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SkipSandwich
2017-12-24, 05:36 PM
Hello all!

Poison as an element hardly gets any love in 5e, though a good deal of that is how situational it can be (being completely bodied by undead and constructs, for instance). Nevertheless, I decided to throw my hat in the homebrew spell arena with some (toxic, rotting) bones for poison specialists.
This is my first time designing custom spells, so most of these stick fairly closely to established spells. Spells which require Concentration are notated by (C) after the spell name.

5e – Poison Spells and Cantrips



Poison Dart

Transmutation Cantrip

Druid/Warlock

Casting Time: 1 Bonus Action

Range: Touch

Components: V, S

Duration: 1 Minute

You touch up to three needles and coat them with deadly poison. You or someone else can make a ranged weapon attack with one of the needles by throwing it or firing it out of a blowgun. If thrown it has a range of 20/60ft, if fired use the blowgun's normal range. Whoever attacks with the needle may substitute your spellcasting ability modifier in place of their normal ability modifier on the attack, if it is higher. On a hit, the target takes (1 + attacker's ability mod) points of magical piercing damage and must succeed on a Con save vs. Your spell DC or else take an additional 1d6 points of Poison damage. Hit or miss, the spell then ends on that needle. If you cast this spell again, the effect ends early on any needles still affected by it.

The poison damage dealt on a failed save increases by 1d6 when you reach 5th level(2d6), 11th level(3d6), and 17th level (4d6).



Venomous Strike (C)

1st Level Transmutation

Ranger

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: 1 Minute

The next time you hit a creature with a weapon attack before the spell ends, the target struck must succeed on a Constitution saving throw or else be Poisoned for the spell's duration. While Poisoned by this spell, the target takes 1d8 points of Poison damage at the start of each of its turns. The afflicted creature may repeat its saving throw at the end of each of its turns, on a success the spell ends early.

When casting this spell using a spell slot of 2nd or higher, the damage taken each turn increases by 1d8 for each spell level above 1st.



Breath of the Green Dragon

2nd Level Conjuration

Sorcerer/Wizard

Casting Time: 1 Action

Range: 30ft

Components: V, S, M (a Green Dragon's scale)

Duration: Instant

A billowing line of toxic gas 30ft long and 5ft wide emanates from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 3d12 poison damage on a failed save and no damage on a success.

When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d12 for each slot level above 2nd.



Toxic Rain

4th Level Conjuration

Druid/Sorcerer/Warlock/Wizard

Casting Time: 1 Action

Range: 300ft

Components: V, S, M(a small vial of acid)

Duration: Instant

A deluge of toxic rain drenches the ground in a 20ft radius, 40ft high cylinder centered on a point within range. Each creature in the cylinder takes 2d6 points of acid damage and must make a Constitution saving throw, on a failed save they take an additional 4d10 points of poison damage, with no additional damage on a successful save

When casting this spell using a spell slot of 5th level or higher, increase the poison damage dealt by 1d10 for each slot level above 4th.



Aspect of the Green Dragon (C)

6th Level Transmutation

Druid/Sorcerer/Warlock/Wizard

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: up to 10 Minutes

You undergo a metamorphosis, taking on aspects of a Green Dragon. Until the spell ends, you gain the following benefits;

Toxic smoke billows from your mouth and nostrils, obscuring your position. Ranged attacks made against you have Disadvantage on the attack roll.

You gain a swim speed of 60ft and can hold your breath for up to 10 minutes, while swimming you may perform the Dash or Disengage actions as a bonus action on your turn.

Any creature that moves within 5ft of you for the first time or ends its turn there must make a Constitution saving throw or else suffer 1d12 points of poison damage

You can use your action to project a line of toxic gas 15ft long and 5ft wide extending from you in a direction you choose. Each creature in the live must make a Constitution saving throw. A creature takes 4d12 points of poison damage on a failed save, and no damage on a successful save.



Corpse Explosion

7th Level Necromancy

Cleric/Warlock/Wizard

Casting Time: 1 Action

Range: 150ft

Components: V, S, M(a bit of bone wrapped in rotting meat)

Duration: Instant

You gesture at a small or larger corpse within range, causing it to ripple and explode with a vile mix of necrotic energy and toxic gas. Each creature within a 20ft radius of the exploding corpse must make a Dexterity saving throw. A target takes 8d6 Necrotic damage on a failed save, or half as much damage on a successful one. Additionally, the area is is filled with toxic smoke, as the spell Cloudkill except with a maximum duration of 1 minute and without the need to concentrate on the cloud to maintain it.



Plague Cloud(C)

8th Level Necromancy

Druid/Warlock/Wizard

Casting Time: 1 Action

Range: 150ft

Components: V, S

Duration: Up to 1 minute.

A diseased cloud of sickly-colored smoke billows forth in a 20ft radius sphere from a point you designate within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (10+ mph) disperses it.

When the cloud appears, each creature in it must make a Constitution saving throw. On a failed saving throw, a creature takes 8d8 poison damage and contracts a disease (as the spell Contagion, with the type of disease chosen at the time of casting), on a successful save they take half damage and do not contract a disease. A creature must also make this saving throw when it enters the spell's area for the first time or ends its turn there. A creature who has contracted a disease makes a special Constitution save at the end of each of its turns, after failing three of these saves the disease becomes permanent, however by succeeding on three saves they recover from the disease and become immune to further exposure to that disease for up to 24 hours. The diseases inflicted by this spell are considered supernatural in nature, and can only be cured by a Remove Curse or Greater Restoration spell cast using a spell slot of 8th or higher, by the effects of a Wish spell or through the use of the Divine Intervention feature as invoked by a Cleric of 15th level or higher.

The cloud moves up to 10ft away from you in a direction of your choice at the end of each of your turns while it lasts.



Mask of the Red Death(C)

9th Level Necromancy

Cleric/Warlock/Wizard

Casting Time: 1 Action

Range: Self

Components: V, S, M(a vial of Midnight Tear's poison, market price 1,500gp per dose).

Duration: Special

With an action you drink the vial of poison and transform yourself into an ethereal agent of plague and ruin. While under the spell's effects you gain the below benefits, which last until your concentration is broken, you undergo a short or long rest, or until midnight of the day you cast the spell, whichever comes first.

Your ghostly body is hard to damage, granting you Resistance to all piercing, slashing, bludgeoning and necrotic damage, and Immunity to Poison damage.

You have a fly speed of 30ft, and can phase through spaces occupied by creatures and solid objects, treating it as difficult terrain. You cannot end your movement within the space occupied by an object or creature, if you attempt to do so you are immediately shunted out to the nearest open space and suffer 1d6 points of irresistible damage +1d6 per 5ft of shunted movement.

You are invisible in areas of darkness or dim light.

As a bonus action each round you may cast the spell Contagion without expending a spell slot and requiring no verbal or somatic components. Creatures that fail all three disease saving throws against this effect also suffer the effects of the Midnight Tear's poison, taking 9d6 points of poison damage each night at midnight until the disease is cured or runs its course.

You may use your action to make up to 4 ranged spell attacks with a maximum range of 100ft. On a successful hit a target takes poison damage equal to 1d12 + your spellcasting ability modifier. You may aim the attacks at the same target or different targets, making a separate attack roll for each.

You face is completely covered by a ghastly mask of bone, preventing you from speaking or casting spells with verbal components for the duration.

You suffer from Sunlight Sensitivity, giving you Disadvantage on all attack rolls and Wisdom(Perception) checks relying on sight whenever you, the target of your attack or whatever you are trying to perceive is in an area of direct sunlight.

At the end of the spell's duration, you suffer 9d6 points of irresistible damage, + 1d6 for every hour spent under its effects (to a maximum of 32d6 damage for starting the spell any time between midnight and 1am and continuing without breaks until midnight).