Professional Documents
Culture Documents
Codex of Herbal Toxins
Codex of Herbal Toxins
Codex of Herbal Toxins
Magic Item
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
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.
Credits
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Magic Item
The codex of herbal toxins is a magic item in its own right.
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.
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
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
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
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.
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
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
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
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
Poisons
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