3 / 5 purple essences; all superior or pure Duration: 3 successful saves
Doses: 1 / 2 Save DC: 10 (simple), 13 (superior), 17 (pure)
Duration: Up to 3 rounds An exposed creature makes a Constitution saving throw
Save DC: 15 (superior), 18 (pure) at the start of each of its turns. On each failed save, the
A creature exposed to this poison makes a Wisdom creature drops one rank in initiative instead of taking its
saving throw. If it fails, the creature becomes frightened of turn (it goes after the next creature). After three successful
the closest foe for its next 3 rounds. saves, the poison ends.
Blinding Powder
contact poison
Recipe: 2 white essences; both superior or pure
Chapter 3: Combat Poisons
5
Doses: 3 Duration: 1 successful save
Duration: 1 successful save Save DC: 15 (superior), 18 (pure)
Save DC: 15 (superior), 18 (pure) This poison causes an exposed creature to disconnect
A creature exposed to this poison must succeed on a from its astral self, causing the body to lag behind the mind.
Constitution saving throw or become Blinded. The creature The exposed creature makes a Charisma saving throw at
can repeat the saving throw at the end of each of its turns, the start of each of its turns. If it fails, it must take the same
ending the effect on itself on a success. action as the previous turn to the extent possible, including
continuing to move in the same direction, casting the same
Sensory Overload Toxin spell at the same area, or attacking the same space. The
injury poison poison ends on a success.
Recipe: 2 white essences; all superior or pure Spatial Anchor
Doses: 1 contact poison
Duration: Up to 3 rounds
Save DC: 15 (superior), 18 (pure) Recipe: 3 pure yellow essences
Doses: 1
A creature exposed to this poison makes a Constitution Duration: Up to 3 rounds
saving throw. If it fails, the creature becomes hyper- Save DC: 18
sensitive to pain. For the next 3 rounds, each time the
creature takes damage, it must make a Wisdom saving This poison anchors a creature to a space. For its next 3
throw or become stunned until the end of its next turn. rounds, an exposed creature makes a Charisma saving
throw at the end of each of its turns. If it fails, it teleports
Equilibrium Bane back to the exact location (and plane) where it was exposed
injury poison to the poison.
Recipe: 2 white essences; all superior or pure Black Poisons
Doses: 1
Duration: Up to 3 rounds A black poison exploits malignant external forces on a
Save DC: 15 (superior), 18 (pure) creature, inducing rot and decay.
A creature exposed to this poison makes a Constitution Black Poison
saving throw. If it fails, the creature becomes extremely injury poison
dizzy. At the end of its next 3 rounds, if the creature used
any of its movement speed that round, the creature must Recipe: 1 / 3 / 5 black essences
succeed on a Dexterity saving throw or become prone. Doses: 1 / 2 / 3
Duration: 3 successful saves
Pyrosensitivity Toxin Save DC: 10 (simple), 13 (superior), 17 (pure)
injury poison If an exposed creature would take damage, it makes a
Recipe: 3 white essences; superior or pure Constitution saving throw. If it fails, it takes 1d4 additional
Doses: 2 necrotic damage. After three successful saves, the poison
Duration: 1 round ends.
Save DC: 15 (superior), 18 (pure)
An exposed creature makes a Constitution saving throw. Death Spore Mutation
If it fails, it becomes extremely sensitive to heat. It is injury poison
vulnerable to the first instance of fire damage it takes Recipe: 2 / 5 / 8 black essences; all superior or pure
before the end of your next turn. Doses: 1 / 2 / 3
Duration: Up to 1 minute
Yellow Poisons Save DC: 15 (superior), 18 (pure)
A yellow poison corrupts the bond between the spirit and This poison causes pods of necrotic spores to sprout
the body, causing harm to the astral self and impeding from wounds. The exposed creature makes a Constitution
magical ability. saving throw. If it fails, it takes 1d4 poison damage and is
poisoned. At the end of each of its turns, it makes another
Gravitational Distortion Poison saving throw against this effect. Each time a creature fails
injury poison the saving throw, it takes 1d4 damage and remains
Recipe: 1 / 3 / 5 yellow essences poisoned. This effect ends on a success.
Doses: 1 / 2 / 3 If the creature dies while under the effect of this poison,
Duration: 2 successful saves all creatures within 5 feet of it are exposed to the same
Save DC: 10 (simple), 13 (superior), 17 (pure) poison and must make a save against this effect.
This poison causes the forces of gravity to double on a Pain Blossom Poison
creature. It makes a Strength saving throw at the end of injury poison
each of its turns. If it fails, it becomes prone at the end of Recipe: 2 black essences; all superior or pure
the turn. After two successful saves, the poison ends. Doses: 1
Duration: 1 successful save or 3 rounds
Astral Schism Poison Save DC: 15 (superior), 18 (pure)
injury poison
Recipe: 2 yellow essences; all superior or pure This poison takes a few moments to set, then causes
Doses: 1 immense pain. A creature exposed to this poison makes a
T
his chapter provides a small variety of new extraction, and at 13th level you can attempt an expert
options for players who want their extraction.
characters to use poisons in combat,
presenting two new subclasses and a feat Poisoner Poison Crafting
that gives any character access to poisons. Rogue Level Recipes Known Combat Poison Limit
Each subclass and the poisoner feat gives 3rd-4th 4 2
access to the poison crafting features 5th-8th 5 3
described above, and the subclasses give the Rogue and the 9th-10th 6 4
Sorcerer unique ways to craft and apply poisons. 11th-12th 7 4
13th-14th 8 5
Roguish Archetype 15th-16th 9 5
At 3rd level, a rogue gains the Roguish Archetype feature. 17th-20th All 6
The following option is available to a rogue, in addition to
those in the Player's Handbook: the Poisoner. Poisoner's Hands
Starting at 3rd level, you can use the bonus action granted
Poisoner by your Cunning Action to take the Use an Object action.
Poison Crafting
At 3rd level, you learn to create poisons. You gain Deep Wound Exposure
proficiency in the poisoner's kit, and you have all of the At 9th level, whenever you expose a creature to a poison
Poison Crafter's Features. See chapter 1 for the general with a sneak attack, it has disadvantage on the first saving
rules of poison crafting, chapter 2 for a list of the poison throw against that poison.
crafter's features, and chapter 3 for the list of combat
poisons. Improvisational Poisoncraft
Recipes Known. You know the recipe for three combat At 13th level, as you make a combat poison or poisons at
poisons of your choice from the combat poison list. The the end of a long rest, you can use up to three poisonous
Recipes Known column of the Rogue Archetype Poison essences as if they were an essence of any color.
Crafting table shows when you learn more combat poison
recipes. Master of Poisons
Whenever you gain a level in this class, you can replace At 17th level, you have mastered poisons. The Difficulty
one of the combat poison recipes you know with another Class of poisons you create are increased by 1. Additionally,
recipe of your choice. you know all combat poison recipes.
Combat Poison Limit. The Rogue Archetype Poison
Crafting table shows how many combat poisons you can
make at the end of a short or long rest. You can use the
same recipe multiple times if desired.
At the start of a long or short rest, all doses of any
unused poison becomes a single simple essence of a color
used to create that poison.
Extractions Types. At 3rd level, you can attempt a basic
extraction. At 9th level, you can attempt an advanced
Brackish Affinity
At 1st level, you find yourself at home in Calypso's favorite
habitat. You gain a swim speed equal to your movement
speed, and you can hold your breath for up to 5 minutes.
Chapter 4: Character Options
9
Poisonous Spell
At 6th level, when one or more creatures fails a saving Feat
throw for a spell you cast, you can spend 1 sorcery point to The following feat allows characters of any class to use
add combat poisons to the spell. To do so, choose up to poisons.
three creatures which rolled a saving throw for the spell.
Each of those creatures is exposed to one poison for which Poison Training
you have a dose. This expends the doses.
At 14th level, up to four creatures can be exposed. At Prerequisite: Intelligence 13
18th level, up to five creatures can be exposed. You gain the poison crafters features listed in chapter 2
and have proficiency with the poisoner's kit. Each time you
Crustaceous Swarm take this feat, you learn two poisonous recipes and your
At 14th level, you can become a swarm of crustaceans to Combat Poison Limit increases by one. The first time you
escape bondage and harm. Whenever you suffer a critical take this feat, you can perform basic and advanced
hit, take damage that leaves you at less than a quarter of extractions. If you take this feat twice, you can perform
your maximum health, or spend 2 Sorcery Points as a expert extarctions. If you take it three times, you can
bonus action, you can choose to explode into a swarm of perform master extractions.
crustaceans for up to a minute.
If you do so,you gain the benefit of the freedom of
movement spell, and all attacks against you have
disadvantage. While under this effect, you cannot cast
other spells or attack. At any time, you can reform your
body and end this effect early.
Once you use this feature, you can't use it again until you
finish a long rest.
Sorcerous Essence Creation
At 18th level, if you would create a poison, you may use
spell slots in place of poisonous essences. A spell slot used
in this way can be any color of poisonous essence. The
Flexible Poison Crafting table shows the number and
quantity of essences produced depending on the spell
slot(s) expended. You can expend any number of spell slots
in this way, and these essences can be diluted as normal.
Flexible Poison Crafting
Spell Slot Poisonous Essences Produced
1st 3 simple essences
2nd 4 simple essences
3rd 2 superior essences
4th 3 superior essences
5th 4 superior essences
6th 2 pure essences
7th 3 pure essences
8th 4 pure essences
9th 5 pure essences
Chapter 5: Appendix
11
About Me & Additional Homebrews
I'm faciniated by ways that the flavor of playing a class or Personal Credits
sub-class can express itself both in-game and out of game Special thanks to:
at the same time, bringing you closer to your character. I've
brewed up an Artificer class that lets the player create The Homebrewery, for making homebrewing
inventions that cast spells, and the Gambler sub-class that fun, visually appealing, and professional.
allows the player to take risks on rolling dice, hoping to hit r/UnearthedArcana for taking the time to read
it big! and review what I write.
Other than that, I like to homebrew rules and whatever Anyone using my content! Thank you for
making all this time even more worthwhile.
comes to mind. Brewing is a creative challenge - how to
best fit cool ideas into the 5e System.
Reddit handle: u/sonaplayer
Content
-Classes- -Rules-
The Artificer Variant: Jumping Rules
A Customizable Short-Rest Full Caster For Jumping Higher and Longer
Build your own inventions as the Artificer. Quite different The Rules As Written let you jump a fixed distance based
than Wizards of the Coast's version, this Artificer allows you on your strength score and modifier. These rules let you
to allocate resouces into spells and class features to build a jump a little further with a Strength (Athletics) check.
character with unique inventions and play styles.
The Brawler
A Martial Archetype
Get close and personal with this sub-class for the Fighter
to grapple, shove and toss opponents around the battlefield.
Arcane Descendant
A Sorcerous Origin
Your ancestor was a powerful wizard. Your blood was
marked with an affinity for their school of magic.
About Me
12