Secret Lesson 96

Poison

Lesson 95 explored threats to the mind through:

FEAR

and:

MENTAL STRESS

Now the Gameplay Toolbox turns to one of the oldest and most dangerous weapons in fantasy adventures:

POISON

Poison is not a single mechanic.

The SRD 5.2.1 distinguishes four ways a poison can reach a victim:

CONTACT

INGESTED

INHALED

and:

INJURY

It also provides rules for:

PURCHASING POISON

HARVESTING POISON FROM CREATURES

USING A POISONER'S KIT

and fourteen complete:

SAMPLE POISONS

ranging from relatively modest toxins to the devastating:

PURPLE WORM POISON

 


PART ONE — THREE DIFFERENT IDEAS YOU MUST NOT CONFUSE

Before learning individual poisons, distinguish:

POISON

POISON DAMAGE

and:

POISONED

They are related but:

NOT THE SAME RULE


POISON

A poison is a substance whose specific description determines:

HOW A CREATURE IS EXPOSED

and:

WHAT HAPPENS AFTER EXPOSURE


POISON DAMAGE

Poison is one of the game's:

DAMAGE TYPES

A creature can have:

RESISTANCE TO POISON DAMAGE

or:

IMMUNITY TO POISON DAMAGE


POISONED

Poisoned is a:

CONDITION

While Poisoned:

ATTACK ROLLS HAVE DISADVANTAGE

and:

ABILITY CHECKS HAVE DISADVANTAGE

 


IMPORTANT

Poisoned does not itself impose Disadvantage on:

SAVING THROWS

A Poisoned character making:

CONSTITUTION SAVING THROW

doesn't have Disadvantage merely because they are Poisoned.


PART TWO — POISON DAMAGE AND POISONED IMMUNITY ARE DIFFERENT

Suppose a monster has:

IMMUNITY TO POISON DAMAGE

That means Poison damage doesn't affect it.

It does not automatically mean it is immune to:

THE POISONED CONDITION

unless its rules also say that.

Likewise:

IMMUNITY TO POISONED

doesn't automatically create:

IMMUNITY TO POISON DAMAGE

These are separate game elements.

Many monster stat blocks may list both, but you must read:

WHAT THE STAT BLOCK ACTUALLY SAYS


PART THREE — THE FOUR POISON TYPES

Every poison in the Gameplay Toolbox belongs to one of four categories:

CONTACT

INGESTED

INHALED

INJURY

The type determines:

HOW THE VICTIM BECOMES EXPOSED

 


PART FOUR — CONTACT POISON

A:

CONTACT POISON

can be smeared onto:

AN OBJECT

It remains potent until:

SOMEONE TOUCHES IT

or:

IT IS WASHED OFF

A creature suffers the poison's effects when exposed skin:

TOUCHES THE POISON

 


EXAMPLE

An assassin coats a door handle with:

OIL OF TAGGIT

A character grabs the handle with:

EXPOSED SKIN

The character is subjected to:

OIL OF TAGGIT

and now resolves that poison's own:

CONSTITUTION SAVING THROW


IMPORTANT

Touching the object doesn't mean:

AUTOMATIC FAILURE

The poison's individual description tells you whether the victim:

MAKES A SAVE

and what success or failure means.


CONTACT POISON REMAINS UNTIL ONE OF TWO THINGS HAPPENS

IT IS TOUCHED

or:

IT IS WASHED OFF

The general Contact Poison rule does not provide:

A UNIVERSAL TIME LIMIT


PART FIVE — INGESTED POISON

To suffer the normal effects of:

INGESTED POISON

a creature must swallow:

AN ENTIRE DOSE

The poison can be placed in:

FOOD

or:

LIQUID

 


PARTIAL DOSE

The SRD specifically gives the GM flexibility when a creature consumes only:

PART OF A DOSE

The GM may decide the partial amount has:

A REDUCED EFFECT

Examples offered by the SRD include:

ADVANTAGE ON THE SAVING THROW

or:

HALF DAMAGE ON A FAILED SAVE


IMPORTANT

Those are:

EXAMPLES OF POSSIBLE GM RULINGS

The rule doesn't say:

EVERY HALF DOSE ALWAYS GIVES ADVANTAGE

The GM decides how the reduced dose functions.


EXAMPLE

A cup contains one full dose of:

ASSASSIN'S BLOOD

The target drinks only:

HALF THE CUP

The GM might decide the target has:

ADVANTAGE ON THE SAVE

That is a use of the SRD's partial-dose guidance.


PART SIX — INHALED POISON

Inhaled poisons usually take the form of:

POWDERS

or:

GASES

When the poison is blown or released, creatures in a:

5-FOOT CUBE

are subjected to its effects.

The cloud:

DISSIPATES IMMEDIATELY AFTERWARD

 


THE CLOUD DOES NOT REMAIN

The general rule does not create:

A PERSISTENT POISON CLOUD

It appears, exposes creatures in the 5-foot Cube, and then:

DISSIPATES

If a specific effect created a longer-lasting cloud:

THAT SPECIFIC RULE WOULD CONTROL


HOLDING YOUR BREATH DOES NOT WORK

This is one of the most important Inhaled Poison rules.

A creature can't protect itself simply by:

HOLDING ITS BREATH

The SRD explains that these poisons affect areas such as:

NASAL MEMBRANES

TEAR DUCTS

and:

OTHER PARTS OF THE BODY

 


EXAMPLE

The party sees someone release:

MALICE

The Fighter says:

“I HOLD MY BREATH.”

Does that automatically protect the Fighter?

NO

Holding one's breath is ineffective against:

INHALED POISON


PART SEVEN — INJURY POISON

An:

INJURY POISON

can be applied as a:

BONUS ACTION

to:

A WEAPON

A PIECE OF AMMUNITION

or:

A SIMILAR OBJECT

 


HOW LONG DOES IT REMAIN POTENT?

Until:

DELIVERED THROUGH A WOUND

or:

WASHED OFF


HOW IS THE VICTIM EXPOSED?

The coated object must deal:

PIERCING

or:

SLASHING DAMAGE

to the creature.

Then:

THE CREATURE IS EXPOSED TO THE POISON


IMPORTANT

Suppose the poisoned weapon:

MISSES

No Piercing or Slashing damage was dealt.

Therefore:

THE POISON HAS NOT YET BEEN DELIVERED THROUGH A WOUND


BLUDGEONING DAMAGE

If an object coated in an Injury Poison deals only:

BLUDGEONING DAMAGE

the general Injury Poison exposure trigger isn't satisfied.

The rule specifically requires:

PIERCING OR SLASHING DAMAGE


PART EIGHT — POISON TYPE SUMMARY

Type How Exposure Happens
Contact Exposed skin touches it
Ingested Entire dose swallowed
Inhaled Creature is in 5-foot Cube when powder/gas released
Injury Coated object deals Piercing or Slashing damage

Remember:

TYPE DETERMINES EXPOSURE

The individual poison determines:

THE CONSEQUENCES


PART NINE — PURCHASING POISON

Poison may not be:

LEGALLY AVAILABLE

The SRD notes that some settings prohibit:

POSSESSION

and:

USE

of poison.

Possible sellers might include:

ILLICIT DEALERS

or:

UNSCRUPULOUS APOTHECARIES

Characters with criminal contacts might have an easier time finding poison, while others might need to make:

EXTENSIVE INQUIRIES

and:

PAY BRIBES

 


IMPORTANT GM RULE

The SRD does not establish one universal roll such as:

“DC 15 PERSUASION TO BUY POISON.”

Nor does it establish a universal:

BRIBE COST

Availability depends on:

THE SETTING

and:

THE GM'S SITUATION

The prices in the Sample Poisons section are:

SUGGESTED PRICES PER DOSE

not a guarantee that every village shop has them for sale.


PART TEN — HARVESTING POISON

Characters don't necessarily need to:

BUY POISON

They can sometimes harvest it directly from:

A VENOMOUS CREATURE

The creature must be either:

DEAD

or:

INCAPACITATED

 


STEP 1 — HAVE A SUITABLE CREATURE

The creature must actually be:

VENOMOUS

A dead goblin doesn't suddenly provide:

HARVESTABLE POISON

just because the player owns a Poisoner's Kit.


STEP 2 — SPEND TIME

Harvesting takes:

1D6 MINUTES


EXAMPLE

Roll:

1D6 = 4

Harvesting attempt takes:

4 MINUTES


STEP 3 — MAKE THE CHECK

Make:

DC 20 INTELLIGENCE (NATURE)

using:

A POISONER'S KIT

 

This is a:

HARD CHECK


PART ELEVEN — PROFICIENCY AND THE HARVESTING CHECK

The general Tool Proficiency rules become important here.

If you're proficient with the:

POISONER'S KIT

you can add your:

PROFICIENCY BONUS

to an Ability Check using it.

If you're also proficient in the Skill used for that same check—in this case:

NATURE

—you also have:

ADVANTAGE

on the check.


EXAMPLE — BOTH PROFICIENCIES

Intelligence modifier:

+3

PB:

+4

Nature proficiency:

YES

Poisoner's Kit proficiency:

YES

The check gains:

ADVANTAGE

PB is still added:

ONCE

So:

2D20, TAKE HIGHER + 3 + 4

against:

DC 20


IMPORTANT

Having Skill proficiency and Tool proficiency does not mean:

ADD PB TWICE

The Proficiency Bonus doesn't stack with itself.

The second proficiency provides:

ADVANTAGE


PART TWELVE — SUCCESSFUL HARVEST

On a successful harvesting check:

YOU HARVEST ONE DOSE

Afterward:

NO ADDITIONAL POISON CAN BE HARVESTED FROM THAT CREATURE

 


EXAMPLE

The party kills a venomous monster.

Three characters all want to harvest poison from it.

The first character succeeds.

Result:

ONE DOSE

Can the other two harvest another dose from the same creature?

NO

The successful harvest exhausts:

THE AVAILABLE POISON

under this rule.


PART THIRTEEN — FAILED HARVEST

If you fail:

NO POISON IS EXTRACTED

But there is an additional danger.

If you fail the check by:

5 OR MORE

you become:

SUBJECTED TO THE CREATURE'S POISON

 


EXAMPLE

DC:

20

Result:

18

Failure by:

2

Result:

NO POISON HARVESTED

but no special exposure from this rule.


ANOTHER EXAMPLE

DC:

20

Result:

15

You failed by:

5

Result:

NO DOSE

and:

YOU ARE SUBJECTED TO THE CREATURE'S POISON


RESULT 14

Failure by:

6

Same danger:

SUBJECTED TO THE POISON


PART FOURTEEN — THE POISONER'S KIT

The:

POISONER'S KIT

costs:

50 GP

Weight:

2 LB.

Associated Ability:

INTELLIGENCE

Its listed Utilize option is:

DETECT A POISONED OBJECT — DC 10

And its crafting entry is:

BASIC POISON

 


DETECTING A POISONED OBJECT

Take the:

UTILIZE ACTION

with the kit.

Check:

DC 10

Associated Ability:

INTELLIGENCE

If proficient with the kit:

ADD PB


IMPORTANT

The kit's listed Utilize action is specifically for:

DETECTING A POISONED OBJECT

It is not a universal rule saying the kit automatically:

IDENTIFIES EVERY POISON

CURES POISON

or:

NEUTRALIZES POISON

Those effects require another rule.


PART FIFTEEN — CRAFTING BASIC POISON

The Poisoner's Kit can craft:

BASIC POISON

Basic Poison is an Adventuring Gear item costing:

100 GP

 

Because it is a nonmagical item, the normal crafting rules apply.

To craft it, you need:

POISONER'S KIT PROFICIENCY

and the kit itself.

Its purchase price is:

100 GP

So raw materials cost:

100 ÷ 2 =

50 GP

Crafting time:

100 ÷ 10 =

10 DAYS

working:

8 HOURS PER DAY

under the general nonmagical crafting rules.


PART SIXTEEN — BASIC POISON

Basic Poison works differently from many of the Sample Poisons.

As a:

BONUS ACTION

use one vial to coat:

ONE WEAPON

or:

UP TO THREE PIECES OF AMMUNITION

 


DAMAGE

When a creature takes:

PIERCING

or:

SLASHING DAMAGE

from the poisoned weapon or ammunition, it takes:

+1D4 POISON DAMAGE


NO SAVE

Notice:

BASIC POISON DOES NOT LIST A SAVING THROW

If the triggering Piercing or Slashing damage occurs:

THE EXTRA 1D4 POISON DAMAGE OCCURS

subject to any relevant Resistance or Immunity.


POTENCY

Once applied, Basic Poison remains potent for:

1 MINUTE

or until:

ITS DAMAGE IS DEALT

whichever happens:

FIRST


EXAMPLE

Round 1:

Rogue coats Shortsword.

Round 2:

Attack misses.

Poison:

STILL AVAILABLE

Round 3:

Attack hits and deals Piercing damage.

Add:

1D4 POISON DAMAGE

The Basic Poison's damage is now:

DEALT

so that application is spent.


PART SEVENTEEN — BASIC POISON VS GAMEPLAY TOOLBOX INJURY POISON

They are similar but not identical rules.

Generic Injury Poison in the Toolbox:

REMAINS POTENT UNTIL DELIVERED THROUGH A WOUND OR WASHED OFF

Basic Poison:

LASTS ONLY 1 MINUTE OR UNTIL ITS DAMAGE IS DEALT

Basic Poison therefore has:

ITS OWN SPECIFIC POTENCY RULE

Specific rules:

OVERRIDE GENERAL EXPECTATIONS


PART EIGHTEEN — ANTITOXIN

Another useful Adventuring Gear item is:

ANTITOXIN

Cost:

50 GP

As a:

BONUS ACTION

you drink it.

For:

1 HOUR

you gain:

ADVANTAGE

on Saving Throws to:

AVOID

or:

END

the Poisoned condition.


IMPORTANT

Antitoxin does not say it gives:

RESISTANCE TO POISON DAMAGE

Its benefit concerns saves to:

AVOID OR END POISONED


EXAMPLE

You are about to enter a chamber containing a poison hazard.

Drink Antitoxin.

If that hazard forces:

A SAVE TO AVOID POISONED

you have:

ADVANTAGE

for the next hour.

But if something simply deals:

POISON DAMAGE

with no save related to Poisoned:

Antitoxin doesn't automatically halve that damage.


PART NINETEEN — PROTECTION FROM POISON

The level 2 spell:

PROTECTION FROM POISON

does more than Antitoxin.

It:

ENDS THE POISONED CONDITION

on the creature touched.

Then for:

1 HOUR

the creature gains:

ADVANTAGE ON SAVES TO AVOID OR END POISONED

and:

RESISTANCE TO POISON DAMAGE

 


COMPARE

Protection Poisoned Saves Poison Damage
Antitoxin Advantage No listed Resistance
Protection from Poison Advantage Resistance

And Protection from Poison also immediately:

ENDS POISONED

when cast.


PART TWENTY — THE FOURTEEN SAMPLE POISONS

The Gameplay Toolbox provides:

14 SAMPLE POISONS

Each entry includes:

SUGGESTED PRICE PER DOSE

POISON TYPE

and:

SPECIFIC EFFECT

 


COMPLETE LIST

Poison Price Type
Assassin's Blood 150 GP Ingested
Burnt Othur Fumes 500 GP Inhaled
Crawler Mucus 200 GP Contact
Essence of Ether 300 GP Inhaled
Malice 250 GP Inhaled
Midnight Tears 1,500 GP Ingested
Oil of Taggit 400 GP Contact
Pale Tincture 250 GP Ingested
Purple Worm Poison 2,000 GP Injury
Serpent Venom 200 GP Injury
Spider's Sting 200 GP Injury
Torpor 600 GP Ingested
Truth Serum 150 GP Ingested
Wyvern Poison 1,200 GP Injury

Now we examine every one.


PART TWENTY-ONE — ASSASSIN'S BLOOD

Price:

150 GP

Type:

INGESTED

Save:

DC 10 CONSTITUTION

 


FAILED SAVE

Take:

6 (1D12) POISON DAMAGE

and gain:

POISONED

for:

24 HOURS


SUCCESSFUL SAVE

Take:

HALF AS MUCH DAMAGE

but:

NO POISONED CONDITION

from this poison.


EXAMPLE

1d12:

10

Failed save:

10 POISON DAMAGE

plus:

POISONED FOR 24 HOURS

Successful save:

10 ÷ 2 =

5 POISON DAMAGE

No Poisoned condition.


PART TWENTY-TWO — BURNT OTHUR FUMES

Price:

500 GP

Type:

INHALED

Initial Save:

DC 13 CONSTITUTION

 


INITIAL FAILURE

Take:

10 (3D6) POISON DAMAGE

Then the creature must repeat the save at:

THE START OF EACH OF ITS TURNS


LATER FAILED SAVES

Each later failed save deals:

3 (1D6) POISON DAMAGE


HOW DOES IT END?

After:

THREE SUCCESSFUL SAVES

the poison ends.


IMPORTANT

The description does not say the successes must be:

CONSECUTIVE

It simply ends after the creature has achieved:

THREE SUCCESSFUL SAVES


EXAMPLE

Initial failure:

3D6 DAMAGE

Turn 1 save:

SUCCESS 1

Turn 2:

FAILURE → 1D6 DAMAGE

Turn 3:

SUCCESS 2

Turn 4:

SUCCESS 3

Poison:

ENDS


PART TWENTY-THREE — CRAWLER MUCUS

Price:

200 GP

Type:

CONTACT

Save:

DC 13 CONSTITUTION

 


FAILURE

Gain:

POISONED

for:

1 MINUTE

While Poisoned this way, also gain:

PARALYZED


WHAT PARALYZED MEANS

Paralyzed includes major consequences such as:

INCAPACITATED

SPEED 0

AUTOMATIC FAILURE ON STRENGTH AND DEXTERITY SAVES

ATTACKS AGAINST YOU HAVE ADVANTAGE

and qualifying hits from an attacker within 5 feet become:

CRITICAL HITS

So Crawler Mucus can be:

EXTREMELY DANGEROUS


RECOVERY

At the end of each turn:

REPEAT DC 13 CONSTITUTION SAVE

Success:

EFFECT ENDS

That ends the poison's linked:

POISONED

and:

PARALYZED

effects.


PART TWENTY-FOUR — ESSENCE OF ETHER

Price:

300 GP

Type:

INHALED

Save:

DC 15 CONSTITUTION

 


FAILURE

Gain:

POISONED

for:

8 HOURS

While Poisoned this way, also gain:

UNCONSCIOUS


WAKING UP

The creature wakes if:

IT TAKES DAMAGE

or:

ANOTHER CREATURE TAKES AN ACTION TO SHAKE IT AWAKE


IMPORTANT

Waking does not mean the description says:

THE POISONED CONDITION ENDS

The Poisoned duration is:

8 HOURS

The special wake-up clause concerns:

UNCONSCIOUS

So a creature can wake while still:

POISONED


PART TWENTY-FIVE — MALICE

Price:

250 GP

Type:

INHALED

Save:

DC 15 CONSTITUTION

 


FAILURE

Gain:

POISONED

for:

1 HOUR

While Poisoned in this way, the creature also has:

BLINDED


COMBINED EFFECT

Poisoned:

DISADVANTAGE ON ATTACK ROLLS AND ABILITY CHECKS

Blinded:

CAN'T SEE

AUTOMATICALLY FAILS SIGHT-REQUIRED ABILITY CHECKS

ATTACKS HAVE DISADVANTAGE

ATTACKS AGAINST IT HAVE ADVANTAGE

This is a brutal combination.


PART TWENTY-SIX — MIDNIGHT TEARS

Price:

1,500 GP

Type:

INGESTED

 

This poison is unusual because:

NOTHING HAPPENS IMMEDIATELY

The creature suffers no effect until:

THE STROKE OF MIDNIGHT


NEUTRALIZATION

An effect that ends:

THE POISONED CONDITION

neutralizes:

MIDNIGHT TEARS

if used before the poison takes effect.


AT MIDNIGHT

If the poison hasn't been neutralized:

DC 17 CONSTITUTION SAVE


FAILURE

31 (9D6) POISON DAMAGE


SUCCESS

HALF DAMAGE


EXAMPLE

Damage roll:

34

Failure:

34 POISON DAMAGE

Success:

34 ÷ 2 =

17 POISON DAMAGE


WHY THIS POISON IS DIFFERENT

Midnight Tears is primarily about:

DELAYED DANGER

The victim can ingest it hours earlier and appear:

COMPLETELY UNAFFECTED

until midnight.


PART TWENTY-SEVEN — OIL OF TAGGIT

Price:

400 GP

Type:

CONTACT

Save:

DC 13 CONSTITUTION

 


FAILURE

Gain:

POISONED

for:

24 HOURS

While Poisoned this way, also gain:

UNCONSCIOUS


WAKING

The creature wakes if:

IT TAKES DAMAGE


IMPORTANT

Again, waking doesn't automatically erase the listed:

24-HOUR POISONED DURATION

The wake-up rule specifically changes:

UNCONSCIOUS


PART TWENTY-EIGHT — PALE TINCTURE

Price:

250 GP

Type:

INGESTED

Save:

DC 16 CONSTITUTION

 


INITIAL FAILURE

Take:

3 (1D6) POISON DAMAGE

and gain:

POISONED


REPEATED SAVES

While Poisoned, repeat the save:

EVERY 24 HOURS

Failure:

ANOTHER 3 (1D6) POISON DAMAGE


SPECIAL HEALING RULE

Damage dealt by this poison:

CAN'T BE HEALED BY ANY MEANS

while the creature remains:

POISONED

This is an extremely important specific exception.


EXAMPLE

Pale Tincture has dealt:

8 TOTAL POISON DAMAGE

The creature receives Cure Wounds.

Can that healing restore those 8 HP while the creature remains Poisoned by Pale Tincture?

NO

That specific poison damage:

CAN'T BE HEALED

while the Poisoned condition persists.


ENDING THE POISON

After:

SEVEN SUCCESSFUL SAVES

against the poison:

THE CREATURE IS NO LONGER POISONED


PART TWENTY-NINE — PURPLE WORM POISON

Price:

2,000 GP

Type:

INJURY

Save:

DC 21 CONSTITUTION

 

This is the most expensive sample poison in the section.


FAILURE

Take:

35 (10D6) POISON DAMAGE


SUCCESS

Take:

HALF DAMAGE


EXAMPLE

10d6:

42

Failed save:

42

Successful save:

42 ÷ 2 =

21


IMPORTANT

Purple Worm Poison does not inflict:

THE POISONED CONDITION

in its Sample Poison description.

Its danger is:

MASSIVE POISON DAMAGE


PART THIRTY — SERPENT VENOM

Price:

200 GP

Type:

INJURY

Save:

DC 11 CONSTITUTION

 


FAILURE

Take:

10 (3D6) POISON DAMAGE


SUCCESS

Take:

HALF DAMAGE


SIMPLE EXAMPLE

Damage:

11

Successful save:

11 ÷ 2 = 5.5

Round down:

5 POISON DAMAGE


PART THIRTY-ONE — SPIDER'S STING

Price:

200 GP

Type:

INJURY

Save:

DC 13 CONSTITUTION

 


FAILURE

Gain:

POISONED

for:

1 HOUR


FAILURE BY 5 OR MORE

If the save fails by:

5 OR MORE

the creature also gains:

UNCONSCIOUS

while Poisoned this way.


EXAMPLE

DC:

13

Result:

10

Failure by:

3

Result:

POISONED

but not Unconscious.


RESULT 8

13 − 8 =

5

Result:

POISONED + UNCONSCIOUS


WAKING

The creature wakes if:

IT TAKES DAMAGE

or:

ANOTHER CREATURE TAKES AN ACTION TO SHAKE IT AWAKE

Again:

WAKING IS NOT THE SAME AS ENDING POISONED


PART THIRTY-TWO — TORPOR

Price:

600 GP

Type:

INGESTED

Save:

DC 15 CONSTITUTION

 


FAILURE

Gain:

POISONED

for:

4D6 HOURS

While Poisoned this way:

SPEED IS HALVED


EXAMPLE

Normal Speed:

30 FEET

Torpor:

30 ÷ 2 =

15 FEET


ANOTHER EXAMPLE

Normal Speed:

25 FEET

25 ÷ 2 = 12.5

Default:

ROUND DOWN

Speed:

12 FEET


PART THIRTY-THREE — TRUTH SERUM

Price:

150 GP

Type:

INGESTED

Save:

DC 11 CONSTITUTION

 


FAILURE

Gain:

POISONED

for:

1 HOUR

While Poisoned in this way:

THE CREATURE CAN'T KNOWINGLY COMMUNICATE A LIE


IMPORTANT — THIS IS NOT MIND READING

Truth Serum does not say the creature must:

ANSWER QUESTIONS

It doesn't say the creature must:

REVEAL EVERYTHING IT KNOWS

It doesn't say the creature automatically:

OBEYS THE QUESTIONER

The creature simply can't:

KNOWINGLY COMMUNICATE A LIE


EXAMPLE

Question:

“WHERE IS THE TREASURE?”

A Poisoned creature under Truth Serum could potentially:

REMAIN SILENT

because the poison doesn't compel:

SPEECH

If it chooses to answer, it can't knowingly communicate:

A LIE


WHAT ABOUT A MISTAKEN BELIEF?

If the creature genuinely believes:

SOMETHING FALSE

communicating that belief isn't knowingly communicating:

A LIE

The word:

KNOWINGLY

matters.


PART THIRTY-FOUR — WYVERN POISON

Price:

1,200 GP

Type:

INJURY

Save:

DC 14 CONSTITUTION

 


FAILURE

Take:

24 (7D6) POISON DAMAGE


SUCCESS

Take:

HALF DAMAGE


EXAMPLE

Damage:

29

Successful save:

29 ÷ 2 = 14.5

Round down:

14 POISON DAMAGE


PART THIRTY-FIVE — COMPLETE SAMPLE POISON REFERENCE TABLE

Poison Type DC Main Effect
Assassin's Blood Ingested 10 Con 1d12 Poison + Poisoned 24h; success half damage
Burnt Othur Fumes Inhaled 13 Con 3d6 initial, repeated 1d6 on failed saves
Crawler Mucus Contact 13 Con Poisoned + Paralyzed
Essence of Ether Inhaled 15 Con Poisoned 8h + Unconscious
Malice Inhaled 15 Con Poisoned 1h + Blinded
Midnight Tears Ingested 17 Con Delayed until midnight; 9d6 Poison, half success
Oil of Taggit Contact 13 Con Poisoned 24h + Unconscious
Pale Tincture Ingested 16 Con 1d6 Poison + Poisoned; repeated daily saves
Purple Worm Poison Injury 21 Con 10d6 Poison, half success
Serpent Venom Injury 11 Con 3d6 Poison, half success
Spider's Sting Injury 13 Con Poisoned; severe failure also Unconscious
Torpor Ingested 15 Con Poisoned 4d6h + Speed halved
Truth Serum Ingested 11 Con Poisoned 1h; can't knowingly lie
Wyvern Poison Injury 14 Con 7d6 Poison, half success

 


PART THIRTY-SIX — THE SAMPLE POISONS DON'T ALL WORK THE SAME WAY

This is one of the central lessons.

Some poisons primarily deal:

DAMAGE

Examples:

PURPLE WORM POISON

SERPENT VENOM

WYVERN POISON


Some primarily inflict:

CONDITIONS

Examples:

CRAWLER MUCUS

ESSENCE OF ETHER

MALICE

OIL OF TAGGIT


Some do:

BOTH

Example:

ASSASSIN'S BLOOD


Others create:

SPECIAL RULES

Examples:

MIDNIGHT TEARS — DELAYED DAMAGE

PALE TINCTURE — PREVENTS ITS DAMAGE FROM BEING HEALED

TORPOR — HALVES SPEED

TRUTH SERUM — PREVENTS KNOWING LIES

Therefore:

NEVER ASSUME WHAT “A POISON” DOES

Read:

ITS ACTUAL DESCRIPTION


PART THIRTY-SEVEN — CONDITIONS LINK TO THE RULES GLOSSARY

When a poison says:

POISONED

apply the complete Poisoned condition.

When it says:

PARALYZED

apply the complete Paralyzed condition.

When it says:

UNCONSCIOUS

apply the complete Unconscious condition.

When it says:

BLINDED

apply the complete Blinded condition.

The poison entry doesn't need to reproduce:

EVERY CONDITION RULE

because the Rules Glossary already defines them.


PART THIRTY-EIGHT — CRAWLER MUCUS COMBAT EXAMPLE

A Rogue touches a trapped chest coated in:

CRAWLER MUCUS

Save:

DC 13 CONSTITUTION

Roll:

d20: 7
Constitution save modifier: +3

Total:

10

Failure.

Rogue becomes:

POISONED

and:

PARALYZED


CONSEQUENCES

Because Paralyzed includes Incapacitated:

NO ACTION

NO BONUS ACTION

NO REACTION

Speed:

0

Strength and Dexterity saves:

AUTOMATIC FAILURE

Attacks against Rogue:

ADVANTAGE

If an attacker within 5 feet hits:

CRITICAL HIT


END OF ROGUE'S TURN

Repeat:

DC 13 CONSTITUTION SAVE

Result:

15

Success.

Crawler Mucus effect:

ENDS


PART THIRTY-NINE — SPIDER'S STING FAILURE MARGIN EXAMPLE

Target Constitution save modifier:

+2

DC:

13


ROLL 10

10 + 2 =

12

Failure by:

1

Result:

POISONED


ROLL 6

6 + 2 =

8

Failure by:

13 − 8 =

5

Result:

POISONED

and:

UNCONSCIOUS

This illustrates why:

THE FINAL SAVE TOTAL

matters when a rule refers to:

FAILURE BY 5 OR MORE


PART FORTY — POISON RESISTANCE EXAMPLE

A creature has:

RESISTANCE TO POISON DAMAGE

Purple Worm Poison deals:

37 POISON DAMAGE

The creature fails its save.

First determine the poison's damage:

37

Then Resistance:

37 ÷ 2 = 18.5

Round down:

18 DAMAGE


WHAT IF IT SUCCEEDS ON THE POISON SAVE?

Purple Worm Poison already halves damage on success.

Damage:

37

Successful save:

37 ÷ 2 =

18

Then Poison Resistance applies to that remaining Poison damage:

18 ÷ 2 =

9

Final:

9 POISON DAMAGE

The save's reduction and:

DAMAGE RESISTANCE

are separate mechanics.


PART FORTY-ONE — POISONED CONDITION IMMUNITY EXAMPLE

A creature has:

IMMUNITY TO POISONED

Assassin's Blood failed save normally causes:

POISON DAMAGE

plus:

POISONED

The creature's condition immunity means:

POISONED DOESN'T AFFECT IT

But if it lacks:

POISON DAMAGE IMMUNITY

the Poison damage can still:

AFFECT IT

Do not erase the entire poison automatically unless its immunities actually cover:

ALL RELEVANT EFFECTS


PART FORTY-TWO — BASIC POISON AND AMMUNITION

One vial of Basic Poison can coat:

UP TO THREE PIECES OF AMMUNITION

Suppose a Ranger coats:

THREE ARROWS

The application lasts on each according to Basic Poison's:

1-MINUTE OR UNTIL-DAMAGE RULE

A poisoned arrow that deals Piercing damage adds:

1D4 POISON DAMAGE


IMPORTANT

The vial doesn't coat:

UNLIMITED AMMUNITION

Maximum:

THREE PIECES


PART FORTY-THREE — HARVESTING EXAMPLE

A Ranger and Rogue kill a venomous monster.

The Rogue has:

POISONER'S KIT

Intelligence:

16

Modifier:

+3

PB:

+4

Poisoner's Kit proficiency:

YES

Nature proficiency:

YES


TIME

Roll:

1D6 = 5

Harvesting takes:

5 MINUTES


CHECK

Because both tool and relevant Skill proficiencies apply:

ADVANTAGE

Roll:

9 AND 16

Use:

16

Modifier:

+3

PB:

+4

Total:

16 + 3 + 4 =

23

DC:

20

Result:

SUCCESS

Harvest:

ONE DOSE

Can another dose later be harvested from that same creature?

NO


PART FORTY-FOUR — FAILED HARVEST EXAMPLE

Same DC:

20

Result:

14

Difference:

20 − 14 =

6

The check fails by:

5 OR MORE

Result:

NO POISON HARVESTED

and:

THE CHARACTER IS SUBJECTED TO THE CREATURE'S POISON

This makes careless harvesting potentially:

VERY DANGEROUS


PART FORTY-FIVE — COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING POISON DAMAGE AND POISONED ARE THE SAME THING

They aren't.

One is:

DAMAGE TYPE

The other:

CONDITION


MISTAKE 2 — GIVING POISONED DISADVANTAGE ON SAVING THROWS

Poisoned gives Disadvantage on:

ATTACK ROLLS

and:

ABILITY CHECKS


MISTAKE 3 — ASSUMING POISON DAMAGE IMMUNITY MEANS POISONED IMMUNITY

They are separate rules.


MISTAKE 4 — ASSUMING POISONED IMMUNITY MEANS POISON DAMAGE IMMUNITY

Again:

SEPARATE


MISTAKE 5 — MAKING CONTACT POISON EXPIRE AFTER ONE MINUTE

The general Contact rule says it remains potent until:

TOUCHED

or:

WASHED OFF


MISTAKE 6 — POISONING SOMEONE THROUGH GLOVED CONTACT AUTOMATICALLY

The Contact rule specifies:

EXPOSED SKIN


MISTAKE 7 — APPLYING FULL INGESTED-POISON EFFECTS AFTER ANY TINY TASTE

Normal full effect requires:

THE ENTIRE DOSE

The GM can reduce a partial dose.


MISTAKE 8 — THINKING PARTIAL DOSE ALWAYS MEANS ADVANTAGE

Advantage is:

ONE EXAMPLE

of a possible reduced effect.


MISTAKE 9 — MAKING INHALED POISON FILL A HUGE AREA

Generic release affects:

5-FOOT CUBE


MISTAKE 10 — LEAVING THE INHALED POISON CLOUD FOR TEN ROUNDS

The generic cloud:

DISSIPATES IMMEDIATELY AFTERWARD


MISTAKE 11 — PROTECTING YOURSELF FROM INHALED POISON BY HOLDING YOUR BREATH

Holding your breath is:

INEFFECTIVE


MISTAKE 12 — USING AN ACTION TO APPLY INJURY POISON

General Injury Poison application:

BONUS ACTION


MISTAKE 13 — TRIGGERING INJURY POISON ON A MISS

The coated object must deal:

PIERCING OR SLASHING DAMAGE


MISTAKE 14 — TRIGGERING INJURY POISON FROM BLUDGEONING DAMAGE

The general exposure rule specifically says:

PIERCING OR SLASHING


MISTAKE 15 — INVENTING A UNIVERSAL CHECK TO BUY POISON

The SRD provides:

SETTING GUIDANCE

not one universal purchase DC.


MISTAKE 16 — HARVESTING FROM ANY DEAD CREATURE

The creature must be:

VENOMOUS


MISTAKE 17 — HARVESTING FROM A CONSCIOUS ACTIVE VENOMOUS CREATURE USING THIS PROCEDURE

The creature must be:

DEAD

or:

INCAPACITATED


MISTAKE 18 — HARVESTING INSTANTLY

Time:

1D6 MINUTES


MISTAKE 19 — USING WISDOM FOR THE HARVEST

The check is:

INTELLIGENCE (NATURE)


MISTAKE 20 — USING DC 15

The harvesting DC is:

20


MISTAKE 21 — ADDING PB TWICE FOR NATURE AND POISONER'S KIT

PB:

ONCE

Both proficiencies instead grant:

ADVANTAGE


MISTAKE 22 — HARVESTING MULTIPLE DOSES FROM THE SAME CREATURE

Successful harvesting yields:

ONE DOSE

and no more can then be harvested from that creature.


MISTAKE 23 — THINKING A NORMAL FAILED HARVEST ALWAYS POISONS YOU

The dangerous exposure happens when you fail by:

5 OR MORE


MISTAKE 24 — FORGETTING THE POISONER'S KIT CAN DETECT A POISONED OBJECT

Utilize:

DC 10


MISTAKE 25 — THINKING THE POISONER'S KIT AUTOMATICALLY CURES POISON

It doesn't.


MISTAKE 26 — THINKING BASIC POISON REQUIRES A SAVE

Its equipment description lists:

NO SAVING THROW


MISTAKE 27 — COATING UNLIMITED ARROWS WITH ONE BASIC POISON VIAL

Maximum:

THREE PIECES OF AMMUNITION


MISTAKE 28 — KEEPING BASIC POISON ON A WEAPON ALL DAY

Its potency lasts:

1 MINUTE

or until its damage is dealt.


MISTAKE 29 — THINKING ANTITOXIN GIVES POISON DAMAGE RESISTANCE

It doesn't.

It gives Advantage on saves to:

AVOID OR END POISONED


MISTAKE 30 — THINKING PROTECTION FROM POISON ONLY REMOVES POISONED

It also gives:

ADVANTAGE ON RELEVANT SAVES

and:

POISON DAMAGE RESISTANCE

for 1 hour.


MISTAKE 31 — THINKING ASSASSIN'S BLOOD POISONS YOU EVEN ON A SUCCESS

Successful save:

HALF DAMAGE ONLY


MISTAKE 32 — ENDING BURNT OTHUR FUMES AFTER ONE SUCCESS

It requires:

THREE SUCCESSFUL SAVES


MISTAKE 33 — TREATING CRAWLER MUCUS AS ONLY POISONED

It also gives:

PARALYZED

while Poisoned this way.


MISTAKE 34 — THINKING ESSENCE OF ETHER'S POISONED CONDITION ENDS WHEN THE CREATURE IS SHAKEN AWAKE

The wake-up clause ends the:

UNCONSCIOUS STATE

The listed Poisoned duration is:

8 HOURS

unless another rule ends it.


MISTAKE 35 — FORGETTING MALICE ALSO BLINDS

It gives:

POISONED + BLINDED


MISTAKE 36 — MAKING MIDNIGHT TEARS DEAL DAMAGE IMMEDIATELY

It waits until:

MIDNIGHT


MISTAKE 37 — THINKING OIL OF TAGGIT IS INGESTED

It is:

CONTACT


MISTAKE 38 — ALLOWING PALE TINCTURE DAMAGE TO BE HEALED WHILE THE VICTIM REMAINS POISONED

The poison specifically prevents:

ITS DAMAGE

from being healed during that time.


MISTAKE 39 — ADDING POISONED TO PURPLE WORM POISON

Its description lists:

POISON DAMAGE

not the Poisoned condition.


MISTAKE 40 — USING THE WRONG PURPLE WORM POISON DC

DC:

21


MISTAKE 41 — MAKING SPIDER'S STING UNCONSCIOUS ON EVERY FAILED SAVE

Unconscious requires failure by:

5 OR MORE


MISTAKE 42 — FORGETTING TORPOR HALVES SPEED

It does while the creature remains:

POISONED THIS WAY


MISTAKE 43 — MAKING TRUTH SERUM FORCE ANSWERS

It doesn't.

It only prevents the creature from:

KNOWINGLY COMMUNICATING A LIE


MISTAKE 44 — TREATING TRUTH SERUM AS TELEPATHY

It does not reveal:

THOUGHTS


MISTAKE 45 — TREATING A GENUINE MISTAKE AS A KNOWING LIE

The rule uses:

KNOWINGLY


MISTAKE 46 — FORGETTING SUCCESSFUL SAVES AGAINST MANY DAMAGE POISONS STILL DEAL HALF DAMAGE

Read each description.

Examples include:

ASSASSIN'S BLOOD

MIDNIGHT TEARS

PURPLE WORM POISON

SERPENT VENOM

and:

WYVERN POISON


MISTAKE 47 — ASSUMING EVERY POISON INFLICTS POISONED

Many don't.


MISTAKE 48 — ASSUMING EVERY POISON DEALS POISON DAMAGE

Some primarily impose:

CONDITIONS

or:

SPECIAL EFFECTS


QUICK RECAP

POISON TYPES

CONTACT

Touched with:

EXPOSED SKIN

Remains until:

TOUCHED OR WASHED OFF


INGESTED

Normally requires:

ENTIRE DOSE SWALLOWED

Partial dose:

GM MAY REDUCE EFFECT


INHALED

Release creates:

5-FOOT CUBE

Cloud:

DISSIPATES IMMEDIATELY

Holding breath:

DOESN'T PROTECT YOU


INJURY

Apply as:

BONUS ACTION

to weapon, ammunition, or similar object.

Exposure occurs when coated object deals:

PIERCING OR SLASHING DAMAGE


HARVESTING

Creature:

DEAD OR INCAPACITATED

and:

VENOMOUS

Time:

1D6 MINUTES

Check:

DC 20 INTELLIGENCE (NATURE)

using:

POISONER'S KIT

Success:

ONE DOSE

Failure:

NO DOSE

Failure by 5+:

SUBJECTED TO CREATURE'S POISON


POISONER'S KIT

Cost:

50 GP

Ability:

INTELLIGENCE

Weight:

2 LB.

Utilize:

DETECT POISONED OBJECT — DC 10

Craft:

BASIC POISON


BASIC POISON

Cost:

100 GP

Apply:

BONUS ACTION

Targets:

ONE WEAPON OR THREE AMMUNITION

Effect:

+1D4 POISON DAMAGE

after qualifying Piercing or Slashing damage.

Potency:

1 MINUTE OR UNTIL DAMAGE DEALT


POISONED CONDITION

DISADVANTAGE ON ATTACK ROLLS

DISADVANTAGE ON ABILITY CHECKS

Not automatically:

SAVING THROWS


SAMPLE POISONS

ASSASSIN'S BLOOD

BURNT OTHUR FUMES

CRAWLER MUCUS

ESSENCE OF ETHER

MALICE

MIDNIGHT TEARS

OIL OF TAGGIT

PALE TINCTURE

PURPLE WORM POISON

SERPENT VENOM

SPIDER'S STING

TORPOR

TRUTH SERUM

and:

WYVERN POISON


PRIME HERO CHALLENGE

A Rogue has:

Intelligence: 16
Intelligence modifier: +3
Proficiency Bonus: +4
Nature proficiency: Yes
Poisoner's Kit proficiency: Yes

The party has just defeated a venomous creature.


CHALLENGE 1 — CAN IT BE HARVESTED?

The creature is dead and venomous.

YES


CHALLENGE 2 — HOW LONG?

Roll:

1D6 = 3

Harvesting time:

3 MINUTES


CHALLENGE 3 — CHECK

Required:

DC 20 INTELLIGENCE (NATURE)

using:

POISONER'S KIT

Because Rogue has both relevant proficiencies:

ADVANTAGE

PB is added:

ONCE


CHALLENGE 4 — ROLL

Dice:

11 AND 15

Take:

15

Add Intelligence:

+3

Add PB:

+4

Total:

15 + 3 + 4 =

22

Success.

Result:

ONE DOSE


CHALLENGE 5 — SECOND HARVEST

Can the Fighter harvest another dose from the same creature?

NO


CHALLENGE 6 — FAILED ATTEMPT

Instead imagine the Rogue's total had been:

14

DC:

20

Failure by:

6

Result:

NO DOSE

and:

ROGUE IS SUBJECTED TO THE CREATURE'S POISON


CHALLENGE 7 — INJURY POISON

The harvested poison is applied to a dagger as:

BONUS ACTION

The dagger hits and deals:

PIERCING DAMAGE

Result:

TARGET IS EXPOSED TO THE POISON


CHALLENGE 8 — MISSED ATTACK

The dagger misses.

Has the Injury Poison been delivered through a wound?

NO


CHALLENGE 9 — CONTACT POISON

A chest is coated with Contact Poison.

A bare-handed character touches it.

Result:

SUBJECTED TO THE POISON


CHALLENGE 10 — INHALED POISON

An enemy releases Burnt Othur Fumes beside three heroes in the:

5-FOOT CUBE

One hero says:

“I HOLD MY BREATH.”

Protected?

NO


CHALLENGE 11 — TRUTH SERUM

A prisoner fails against Truth Serum.

Can they deliberately tell the interrogator:

“THE TREASURE IS IN THE NORTH TOWER”

if they know it is actually in the south tower?

NO

That would be knowingly communicating:

A LIE

Must they tell the interrogator where the treasure actually is?

NO

The poison doesn't force:

AN ANSWER


CHALLENGE 12 — PURPLE WORM POISON

Damage:

41 POISON

Target succeeds on:

DC 21 CONSTITUTION SAVE

Damage:

41 ÷ 2 = 20.5

Round down:

20

The target also has Poison Resistance.

20 ÷ 2 =

10 FINAL POISON DAMAGE


CHALLENGE 13 — POISONED IMMUNITY

Another creature is immune to:

THE POISONED CONDITION

but not Poison damage.

It fails against Assassin's Blood.

Can it gain Poisoned?

NO

Does that automatically cancel the poison's damage?

NO


LESSON 96 — KEY TAKEAWAYS

Poison becomes much easier to run once you separate:

EXPOSURE

from:

EFFECT

The four poison types determine exposure:

CONTACT

INGESTED

INHALED

INJURY

Then the individual poison determines:

THE SAVE

THE DAMAGE

THE CONDITIONS

THE DURATION

and:

THE RECOVERY PROCEDURE

Remember:

CONTACT POISON WORKS THROUGH EXPOSED SKIN

INGESTED POISON NORMALLY REQUIRES A FULL DOSE

THE GM CAN REDUCE THE EFFECT OF A PARTIAL INGESTED DOSE

INHALED POISON AFFECTS A 5-FOOT CUBE

INHALED POISON CLOUDS DISSIPATE IMMEDIATELY

HOLDING YOUR BREATH DOESN'T PROTECT AGAINST INHALED POISON

INJURY POISON IS APPLIED AS A BONUS ACTION

INJURY POISON REQUIRES PIERCING OR SLASHING DAMAGE TO EXPOSE THE TARGET

POISON AVAILABILITY DEPENDS ON THE SETTING

THE SRD DOESN'T GIVE ONE UNIVERSAL CHECK FOR BUYING ILLEGAL POISON

VENOM CAN BE HARVESTED FROM A DEAD OR INCAPACITATED VENOMOUS CREATURE

HARVESTING TAKES 1D6 MINUTES

HARVESTING USES DC 20 INTELLIGENCE (NATURE) WITH A POISONER'S KIT

SUCCESS PRODUCES ONE DOSE

FAILURE BY 5 OR MORE EXPOSES THE HARVESTER TO THE CREATURE'S POISON

NATURE AND POISONER'S KIT PROFICIENCY TOGETHER CAN GIVE ADVANTAGE ON THE HARVESTING CHECK

PROFICIENCY BONUS IS STILL ADDED ONLY ONCE

POISONER'S KIT CAN DETECT A POISONED OBJECT AT DC 10

POISONER'S KIT CAN CRAFT BASIC POISON

BASIC POISON COSTS 100 GP

BASIC POISON ADDS 1D4 POISON DAMAGE AFTER QUALIFYING PIERCING OR SLASHING DAMAGE

ONE BASIC POISON VIAL COATS ONE WEAPON OR UP TO THREE PIECES OF AMMUNITION

BASIC POISON LASTS ONE MINUTE OR UNTIL ITS DAMAGE IS DEALT

POISON DAMAGE AND POISONED ARE DIFFERENT MECHANICS

POISONED AFFECTS ATTACK ROLLS AND ABILITY CHECKS, NOT SAVING THROWS

POISON DAMAGE IMMUNITY AND POISONED IMMUNITY ARE SEPARATE

NOT EVERY POISON DEALS DAMAGE

NOT EVERY POISON INFLICTS POISONED

SOME POISONS INFLICT OTHER CONDITIONS SUCH AS PARALYZED, BLINDED, OR UNCONSCIOUS

SOME POISONS USE REPEATED SAVING THROWS

SOME POISONS DEAL HALF DAMAGE ON A SUCCESSFUL SAVE

SOME POISONS HAVE UNIQUE RULES THAT OVERRIDE GENERAL EXPECTATIONS

and above all:

READ THE SPECIFIC POISON

The word:

POISON

does not tell you everything.

The actual poison description tells you:

EXACTLY WHAT HAPPENS


NEXT LESSON

LESSON 97 — TRAPS

The next Gameplay Toolbox lesson teaches the Game Master how to use:

TRAPS

without turning every dungeon into endless cautious searching.

We will cover:

WHEN TO USE TRAPS

NUISANCE VS DEADLY TRAPS

LEVEL RANGES

TRIGGERS

DURATIONS

DETECTING TRAPS

DISARMING TRAPS

and every example trap provided by the SRD 5.2.1, including:

COLLAPSING ROOF

FALLING NET

FIRE-CASTING STATUE

PIT TRAP

POISON DART

and the rest of the official trap examples.

SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.