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.