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Chapter 1: Crafting

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

Basic Crafting Steps


This manual introduces and utilizes a crafting system for
collecting raw ingredients and creating objects, in this case
poisons. The basic steps are as follows:
First, you find poisonous materials and extract
poisonous essences from them during a long rest.
Second, you make poisons by combining essences
following a recipe during a short or long rest.
Last, you apply your poison to weapons or use other
ways to expose the poison to its target.
The Five Poisonous Essences
Poisons are created by mixing poisonous essences that a
poison crafter extracts from poisonous materials.
Each poisonous essence has a color and grade. There
are five essence colors (purple, green, white, yellow, and
black) and three grades (simple, superior, and pure). The
five colors of poisonous essence each have a particular
range of effects, described in the table below:
Essence
Color Effect
Purple A purple essence can affect the psychology of
a creature, inducing erratic behavior or strong
emotion.
Green A green essence is toxic to bodily functions,
attacking or disrupting the processes which
keep a body running.
White A white essence affects the senses of a
creature, dampening or amplifying their ability
to perceive the world around them.
Yellow A yellow essence corrupts the bond between
the spirit and the body, causing harm to the
astral self and impeding magical ability
Black A black essence exploits malignant external
forces on a creature, inducing rot and decay.

Chapter 1: Crafting Combat Poison


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Poisonous Materials _
Poisonous materials are found in the environment or
collected from poisonous monsters and creatures.
Poisonous materials come in four rarities (common,
uncommon, rare, very rare) and produces a specific color
or colors, from which you can extract a different number
and grade of poisonous essences.
The DM should add poisonous materials to the loot
dropped by monsters or found in the environment, also
deciding the rarity and color(s) of the material. The player
can also forage for poisonous materials in the environment
if they do not find any during the adventure.
Poison crafters have access to the Forage Poisonous
Material feature, detailed in "Poisoner's Features" section, Types of Poison
to search for poisonous materials in the environment. A There are three types of combat poisons; contact, injury,
poisonous material loot table is provided in the Appendix and inhaled. A creature exposed to a contact poison in any
for DMs wishing to randomize their poisonous material way suffers its effects. An injury poison must be applied to
loot drops. a wound. Inhaled poisons are a special type of contact
poison that cannot be applied to weapons.
Extracting Poisonous Essences Recipe
Extraction is an alchemical process which reduces a All poisons have a recipe which describe the number, color,
poisonous material to its essence, which you store in your and grade of essences needed to make the poison. Some
poisoner's kit. Essence extraction is time consuming, recipes can scale to make additional doses. Recipes cannot
requiring a long rest to perform. scale unless indicated in the recipe. If the grade is not
A poison crafter can initially make a basic extraction, and specified, then the effect scales with grade in some way.
can do more complex extractions at higher levels. Each
color of poisonous essence requires a specific process to Doses
extract. Attempting to extract the wrong color essence for a Once made, a poison has a set number of doses. Some
material is far less productive, so identification of essence recipes produce only one dose, and some produce multiple
color is important. doses. Occasionally, the number of doses will scale with
Poison crafters gain the features Extract Poisonous the recipe.
Essence and Identify Color Essence. Both features are
detailed in the "Poison Crafter's Features" section. Duration
A poison's duration refers to the duration of the poison's
Essence Management effect. Follow the same rules as spell durations from
Once an essence is extracted, a poison crafter stores it in a Chapter 10 of the Player's Handbook.
poisoner's kit, and uses the essences in their kit to make Poison Expiration
poisons. Once created, all poisons have a brief window in which they
Essence Storage
are effective. At the start of a long or short rest, all doses of
Storing poisonous essences in a useful state is very any unused poison becomes a single simple essence of a
difficult. A poison crafter can sustain storage of no more color used to create that poison.
than ten poisonous essences. At the start of a long rest, if a
poison crafter has more than ten essences, they must
choose ten and get rid of the rest.
Dilution
A poisonous essence can be diluted at any time to create
two essences of the same color but one grade lower.
However, this process is irreversible.
Combat Poisons
A poison crafter can make the poisons described in
the "List of Combat Poisons" section of this docu-
ment. Each poison description begins with a
block of information, including the poison's
name, type, recipe, doses, duration, and save
DC. The rest of a poison's entry describes
the poison's effect.
This document explores only combat
poisons, which are fast-acting short
lifespan poisons intended to be
used in combat situations. This
system could be modified to
include other types of poison.
Chapter 1: Crafting Combat Poison
2
Making a Poison
A poison crafter can make any poison for which they know
the recipe and have the poisonous essences. Recipes are
listed in the description of the poison in the "List of
Combat Poisons" section. Creating a poison consumes the
poisonous essences listed in the recipe.
A combat poison is crafted over a short or long rest. A
poison crafter can make a set number of combat poisons
during the rest, called the Combat Poison Limit.
The Recipes Known and Combat Poison Limit are both
listed in the poison crafter's Class or Sub-Class
description. All poison crafters gain the Make a Poison
feature, described in the "Poison Crafter's Features"
section.
Using a Poison
A creature that is exposed to a poison suffers its effects,
making a save as appropriate based on the poison's
description. There are many ways to expose a creature to a
poison: striking it with a poisoned weapon, making it
consume the poison (intentionally or otherwise), and some
class features allow special ways of poisoning.
Applying Poison to a Weapon
With the Use an Object action, a poison crafter can apply a
contact or injury poison to a weapon. Application of a
poison consumes a number of doses of the poison based on
the weapon's damage, as specified in the Weapon Dosing
table.
Weapon Dosing
Weapon Damage Number of Doses Used
1, 1d4 1 Dose
1d6, 2d4, 1d8, 1d10 2 Doses
1d12, 2d6 3 Doses

A poisoned weapon exposes the first creature it hits to


the poison's effects. The poison must be re-applied after the
weapon hits a creature.
Thrown Vial of Poison
A contact or inhaled poison stored in a small vial can be
thrown. As an action, you can throw a poison vial up to 20
feet. Make a Dexterity attack roll against a single target. If it
hits, the attack deals no damage but the creature is
exposed to the poison.
Other Pathways to Exposure
The poisons introduced in this document are all short-term
combat poisons. As such, they aren't as efficient for use in
covert applications, such as dosing food or an object with
which someone may come into contact. Regardless of the
pathway to exposure, once exposed to a poison a creature
needs to make saves or suffer the poison's effect.

Chapter 1: Crafting Combat Poison


3
Chapter 2: Poison Crafter's Features

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.

Chapter 2: Poison Crafter's Features


4
Chapter 3: Combat Poisons

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

Chapter 3: Combat Poisons


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Constitution saving throw at the start of each of its turns. If At the end of each turn, the creature repeats the Wisdom
it succeeds, this poison ends. On the third failure, it takes saving throw. On a failure, the creature sees the spectre
6d6 poison damage, is paralyzed until the start of its next rise from the mist and attack it, dealing 4d6 cold damage.
turn, and the poison ends. On a success, the spectre is banished if the creature can
see it, and the effect ends if the creature cannot see it.
Multicolor Poisons
Multicolor poisons combine essences from multiple Shallow Grave Blight
different colors, producing affects that neither essence injury poison
would produce on its own. Recipe: 4 / 10 essences; equal parts black and yellow; all
superior or pure
Vulnerability Exposer Doses: 1
injury poison Duration: Instantaneous
Recipe: Up to 1 essence of each color Save DC: 17
Doses: 1 An exposed creature makes a Constitution saving throw.
Duration: 1 round On a success, this poison ends. It continues to make a
Save DC: 12 (simple), 14 (superior), 18 (pure) Constitution saving throw at the end of each of its turns,
The exposed creature makes a Constitution saving ending the poison on a success.
throw. If it fails, until the end of your next turn, the exposed If a creature dies under the effect of this poison, it
creature gets disadvantage on certain types of savings returns as a ghoul (superior essences) or a ghast (pure
throws. The save types affected depend on the essence essences). After a minute, the creature returns to a state of
color(s) used to create this poison, as follows: death.
Green: Strength Open Mind Poison
Black: Dexterity injury poison
Yellow: Intelligence Recipe: 4 / 10 pure essences; equal parts white and purple
White: Wisdom Doses: 1 / 2
Purple: Charisma Duration: Instantaneous
Save DC: 16
Touch of the Gorgon
injury poison The exposed creature makes an Wisdom saving throw.
Recipe: 4 essences, equal parts green and yellow; all On a failure, the creature becomes open to a suggested
superior or pure course of activity (limited to a sentence or two). The
Doses: 1 suggestion must be worded in such a manner as to make
Duration: Up to 2 consecutive successful saves the course of action sound reasonable. The creature will
Save DC: 16 (superior), 19 (pure) not stab itself, throw itself onto a spear, immolate itself, or
do some other obviously harmful act, but it can be
The exposed creature must make a Constitution saving persuaded to hurt its friends if it has reason to be
throw. If the saving throw fails by 5 or more, the creature is suspicious.
petrified. Otherwise, a creature that fails the save is It pursues the course of action you described to the best
restrained. The creature must repeat the saving throw at of its ability until they complete the suggested action or a
the end of each of its turns. On a failure, the creature minute has passed. If the suggested activity can be
becomes or remains petrified. On a success, the creature completed in a shorter time, the poison's effect ends when
becomes restrained if it was petrified, and the effect ends if the subject finishes what it was asked to do.
it was restrained. Great pain can jolt the creature back to focus. Whenver
The petrification caused by this poison doesn't effect this the creature takes damage, it makes a Constitution saving
poison. throw as if making a concentration check. On a failure, the
poison's effect ends.
Icy Spectre's Breath
injury poison
Recipe: 3 / 9 essences; equal parts white, purple and
yellow; all pure
Doses: 1 / 2
Duration: Up to 2 consecutive successful saves
Save DC: 19
An exposed creature's blood runs cold. It makes a
Wisdom saving throw. A creature that fails the save feels an
extreme cold and hallucinates a cold mist around it. While
the creature sees the mist, the creature's speed is reduced
to 10 feet, and everything beyond 10 feet around the
creature is heavily obscured. If the saving throw fails by 5
or more, the creature sees an illusory spectre attack it from
mist, taking 4d6 cold damage.

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Chapter 4: Character Options

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

Chapter 4: Character Options


8
Sorcerous Origin
At 1st level, a sorcerer gains the Sorcerous Origin
feature. The following option is available to a sorcerer,
in addition to those in the Player's Handbook: Calypso's
Chosen.
Calypso's Chosen
Your bloodline has ties to the sea goddess Calypso. A
tempestuous divinity, Calypso has sway over tides and
storms, as well as the crustaceans and plants which
live on the sea bottom. She dwells in brackish swamps at
the edge of seas, where an occasional mortal will the risk
poisonous swamp creatures and toxic reefs to make her
acquaintance. Legends tell that Calypso would have
dalliances with mortals she found worthy, and her blood
has entered mortal lines.
You are one of Calypso's Chosen, the few in which her
blood manifests as arcane power. The sea goddess's touch
bestows not just a stormy demeanor, but also a gift for
magic and a knack for poisons.
Poison Crafting
At 1st level, you have learned Calypso's favorite art of
creating poisons. You gain proficiency in the poisoner's kit,
and you have all of the Poison Crafter's Features. See
chapter 1 for the general rules of poison crafting, chapter 2
for a list of the poison crafter's features, and chapter 3 for
the list of combat poisons.
Recipes Known. You know the recipe for two combat
poisons of your choice from the combat poison list. The
Recipes Known column of the Calypso's Chosen Poison
Crafting table shows when you learn more combat poison
recipes.
Whenever you gain a level in this class, you can replace
one of the combat poison recipes you know with another
recipe of your choice.
Combat Poison Limit. The Calypso's Chosen 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 1st level, you can attempt a basic
extraction. At 6th level, you can attempt an advanced
extraction, and at 14th level you can attempt an expert
extraction.
Calypso's Chosen Poison Crafting
Sorcerer Level Recipes Known Combat Poison Limit
1st-2nd 2 1
3rd-5th 3 2
6th-8th 4 3
9th-11th 5 3
12th-13th 6 3
14th-15th 6 4
16th-17th 7 4
18th 7 5
19th-20th 8 5

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 4: Character Options


10
Chapter 5: Appendix
Poison Material Foraging Check Artwork Credit (by appearance)
Players. When you make a successful Forage Poisonous JJcanvas - "Swamp"
Materials check, you may roll on the Poisonous Material Charlie O'Shields - "A Magic Potion"
Foraging - Player table to determine the rarity of materials Kev Walker - "Cystbearer"
foraged. You will need to identify what color poisonous Hyeon Gwan Nam - "Desert Thief"
essences the material can produce with the Identify Color Tyler Jacobson - "Hapatra, Vizier of Poisons"
Essence feature. apfelgriebs - "Swamp"
Matt Stewart - "Hooded Assassin"
Poisonous Material Foraging - Player
Ze CarnevilCat - "Pirate Voodoo queen Orma"
d100 Material Rarity
1 to 9 No Poisonous Material
10 to 59 Common
60 to 79 Uncommon
80 to 89 Rare
90 to 95 Very Rare
96 to 100 Double find, roll again twice

Dungeon Master. If you want to randomly determine the


color of a foraged material, roll on the Poisonous Material
Foraging - DM table. A successful foraging attempt should
increase the DC of finding another poisonous material in
the same environment by 5.
Poisonous Material Foraging - DM
d6 Poisonous Material's Essence Color
1 Purple
2 Green
3 White
4 Yellow
5 Black
6 Roll twice and use both colors

Typical Poisonous Materials


Here is a list of example sources of poisonous materials, in
case a Dungeon Master needs a little creative motivating.
This list should not be seen as a restriction, but instead a
guide for those who might need it.
Essence
Color Source
Purple Mushrooms and mosses, exotic beasts or fey
creatures.
Green Foilage and berries, poisonous non-magical
beasts, some poisonous magical beasts.
White Flowering plants, geologic mineral formations,
metals, oozes and fey creatures.
Yellow Elemental and abberation creatures, an old
wizard's hat often exposed to magic.
Black Mushrooms and mosses, venomous beasts,
some undead creatures, oozes, materials
exposed often to necrotic energy.

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.

Combat Poison System


-Sub-Classes-
For Crafting Poisons and Using Them in Combat
These rules introduce a crafting system to create poisons
The Gambler from materials you find in the environmental, and a combat
A Roguish Archetype
poison system that allows you to choose for a list of
Take risks and roll big with this sub-class for the Rogue
poisons and use them like spells.
which goes all-in for big payouts!

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.

Path of the Fury Shaman


A Primal Path
Fuel magic by channeling your rage. By entering a unique
rage called a trance, the Fury Shaman casts spells.

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

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