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TheNerdQueen
2019-11-19, 09:24 AM
Types of Poisons

In my last post, I described the concept of "Soft Broken", which at its most simple, is where the players ability matters more than the characters ability. Today I want to discuss a sadly underutilized mechanic that I love: poisons. First question *what is a poison?*
For today, a poison is a non magical substance created in order to cause harm or that can cause harm if applied correctly. Poisons can be injected, ingested, and inhaled.

Starting with the most simple type, injected poisons are poisons that are applied to a weapon, or something similar, and are injected directly in the victims bloodstream. These kind of poisons are the least subtle, because people can tell if someone has just shot them with a blowgun. In my opinion, these are the kind of poisons that are the least helpful, (although they can be useful). When it comes to these types of poisons, most people think of basic poison, where you apply it and it deals 1d4 poison damage. My advice: don't limit yourself. Try many different types of poisons, whether injected, ingested or inhaled. I will list specific advice later.

Next, ingested poisons. Probably the most useful of the poisons in an intrigue campaign, as these are the kinds of poisons that you use to poison the enemy king at his fancy dinner party. Depending on what you use, these can range from the most subtle poisons to the most obvious (kidney bean poison I'm looking at you). When people think about these kinds of poisons, they generally think of dangerous plants such as nightshade, or deadly elements like arsenic.

Finally, inhaled poisons. These poisons are probably the most difficult to convince your DM to let you use. These poisons are also the most obscure, with not a lot of usage. However, this is the AOE of the poison world, and with a bit of creativity, you can go wild with it (frenzy poison would be fun). These poisons are also the best bet for non lethal poisons, as the poison will be spread out, by default, making it easier to reach more people. However, this means that this is possibly the worst kind of lethal poison, as it will be difficult to make a inhaled poison that is concentrated enough to kill a crowd of people, and even if you could, an injected or ingested poison would probably work better.


How to Build a Poison Character
A character built around poisons require one thing in order to be able to make poisons: proficiency in the poisoners kit. Thats it. Of course, there are many more things one can do in order to be better at doing the poison thing. Here are a few things that I would recommend:

1) Proficiency in Nature, (and Survival if your DM gets finicky, though this is far less important). Considering how many, if not most poisons in the DnD world, heck even in real life, are derived from organic compounds, proficiency in Nature means that you will be able to find and identify poison ingredients much more easily.

2) Have high Charisma and Constitution. Poisons shine in social campaigns, and without charisma (or dexterity, depending on the situation) you won't be able to access an opportunity to use poison at all. This also means that you should have proficiency in the relevant skills that would allow you to access said opportunities, persuasion for charisma, and stealth for dexterity. Having a high constitution score, and ideally poison resistance, though thats a bit of a reach, makes it harder to succumb to your own poisons, because frankly, that would be embarrassing.

3) DO YOUR RESEARCH. I cannot overstate how important this is. In order to make poisons that aren't specifically stated in the Dungeons Masters guide or Players Handbook, you will need to know real world poisons and their effects. This can also help in turning common objects into poison, such as getting 100% alcohol from wine, which is very deadly, and then add it back to the drunk king's booze. Nobody will suspect a thing. This goes for all poisons, so please do your research. Remember: not all poisons deal poison damage.


Importance of the Poisoner's Kit
The Poisoner's Kit is useful for more then making poisons. According to Xanathar’s Guide to Everything, proficiency in the Poisoner's Kit grants the following (to quote):

History. Your training with poisons can help you when you try to recall facts about infamous poisonings.
Investigation, Perception. Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
Medicine. When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
Nature, Survival. Working with poisons enables you to acquire lore about which plants and animals are poisonous.
Handle Poison. Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.

This is very useful for a variety of reasons, one of which is not falling victim to your own poisons, the main risk of poisons. It also helps you keep people alive that you want alive that were poisoned by your poisons. It also allows you to pinpoint enemy poisoners, so that you alone reign supreme MUHAHAHAHAHA! Well.


Class Recommendations
Although hypothetically any class can use poisons, some classes do it better than others. Classes evaluated below:
Barbarian: This isn't very surprising, but Barbarians make terrible poisoners. Besides having no table manners, Barbs are not intelligent enough for the complexities of poison. Although they have the option of getting proficiency in nature, resource collection is just as good, if not better, in other classes, such as druid.
Bard: Bards. Why are they so awesome? Second only to the Druid in terms of normal awesome, Bards are an obvious choice for poisons, with high charisma, expertise, a ton of skills to chose from, and a deceptively silly demeanor, embrace the "Bards are silly" stereotype for all that it is worth. The only issue with Bards is that this class is not specifically designed with this in mind, and that the rogue is much stealthier, but besides that Bards make excellent masters of poisons.
Cleric: As a holy priest of awesome, Clerics are really good at curing poisons, though they are less good at making them. With no immediate route to getting ingredients or easy access to opportunities, (outside of a church) if you want a poison using healer, play a druid.
Druid: From JellyPooga: With easy access to the natural kingdom, able to charm the leaves off the trees and peel resources from beasts without killing them, the Druid is a perhaps unlikely candidate, but an efficient one as far as collecting resources for making poisons. On top of that, the Druid has the single best "concealed carry" of any Class in the game; Wild Shape. Carry bucket loads of poison unobtrusively into the castle, dump it in the water supply and escape without any more notice than a mouse. Monstrously efficient.
My thoughts: Druids are great a resource collection, however you might have a bit of trouble getting to situations where poison is most useful, to be more accurate, you might have trouble finding out those situations exist. Have a bard, rogue, or some other face on hand, so that they can identify opportunities for your poison.
Fighter: Fighters are really good at two things: hitting things hard and soaking up hits. Notice how neither of those things say "poison". This is not a coincidence. They make really bad poisoners because they have no reliable ways of either collecting ingredients or getting them to a situation where they would be useful.
Monk: Monks. The one class that lets you be a ninja. Surprisingly, monks actually make decent poisoners. With a high dexterity and wisdom, the monk is observant enough to locate ingredients, and not to ingest them itself. However, with relatively low charisma and few skills, if you really want a stealthy poisoner, chose a bard or rogue.
Paladin: Don't. Although it might be a better class than the Barb, depending on how it is played, using poisons is a surefire way to lose all of your Paladin powers. It really isn't worth it.
Ranger: Poison is one of the few things that Rangers can really pull off. Seriously. With a naturally high dexterity and connection with nature, Rangers make excellent poisoners, with the benefit of roleplaying a warrior weaponizing nature to harm their allies. The fact that they use weapons for injected poisons already only sweetens the deal.
Rogue: Probably the best option. With already established connections with the criminal underworld, a very easy way to get proficiency in the Poisoner's kit (take a background that grants proficiency in thieves tools), high dexterity and charisma for stealth and talking, the Rogue is built for Poison. As for archetypes, chose what is best for your campaign. They are all great, but Arcane Tricksters most likely fall behind the thief and Assassin archetypes, with thief ahead due to the ability to steal more items, and use them faster.
(from Jellypooga): The archetypal user of poisons, most will probably go straight to the Assassin as their poisoner of choice. Not So! Look instead to the humble Thief who, with Fast Hands for quick poisoning and access to UMD to utilise magical artifacts that would otherwise be unavailable to you (notably wands and staves), is by far a more efficient poisoner than the Assassin.
Sorcerer: Sorcerers are great at blasting things and talking to them, so they're pretty good at getting into social situations. But with no native proficiency in poisoner's kit, a rogue is a better pure poisoner, and if you want a poison spellcaster, play a warlock.
Warlock: From JellyPooga: The Warlock is arguably one of the most powerful characters available in an intrigue game where the time scales involved allow for all but unlimited Short Rests. For the poisoner in such a campaign, spells like serve a similar function to the Druids Wild Shape, but also in the arsenal are such gems as Disguise self (at-will) and invisibility, as well as divinations to scry out your targets and the best ways to deliver your deadly substances.
Wizard: You are a wizard. You probably have a spell for it. Besides, if you accidentally ingest your own poison, you will probably die.


When NOT to us poison
Despite how awesome poison is, it isn't always the tool for the job. Sometimes, having a character rely entirely on poison isn't the correct choice. In campaigns that are your standard dungeon crawls, sometimes you just can't get poison. You can't use poison if you can't get poison. Most poisons come from natural sources, which is great, as natural things are everywhere, except for in dungeons (most of the time). Also, undead and constructs are often immune to poison damage. Another thing to keep in mind: not everything that is immune to poison damage is immune to poison. Some poisons don't really deal poison damage, such as a poison that makes you throw up, or that chills your insides. That isn't really poison damage. However, these kinds of poisons are generally not intended for mass production. Poison is great for taking out singular, powerful monsters, but is less useful for waves and waves of mooks.
I suppose that wraps it up! If you want specific examples of poisons that I have used in the past, or have stories of your own, please comment down below! Thanks!

JellyPooga
2019-11-19, 09:40 AM
In the interest of expanding this guide, I have some suggestions;

Classes

Rogue
The archetypal user of poisons, most will probably go straight to the Assassin as their poisoner of choice. Not So! Look instead to the humble Thief who, with Fast Hands for quick poisoning and access to UMD to utilise magical artefacts that would otherwise be unavailable to you (notably wands and staves), is by far a more efficient poisoner than the Assassin.

Druid
With easy access to the natural kingdom, able to charm the leaves off the trees and peel resources from beasts without killing them, the Druid is a perhaps unlikely candidate, but an efficient one as far as collecting resources for making poisons. On top of that, the Druid has the single best "concealed carry" of any Class in the game; Wild Shape. Carry bucket loads of poison unobtrusively into the castle, dump it in the water supply and escape without any more notice than a mouse. Monstrously efficient.

Warlock
The Warlock is arguably one of the most powerful characters available in an intrigue game where the time scales involved allow for all but unlimited Short Rests. For the poisoner in such a campaign, spells like Gaseous Form serve a similar function to the Druids Wild Shape, but also in the arsenal are such gems as Disguise Self (at-will) and Invisibility, as well as divinations to scry out your targets and the best ways to deliver your deadly substances.

Talsin
2019-11-19, 10:03 AM
to Echo JellyPooga,

Don't forget the classes that get some major bonuses to the skills needed for using poisons! Ranger, Scout, Knowledge/Nature Cleric, even Bards with Expertise can shine with these as well!

stoutstien
2019-11-19, 10:16 AM
Feels like you omitted the details on why you need proficiency in the poisoner's kit. If you use the xanathar tool rules it has a list of ways to use it past simply harvesting them.

PhantomSoul
2019-11-19, 10:23 AM
3) DO YOUR RESEARCH. I cannot overstate how important this is. In order to make poisons that aren't specifically stated in the Dungeons Masters guide or Players Handbook, you will need to know real world poisons and their effects. This can also help in turning common objects into poison, such as getting 100% alcohol from wine, which is very deadly, and then add it back to the drunk king's booze. Nobody will suspect a thing. This goes for all poisons, so please do your research. Remember: not all poisons deal poison damage.

I'd add a crucial note: part of doing your research is talking to your DM about how the build and its components are expected to work / be run.

Also, worth highlighting that non-canonical poisons -- if possible -- may not use the poisoner's kit to be created.

TheNerdQueen
2019-11-19, 10:45 AM
Feels like you omitted the details on why you need proficiency in the poisoner's kit. If you use the xanathar tool rules it has a list of ways to use it past simply harvesting them.

You have a major point. I'm sorry that I forgot that! I'll add it ASAP.

Talsin
2019-11-19, 01:16 PM
I'd add a crucial note: part of doing your research is talking to your DM about how the build and its components are expected to work / be run.

Also, worth highlighting that non-canonical poisons -- if possible -- may not use the poisoner's kit to be created.

This is very relevant.
If your DM doesn't know that oven-roasting castor beans yields ricin, you should
A) Let them know.
B) ask if that is something your character would know
C) follow up and ask what other poisons your character may know about that you as a player may or may not.

PhantomSoul
2019-11-19, 01:25 PM
This is very relevant.
If your DM doesn't know that oven-roasting castor beans yields ricin, you should
A) Let them know.
B) ask if that is something your character would know
C) follow up and ask what other poisons your character may know about that you as a player may or may not.

Well, determine how annoying the DM finds you before bringing it to their attention, obviously. You know, just to be safe.

Also, check what's true for the fiction (maybe castor beans don't exist, for example, or maybe determine whether homemade poisons are going to fly since the internet suggests that will vary a lot, particularly for "non-canonical" poisons).

----

To broaden:
- Discuss what is actually possible -- can you make poisons at all? If so, any restrictions on what you make them from?
- How are DCs set for the effects, if used? Are there repeated saving throws?
- How are effects set, and what are the effects for some examples? E.g. damage? Max damage? Poisoned condition? Instant death?
- What can your character be aware of? Castor beans? Apple seeds?
- How are potions made? (just a single ability check? long-term production? special ingredients?)
- How long do poisons last / do they expire?
- How long do poisons take to have effect?
- Should potion ideas be suggested ahead of time outside of sessions?
- Are cures available? How common are anti-poison spells?
- How much do NPCs know about poisons?
- Does your character need to get poison recipes, like they might get alchemical ones?
- Are some ingredients always required for a poison to work?
- How are DCs set for making the poison? What are the consequences of failure?
- How can poisons be used -- on a weapon? Ingested? Varies by poison?

Sure, some might vary by poison. But to be discussed with a DM.

Phhase
2019-11-19, 02:17 PM
Goodness, you're on a roll.

Love me some poison. It adds an extra, interesting layer to combat, espionage, and intrigue. An extra level of yomi if you will.

Here are some sources and types I'd consider using, as well as some very interesting spell applications...

First and foremost, the poisoner's best friend: PRESTIDIGITATION. No, it's not a joke. Listen. You can change the color, flavor, and odor of a substance or object for 1 hour. Done well, this removes any and all chances of the poison being detectable by mundane inspection. You could serve the king a bowl of oatmeal that was half cow pie and noone would be the wiser.

Here are some options for you to consider (Though be sure to consult with your DM on the availability and feasibility).


Wood alcohol. From fermented wood. Tastes just like regular alcohol, except it turns into formic acid in your blood, burning out your eyes and likely killing you.

Classic booze. Can be fermented and distilled from pretty much anything with sugars in it. Humans can ingest a moderate amount without great harm, and have a good time. Too much, though, and you'll go unconscious and potentially suffocate as your lungs get too lazy to breathe.


Applied to a weapon (or a trap, like punji sticks..), this vile substance would, while not necessarily cause poison damage, would likely cause the target to contract Sewer Plague/Filth Fever, a debilitating and potentially lethal disease. Applied to a water source (and yes, it would remain effective in amounts small enough to avoid tainting the flavor), drinkers are likely to contract dysentery or cholera, diseases that are potentially deadly if left untreated. Not to mention, embarrassing. You pretty much shart out all the water inside you.


The dirt is host to all sorts of nasties. While most rotted foods are nonlethally poisonous (though painful and often diarrhea-inducing), soil-contaminated, rotting, or improperly cooked meats, fruits, or vegetables may contain Botulism. Properly isolated and cultured, it creates the most toxic natural substance known to Man, which causes rapid paralysis in every muscle (heart and lungs included) and death. Also found in the soil, typically graves, or places that livestock died of disease, anthrax is technically a spore, and as such, is a light, inhalable powder when isolated. On contact with skin, it causes the flesh to swell and melt. When inhaled, the same thing happens to the lungs...

Gas Spores, Gelatinous Cubes, Giant Wasps, Jellyfish...don't let those corpses go to waste! Weapons wielded are weapons stolen. When fighting a poisonous or toxic creature, harvest everything you can. It's not like they've got gems or potions in them (hopefully...). And remember! If it's perishable, and was once a part of a living thing, it qualifies as "remains"! Which subsequently means that you can preserve it indefinitely with Gentle Repose or Oil of Timelessness!


If your DM rules that a Bag of Holding sucks in air when you turn it rightside-out, try readying it against a Green Dragon's breath weapon. Otherwise, don't forget that you can probably store your own breath weapons and poisons that you may possess.

They probably won't kill anything, but you could create a hell of a rave. Plenty of wacky social applications.

The bitter extract of this root found in warm climes causes uncontrollable vomiting when ingested. Use this knowledge as you will.



*cough* sorry, I mean capsaicin :smalltongue:. Easily isolated by soaking spicy peppers in strong alcohol, this organic compound, while not lethal, is debilitatingly painful when introduced to mucous membranes or an open wound.

I think that's enough for now. Hopefully I'm not on any new watchlists.

Slayn82
2019-11-19, 02:17 PM
Arsenic and Mercury are real world poisonous substances that should be much more common in game. They were present into a lot of alchemical works, there was a steady supply on places where mining was common. I can imagine Dwarfes getting used and being paranoid over it, specially with their poison resistance.

Mercury is specially dangerous, as it can be mixed with coal and burned to vapor, so people could enter a dark room full of skeletons, with a trap igniting several Braziers and providing illumination, while secretly poisoning everyone fighting. The only clue to their fate would be the unexpected oxydation of the treasures over the room.

Arsenic poisoning accute effects include vomiting, abdominal pain and watery diarrhea. Is it due to the food and water supplies became spoiled, or are you poisoned? Have fun guessing.

Sir Brett Nortj
2019-11-19, 02:30 PM
Poisons for a long term or overnight feeling of waiting can be good, or, secretly stashed into foods, but, the best thing for combat is to throe those little itchy powder bombs at people, that will reduce their attack focus, hey? A rogue that is not engaged could do it and lure the enemy into chasing them, providing an attack of opportunity if the game master agrees they failed their save against willpower or whatever...

Or, you could use something as simple as a weapon covered with some easily available, as, if you carry mercury you could be found out, some tree sap, as that is stingy and will occupy the enemy with irritation... if it is a poisonous plant, like a brightly coloured one, like a fungus, it will have lasting effects with infection!

But, to make real mother father poison in the kitchen with your disguises and warrants or what for the king, the right way to do it is to use peppers, lot of peppers, and, oil, that it will cling to the cells. If you use hair clip pins, they will clog up the stomach, so, broken glass makes a noise, maybe some ground crystals that come from grease, baked into a solid structure?

Ravinsild
2019-11-19, 02:32 PM
Thank you for this guide this is so cool! I love it!

Ventruenox
2019-11-19, 04:03 PM
I am a bit surprised that you didn't link (https://www.5esrd.com/gamemastering/poisons/) or list the available SRD poisons. I am also reasonably certain that someone has put together a chart regarding what monsters can be harvested for components with relevant DCs and CRs for the foe.

Would you consider adding a section on racial abilities and attitudes towards poisons? Races like the Drow use it frequently; races like Dwarves and Stout Halflings have resistance or advantage on saving throws; Yuan-ti certainly merit an entry; and there is enough for an entire subsection on the Grung.

As to why it is such an underutilized mechanic in 5E, that is also worthy of discussion. The short answer for most players is: it's not a worthwhile payoff.

The PHB version is a DC 10 CON save for 1d4 damage that lasts 1 minute for a melee weapon or 3 pieces of ammunition at 100 GP per vial. Pricey, easily resisted, and quickly consumed.

The DMG (SRD) poisons have slightly better DCs, but still easily resisted. Harvesting the parts usually had rather high DCs for the player, along with pretty punitive results for failing the roll.

It is my belief that poison in 5E was either underdeveloped or edited down to the most basic form. The blowgun on the weapons list is my justification for this stance. Martial ranged weapon that does only 1 piercing damage? What's the point, unless intended to be a delivery system for a variety of poisons?

I'll be adding a fair bit of poison-related homebrew to my next campaign for this shortcoming, focusing on inflicting status effects.

Frozenstep
2019-11-19, 04:34 PM
One way I've thought to use poisons...Animate Objects. 5th level spell. This spell already deals insane damage against enemies without resistance to non-magical attack, but juicing the damage further is a bit difficult because the objects must be non-magical. Well, keep 10 caltrops in a jar of poison, and then animate them when the time comes, and hope the DM works with you.

Phhase
2019-11-19, 07:02 PM
One way I've thought to use poisons...Animate Objects. 5th level spell. This spell already deals insane damage against enemies without resistance to non-magical attack, but juicing the damage further is a bit difficult because the objects must be non-magical. Well, keep 10 caltrops in a jar of poison, and then animate them when the time comes, and hope the DM works with you.

Even better, use Shape Water to create ice caltrops, or even out of the poison itself!

Gignere
2019-11-19, 08:45 PM
Even better, use Shape Water to create ice caltrops, or even out of the poison itself!

But DM might rule the ice caltrops doesn’t melt for the duration of shape water so the poison doesn’t get into the blood stream, this is reasonable since shape water ice lasts an hour regardless of room temperature.

Phhase
2019-11-19, 09:32 PM
But DM might rule the ice caltrops doesn’t melt for the duration of shape water so the poison doesn’t get into the blood stream, this is reasonable since shape water ice lasts an hour regardless of room temperature.

Hm, interesting didn't know that. Counterpoint is, of course, that ice is splintery and stepping on an ice caltrop would leave losta lil bits in your foot, like glass. Up to the DM of course.

TheNerdQueen
2019-11-20, 11:41 AM
In the interest of expanding this guide, I have some suggestions;

Classes

Rogue
The archetypal user of poisons, most will probably go straight to the Assassin as their poisoner of choice. Not So! Look instead to the humble Thief who, with Fast Hands for quick poisoning and access to UMD to utilise magical artefacts that would otherwise be unavailable to you (notably wands and staves), is by far a more efficient poisoner than the Assassin.

Druid
With easy access to the natural kingdom, able to charm the leaves off the trees and peel resources from beasts without killing them, the Druid is a perhaps unlikely candidate, but an efficient one as far as collecting resources for making poisons. On top of that, the Druid has the single best "concealed carry" of any Class in the game; Wild Shape. Carry bucket loads of poison unobtrusively into the castle, dump it in the water supply and escape without any more notice than a mouse. Monstrously efficient.

Warlock
The Warlock is arguably one of the most powerful characters available in an intrigue game where the time scales involved allow for all but unlimited Short Rests. For the poisoner in such a campaign, spells like Gaseous Form serve a similar function to the Druids Wild Shape, but also in the arsenal are such gems as Disguise Self (at-will) and Invisibility, as well as divinations to scry out your targets and the best ways to deliver your deadly substances.

Is it alright if I add it to the guide directly? I'll credit you. If not, I'll just add my own insight. Thanks for the advice!

JellyPooga
2019-11-20, 11:43 AM
Is it alright if I add it to the guide directly? I'll credit you. If not, I'll just add my own insight. Thanks for the advice!

Of course. Add away and feel free to alter, change or modify.

ATHATH
2019-11-21, 02:40 AM
You might want to mention that yuan-ti purebloods are a playable race that's immune to poison from level 1.

micahaphone
2019-11-21, 12:10 PM
Can druids wildshape into poisonous animals and freely "milk" their poison, especially with the aid of a party member? I'm thinking of a druid that is from the jungle and knows snakes, or a desert druid who knows scorpions, or a coastal druid who knows things like blue ringed octopus or jellyfish or pufferfish. I suppose you can't milk a pufferfish or jellyfish though.

Still, a druid could make getting poison criminally easy

PhantomSoul
2019-11-21, 12:28 PM
You might want to mention that yuan-ti purebloods are a playable race that's immune to poison from level 1.

Well, a Player Race at least -- whether it's playable seems... less obvious, shall we say. :P

Yunru
2019-11-21, 01:03 PM
Revised Beast master Rangers are nice for milking their companions, since they can boost the DC.

Phhase
2019-11-22, 12:27 AM
Revised Beast master Rangers are nice for milking their companions, since they can boost the DC.

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