Codex of Herbal Toxins

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Contents

Magic Item

Harvesting Poisonous Plants

Feat

Poisons
Item Type Price per Dose
Azure lily pollen Inhaled 1,200 gp
Belladonna Ingested 100 gp
Bloodwine Ingested 100 gp
Blue whinnis Injury 150 gp
Brain rot Ingested 250 gp
Goblinvine oil Contact 30 gp
Greenblood oil Injury 250 gp
Hemlock Ingested 1,000 gp
Insanity mist Inhaled 300 gp
Insanity pill Ingested 1,000 gp
Insomnia powder Ingested, Inhaled 120 gp
Jackalroot essence Injury 600 gp
Mage bane Contact 500 gp
Marsh mash slurry Ingested 25 gp
Nightmare vapor Inhaled 1,000 gp
Spellscorch Injury 300 gp
Red Tears Injury 50 gp
Tongue Twist Injury 600 gp
Ungol dust Inhaled 250 gp
Woundweal Injury 200 gp

Sidebars
Throwing Weapons on a Grid
Where a Thrown Weapon Lands on a Miss
Contents
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Credits
Designer: Christopher Thomas Grabowski
Author: Christopher Thomas Grabowski
Editor: Angela Grabowski

Graphic Designer: Christopher Thomas Grabowski

Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the


Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2021 by


Christopher Thomas Grabowski and published under the
Community Content Agreement for Dungeon Masters Guild.

Credits
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Magic Item
The codex of herbal toxins is a magic item in its own right.

Codex of Herbal Toxins


Wondrous item, uncommon
This book contains the formulae for several poisons. It also
grants you access to the Toxicologist feat. While you have
this book in your possession, you are considered proficient
with poisoner’s kits.
You can use this book and a poisoner’s kit to create any
poison detailed in this book. Any required ingredients are in
addition to its cost.

Harvesting Poisonous Plants


The Dungeon Master’s Guide (page 258) describes how to
harvest poison from creatures. Many poisonous plants can
be found growing in the wild. A character can identify a
poisonous plant with a successful Intelligence (Nature) check
or an Intelligence check using an herbalism kit. The DM
determines the DC based on the plant’s rarity. Common
plants have a DC of 10, uncommon plants have a DC of 15,
and rare plants have a DC of 20. Harvesting enough of the
plant for a single dose of poison requires 1 minute and a
successful DC 20 Intelligence (Nature) check or an Intelligence
check using an herbalism kit. On a failed check, the character
is unable to extract any poison. Contact poisons that come
from a single ingredient are dangerous to harvest; if the
character fails the check by 5 or more, the character is
subjected to the plant’s poison.

Magic Item
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Feat
This book grants access to the following feat.

Toxicologist
Prerequisite: Proficiency with a poisoner’s kit
You have extensive training crafting and using poisons,
granting the following benefits:
 Increase your Dexterity or Intelligence score by 1, to a
maximum of 20.
 You can study a sample of poison during a short rest. At
the end of the rest, make a DC 20 Intelligence check using a
poisoner’s kit. On a success, you deduce whether it was
brewed or extracted from a creature, and (if the poison can
be crafted) you know how to reproduce it using a
poisoner’s kit. At the DM’s option, crafting certain poisons
may require exotic ingredients, the casting of particular
spells, or the use of a special workshop—such as an
apothecary lab.
 In the time it takes you to craft a single poison using a
poisoner’s kit, you can create a batch of two of the same
poison. You must expend raw materials for each poison
you create as normal.
 When you create a poison, you can change the DC of any
saving throw that a target subjected to the poison must
make to be equal to 8 + your proficiency bonus + your
Intelligence modifier.
 You have advantage on saving throws against the poisoned
condition, and you have resistance against poison damage.

Feat
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Poisons
The items described in this section use the rules for poison
(Dungeon Master’s Guide, page 257) and can be created using
a poisoner’s kit.

Azure Lily Pollen (Inhaled). This poison must be harvested


from an azure lily. A creature subjected to this poison must
succeed on a DC 15 Constitution saving throw or be poisoned
for 1 minute. The poisoned creature is nauseated. A
nauseated creature experiences stomach distress and is
incapacitated, but can still move at half speed. If the saving
throw fails by 5 or more, the creature is also paralyzed while
poisoned in this way. The creature can repeat the saving
throw at the end of each of its turns, ending the nauseated
condition on itself on a success.
A character that picks one of the flowers or brushes against
it causes its load of poisonous pollen to burst in a 5-foot
radius cloud that persists for 1 minute before dispersing.
A character can identify azure lily with a DC 15 Intelligence
(Nature) check or an Intelligence check using an herbalism kit.
Harvesting the pollen requires 2d4 minutes followed by a DC
25 Intelligence (Nature) check or an Intelligence check using
an herbalism kit. On a successful check, the character
harvests enough poison for a single dose. On a failed check,
the character is unable to extract any poison and the lily
bursts, subjecting the character to azure lily pollen. Once
taken from the plant, the raw pollen becomes inert after a
week unless crafted into refined poison.
Value: 1,200 gp
Required Ingredient: azure lily pollen (rare), found in
swamps

Poisons
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Belladonna (Ingested). A creature subjected to this poison
must make a DC 13 Constitution saving throw—the creature
can choose to fail. On a failed save, it takes 3 (1d6) poison
damage and can attempt one saving throw to cure a form of
lycanthropy afflicting the creature that was contracted in the
past hour—the DC to cure lycanthropy is the same DC to
resist the curse.
Value: 100 gp
Required Ingredient: belladonna berries (common), found
in temperate environments

Bloodwine (Ingested). A creature subjected to this poison


must succeed on a DC 20 Constitution saving throw or
become poisoned for 1 hour.
Many creatures accustomed to drinking blood are immune
to being poisoned by bloodwine. Vampires and similar
creatures regain 5 (2d4) hit points from drinking bloodwine.
Value: 100 gp
Additional Tool: brewer’s supplies
Required Ingredient: 1 quart of blood
Required Ingredient: brain mold spores (uncommon),
found underground

Blue Whinnis (Injury). A creature subjected to this poison


must succeed on a DC 14 Constitution saving throw or take 3
(1d6) poison damage. If the saving throw fails by 5 or more,
the creature is also unconscious for 1 hour. The creature
wakes up early if it takes damage or if another creature takes
an action to shake it awake.
Value: 150 gp
Required Ingredient: sap of blue-thorned whinnis vines
(rare), found in temperate forests or grasslands

Poisons
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Brain Rot (Ingested). A creature subjected to this poison
must succeed on a DC 13 Constitution saving throw or
become poisoned for 1 minute. The poisoned creature has
disadvantage on saving throws made to maintain its
concentration and disadvantage on all Intelligence saving
throws. If the poisoned creature is a spellcaster, other
creatures have advantage on saving throws against spells it
casts that use Intelligence for their spellcasting ability.
Value: 250 gp
Required Ingredient: morning glory seeds (uncommon),
found in temperate grasslands

Goblinvine Oil (Contact). A non-goblinoid creature


subjected to this poison must succeed on a DC 10
Constitution saving throw or be poisoned for 10 minute or
until cured with a DC 12 Wisdom (Medicine) check.
Value: 30 gp
Required Ingredient: goblinvine leaves (common), found in
temperate environments

Greenblood Oil (Injury). A creature subjected to this


poison must succeed on a DC 13 Constitution saving throw or
take 10 (3d6) poison damage, and its hit point maximum is
reduced by an amount equal to the poison damage taken. If
this effect reduces a creature’s hit point maximum to 0, the
creature dies. A creature’s hit point maximum can be
restored with the greater restoration spell or similar magic.
Value: 250 gp
Required Ingredient: bloodroot sap (uncommon), found in
forests or swamps

Poisons
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Hemlock (Ingested). 10 minutes after a creature is
subjected to this poison it must succeed on a DC 16
Constitution saving throw or be poisoned for 6 minutes and
its Dexterity score is reduced by 2 (1d4). The poisoned
creature must repeat the saving throw every minute until the
poison ends or it makes three successful saving throws. On a
failed save, its Dexterity score is reduced by 2 (1d4). If this
reduces the creature’s Dexterity to 0, its speed becomes 0, it
can’t benefit from any bonus to its speed, it falls prone, and it
begins to suffocate. The Dexterity score reduction lasts until
the target finishes a short or long rest.
Value: 1,000 gp
Required Ingredient: hemlock roots and seeds
(uncommon), found in temperate grasslands or hills

Insanity Mist (Inhaled). A creature subjected to this poison


must succeed on a DC 13 Constitution saving throw or
become poisoned for 1 minute. The poisoned creature has
disadvantage on saving throws made to maintain its
concentration and disadvantage on all Wisdom saving throws.
If the poisoned creature is a spellcaster, other creatures have
advantage on saving throws against spells it casts that use
Wisdom for their spellcasting ability.
Value: 300 gp
Required Ingredient: epena bark (uncommon), found in
jungles

Poisons
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Insanity Pill (Ingested). A creature subjected to this poison
must succeed on a DC 14 Constitution saving throw or be
poisoned for 1d10 minutes. The poisoned creature is
afflicted with short-term madness (Dungeon Master’s Guide,
page 259).
Value: 1,000 gp
Additional Tool: alchemist’s supplies
Required Ingredient: blisterwort (uncommon), found
underground
Required Ingredient: morkoth glands

Poisons
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Insomnia Powder (Ingested, Inhaled). This fine white
powder comes wrapped in a paper packet, which can be
unfolded to mix the powder with food or drink, or the packet
can be thrown to disperse the powder into the air.
A creature that ingests this poison must succeed on a DC 13
Constitution saving throw or be poisoned for 24 hours.
As an action, you can throw this packet with a normal
range of 20 feet and a long range of 60 feet, rupturing it on
impact. Make a ranged attack against a creature or object,
treating the insomnia powder as an improvised weapon. On
a miss, the packet impacts a nearby point on the ground as
determined by the DM. If you hit a creature that needs to
breathe, it must make a DC 13 Constitution saving throw.
Each other creature that needs to breathe within 5 feet of the
target (or point of impact) must make a DC 9 Constitution
saving throw. On a failed save, the creature is poisoned for
24 hours.
A creature poisoned by insomnia powder can’t sleep. If the
poisoned creature normally sleeps during a long rest, it treats
a long rest as a short rest. This effect of insomnia powder can
be countered by the sleep spell or similar effects.
Value: 120 gp
Required Ingredient: belladonna leaves (common), found
in temperate environments

Poisons
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THROWING WEAPONS ON A GRID
Many thrown alchemical weapons can target a point on the
ground and may affect a nearby point on a missed attack roll.
When using a grid for combat, choose an intersection of squares
or hexes as the target point.

WHERE A THROWN WEAPON LANDS ON A MISS


The DM can use these rules to determine where a weapon lands
on a missed throw. If you miss the target with a thrown weapon
(whether aiming at a creature or a grid intersection), roll a die. If
you are using a square grid, roll a d8. If you are using a hex grid,
roll a d12. This determines the misdirection of the throw, with 1
overshooting the target (off-target in a straight line away from
the thrower), and 2 and greater rotating proportionately around
the target creature or grid intersection in a clockwise direction.
The weapon lands in the indicated direction a number of feet
away from the target equal to the distance of the throw in feet
times 10, then divided by the weapon’s normal range. For
example, a weapon that has a normal range of 20 will land half
the distance of the throw away from the target; and a weapon
that has a normal range of 30 will land a third of the distance of
the throw away from the target.

Poisons
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Jackalroot Essence (Injury). A creature subjected to this
poison must succeed on a DC 16 Constitution saving throw or
be poisoned for 1 minute. If the poisoned creature has an
Intelligence score of 5 or more, it perceives everything as
hilariously funny and falls into fits of laughter; the creature
falls prone, becoming incapacitated and unable to stand up
for the duration. At the end of each of its turns, and each
time it takes damage, the target can make another saving
throw. The target has advantage on the saving throw if it’s
triggered by damage. On a success, the poison’s effects end.
Value: 600 gp
Additional Tool: brewer’s supplies
Required Ingredient: prickly jackalroot sap (rare), found in
deserts

Mage Bane (Contact). A creature subjected to this poison


must succeed on a DC 18 Constitution saving throw or be
poisoned for 1 hour. The poisoned creature must make an
ability check using its spellcasting ability each time it casts a
spell. The DC equals 10 + the level of the spell. On a failed
check, the spell is not cast and any spell slot or feature used
to cast the spell is wasted.
Value: 500 gp
Required Ingredient: crimson orchid (rare), found in hills or
mountains
Required Ingredient: striped toadstool (uncommon), found
in forests or underground

Poisons
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Marsh Mash Slurry (Ingested). A creature subjected to this
poison must succeed on a DC 13 Constitution saving throw or
be poisoned for 1 minute. If the poisoned creature is not a
goblinoid it is nauseated. A nauseated creature experiences
stomach distress and is incapacitated, but can still move at
half speed. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Value: 25 gp
Required Ingredient: milkweed (common), found in
swamps
Required Ingredient: mudwort (common), found in forests
or swamps
Required Ingredient: swamp lily (common), found in
swamps

Nightmare Vapor (Inhaled). A creature subjected to this


poison must succeed on a DC 17 Constitution saving throw or
become poisoned for 8 hours. The poisoned creature has
disadvantage on saving throws against being frightened, and
the creature can only wake from sleep if it takes damage or if
another creature takes an action to shake it awake. If the
poisoned creature is woken, it must make a DC 17 Wisdom
saving throw, taking 14 (4d6) psychic damage on a failed
save, or half as much damage on a successful one.
Value: 1,000 gp
Additional Tool: alchemist’s supplies
Required Ingredient: cebil beans (rare), found in hot
grasslands or jungles

Poisons
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Red Tears (Injury). A creature subjected to this poison
must succeed on a DC 13 Constitution saving throw or be
poisoned for 1 minute. The poisoned creature takes an
additional 2 (1d4) damage whenever it takes piercing or
slashing damage.
Value: 50 gp
Required Ingredient: cayenne peppers (common), found in
deserts or grasslands

Spellscorch (Injury). Refined from rare underground


crystals, this poison causes a burning headache that impedes
spellcasting. A creature subjected to this poison must
succeed on a DC 13 Constitution saving throw or be poisoned
for 1 minute. The poisoned creature must succeed on a DC
10 Constitution saving throw each time it casts a spell or it
fails to cast the spell.
Value: 300 gp
Required Ingredient: realgar

Tongue Twist (Injury). A creature subjected to this poison


must succeed on a DC 16 Constitution saving throw or
become poisoned for 1 minute. The poisoned creature can
speak only gibberish and cannot cast spells with the verbal
component.
Value: 600 gp
Required Ingredient: pokeweed (common), found in
temperate grasslands or hills

Poisons
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Ungol Dust (Inhaled). A creature subjected to this poison
must succeed on a DC 13 Constitution saving throw or
become poisoned for 1 minute. The poisoned creature has
disadvantage on saving throws made to maintain its
concentration and disadvantage on all Charisma saving
throws. If the poisoned creature is a spellcaster, other
creatures have advantage on saving throws against spells it
casts that use Charisma for their spellcasting ability.
Value: 250 gp
Required Ingredient: bones of undead skeletons or dried
zombie flesh

Woundweal (Injury). A creature subjected to this poison


must succeed on a DC 15 Constitution saving throw or
become poisoned for 24 hours. The poisoned creature
regains only half hit points from healing effects—such as from
a cure wounds spell or from rolling Hit Dice during a short
rest. In addition, all Wisdom (Medicine) checks applied to the
poisoned creature have disadvantage.
Value: 200 gp
Required Ingredient: tree nettle (uncommon), found in
forests or grasslands

Poisons
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