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1 Divine Domain: Toxin v1.45 You have entered the service of one of the gods of poisoning, venom, and intoxication. These gods, which include Lolth, Dionysus, Talona, and Their, value a variety of ideals, but all share a love of substances that twist the senses and damage the body. The burning pains of acidic venom, the dulled joy of drunkenness, and the potent sting of a spider or snakebite all fall under this domain, as does the gleam of fluid applied to an assassins' knife or the bubbling of a hag's brew. Domain Spells Cleric Level Spells 1st 3rd 5th 7th 9th Ray of Sickness, Detect and Disease Melf s Acid Arrow, Protection from Slow, Stinking Cloud Confusion, Vitriolic Sphere Cloudkill, Contagion Bonus Proficiency At 1st level, you gain proficiency with heavy armor, martial weapons, and ers' Kits. Concoctive Acolyte Your divinely inspired knowledge of venoms and intoxicants allows you to craft familiar concoctions with divinely inspired recipes. You may ignore the specific material components required to craft toxins such as Wyvern and Purple Worm poison; instead your devotion to your god allows you to enchant more mundane materials with those same effects. Your prayers also enhance the potency of your poisons you may use your Cleric spell save DC instead of the listed DC for poisons that you have crafted. Septic Blood At 1st level, you can turn your blood into a toxic weapon. Once per round when you take slashing or piercing damage, you may use your reaction to direct the droplets of your spilled blood, dealing 3 poison damage to one creature that you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at the 10th level, and 12 at 14th. May be removed at later points for balance reasons. Channel Divinity: Fangs of Steel At 2nd level, you may use a bonus action to coat a weapon you're holding with the ichor of your god with a use of your Channel Divinity. For the next minute or until you are incapacitated, the target of successful melee attacks you make with that weapon must make a Constitution saving throw against your spell save DC or be poisoned for the next minute. The creature repeats the saving throw at the end of each of its turns, ending the poison on itself and becoming immune to Fangs of Steel for the next 24 hours on a success. Alternatively, you may use this feature to deal an extra 1d8 acid damage with attacks you make with that melee weapon. This effect ends after one minute or until you are incapacitated. Fulminated Vitality Starting at 6th level, serving as a conduit for your deity's poisons has partially inured you to the effects of all toxins. You gain advantage on saving throws against the ed condition and have resistance to poison damage. Channel Divinity: Noxious Anointment At 6th level, you can use a bonus action and one use of your channel divinity to weaken the innate resistances of your foes by bringing them directly to the noisome attentions of your god. All hostile creatures within 30 feet of you lose any resistances to poison damage and any and cannot benefit from any effect that would provide advantage on saving throws against being poisoned. Immunities to poison damage or the poisoned condition are unchanged. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with poison. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. Font of Miasma At 17th level, your deity's power has imbued you with toxicity to such a degree that you cannot possibly be harmed by external chemicals. You gain immunity to poison damage and cannot be poisoned. You are also a powerful source of fetid material. As an action, you may expel a blast of noxious vapor which forms a thin cloud in a 30-foot radius around you. All hostile creatures within the cloud suffer disadvantage on saving throws against any spells or effects that inflict poison damage, acid damage, or the ed condition. This effect lasts for one minute, or until you dismiss it as an action. 1

2 s and Toxins This page contains a list of poisons from various sources. They may be crafted as per the crafting rules your DM uses, but your DM may decide that specific poisons may not be created. Types of s s come in four varieties, which alter application methods Contact: smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested: a creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. Inhaled: powders or gases that take effect when inhaled. Using the poison subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding breath is ineffective against inhaled poisons; they also affect nasal membranes, eyes, etc. Injury: applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Dosages may be applied to one weapon or 3 pieces of ammunition. Injury poisons' effects last until delivered to a target via a failed CON save and remain potent until washed off. DMG s Type Price/dose Effect Basic Injury 100 gp DC10 CON save or take an additional 1d4 poison damage. When slathered on a weapon, this poison retains potency for 1 minute before drying, or until applied to a target. Assassin's Ingested 150gp DC10 CON save or take 1d12 poison damage and be ed for 24 hours. On a Blood successful save, creature takes half damage and is not poisoned. Burnt Othur Fumes Crawler Mucus Drow of Ether Inhaled 500 gp DC13 CON save or take 3d6 poison damage. Save is repeated at the end of each of its turns, taking 1d6 poison damage. On 3 successful saves, the poison ends. Contact 200gp This poison must typically be harvested from a dead/incapacitated crawler. DC13 CON save or be poisoned for 1 minute. The poisoned creature is also paralyzed, and can repeat the saving throw on the end of each its turns, ending the effect on a success. Injury 200gp DC13 CON save or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is unconscious until it takes damage or another creature uses an action to shake it awake. Inhaled 300gp DC15 CON save or be poisoned for 8 hours, and the poisoned creature is unconscious until it takes damage or another creature shakes it awake. Malice Inhaled 250gp DC15 CON save or be poisoned for 1 hour. The poisoned creature is also blinded. Midnight Tears Oil of Taggit Pale Tincture Purple Worm poison Serpent Ingested 1,500gp Contact 400gp Ingested 250p No effect until the stroke of midnight. If the poison has not yet been neutralized, the creature must succeed on a DC17 CON save or take 9d6 poison damage on a failed save, or half as much on a success. DC13 CON save or be poisoned for 24 hours. The poisoned creature is unconscious, but awakes if it takes damage. DC16 CON save or take 1d6 poison damage and become poisoned. The creature must repeat the save every 24 hours or continue to be poisoned and take another 1d6 poison damage. Until this poison ends, the damage from the poison can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. Injury 2,000gp This poison must typically be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC19 CON save, taking 12d6 poison damage on a failed save or half as much on a successful one. Injury 200gp This poison is typically harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC11 CON save, taking 3d6 poison damage on a failed save or half as much on a successful one. Torpor Ingested 150gp DC15 CON save or be poisoned for 4d6 hours. The poisoned creature is incapacitated. Truth Serum Wyvern Ingested 150gp DC11 CON save or be poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of the Zone of Truth spell. Injury 1200 gp This poison is typically harvested from a dead or incapacitated wyvern. DC15 CON save or 7d6 poison damage on a failed save, or half as much on a successful one. 2

3 Homebrew s Type Price/dose Effect Aboleth Oil Black Ivy Black Lotus Extract Contact 2,500 Contact 200 gp Contact 6,250 gp Boneshard Contact 750gp Chuul Paralytic Sunlight Oil Depraved Fast Contact 450 gp Contact 1,300 gp Ingested 9,500 gp DC24 CON saving throw or be diseased, taking effect after 1 minute. Afterward the diseased creature's skin becomes translucent and slimy, and the creature can only regain HP when in water. Every 10 minutes outside water the diseased creature takes 1d12 acid damage. The effect can be removed with Heal or a similar disease-curing spell of 6th level or higher. DC 16 CON save or take 1d6 poison damage. remains potent until it deals 10 total damage. 10d10 poison damage, no save. An undead creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute, also taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. The creature's speed is reduced to 0 until the end of their next turn. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its DC13 CON save or be poisoned and paralyzed for 1 minute. Creature can repeat the saving throw at the end of each of its This oil must either be exposed to sunlight, the Daylight spell, or the full duration of the Sunbeam spell channeled upon it or it loses its potency. An undead creature subjected to this poison must make a DC18 CON save or take 6d8 radiant damage and be blinded until the beginning of your next turn. On a successful save, the target takes half damage and is not blinded. Creatures with the Sunlight Sensitivity feature automatically fail this saving throw. Target must make a DC25 CON save. On a failed save, the target can no longer receive nourishment from food. Every 2 days the creature goes without sustenance, their CON score decreases by 1. If their CON score reaches 0, the target dies. Lockjaw Ingested 250 gp A mild paralytic, the target of this poison must succeed on a DC11 CON saving throw or Type Price/dose lose the ability to speak as their jaw locks and Effect tongue goes numb. The target cannot speak or cast spells that require a verbal component for 10 minutes. Mother's Mercy Ingested 600 gp Nightmare Ingested 1,450 gp Root Pallid Ingested 1,340 gp Serpent's Deception A poison that mimics the taste, appearance, and consistency of cow's milk, the subject must succeed on a DC13 CON saving throw at the start of each of its turn, reducing its CON by 2 on a success. On each subsequent failed save, the target's CON score decreases by 1 further. If a creature's CON is reduced to 0 it dies. After 2 successful saves, the poison ends and the creature's CON score is restored. DC19 CON save or the target becomes haunted with a combination of their greatest fears and their own sins. An affected creature cannot benefit from long rests and suffers 1 level of exhaustion for every night they go without sleep. The poison leaves the creature's system after 3 successful CON saves. Forces a state of panic onto the subject, which must make a DC16 WIS saving throw or take 4d10 psychic damage. It must make the save at the end of each of its turns, ending the effect on itself on a success and suffering 2d10 psychic damage on a failed save. Anosmia Inhaled 800 gp Target must make a DC18 CON saving throw or lose its sense of smell for 48 hours, automatically failing any Perception check that relies on smell. If the creature has the Keen Smell trait it also suffers the effects of the Confusion spell during their next turn. Dragon's Breath Dretch Gas of Ether Inhaled 2,500 gp A creature subjected to this poison must make a DC22 CON saving throw or take 16d6 poison damage, or half as much on a successful one. Inhaled 200 gp DC 11 CON save or be be poisoned and unable to take an action or reaction on until the end of its next turn. Inhaled 300 gp DC15 CON save or be poisoned for 8 hours. ed creatures are unconscious until they take damage or another creature uses its action to shake it awake.

4 Homebrew s Type Price/dose Effect Euphoria Breath Devil Spores Inhaled 365 gp DC11 WIS saving throw or can't take actions or move during its turn, only make further WIS saves until it succeeds, ending the effect. Inhaled 620 gp Target must make a DC14 CON saving throw ro become poisoned, taking 1d10 poison damage at the start of each of its turns. The target may repeat that save at the end of each of its turns, ending the effect on a successful save. Congealer Injury 600 gp DC12 CON save or the target is poisoned for 1 minute. During this time, the target cannot regain hit points. The target repeats the CON save at the end of each of its turns, ending the effect on itself on a success. Bloodfire Bone Devil's Sting Celestial Injury 650 gp The target must make a DC 13 CON save or 2d10 fire damage. The target repeats the saving throw at the start of each of its turns, taking 1d6 fire damage on a failure and ending the effect on itself after 3 successes. Cannot affect a creature without blood, but ignores other immunities to poison. Injury 1,000 gp Target must succeed on a DC14 CON saving throw or take 5d6 poison damage and be poisoned for 1 minute. On a successful save, the target takes half damage and is not poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Injury 400 gp An undead creature subjected to this poison must succeed on a DC14 CON save or take 2d4 radiant damage. Centipede Injury 200 gp Target must succeed on a DC11 CON save or take 3d6 poison damage. If the damage reduces the target to 0 HP the target is stable but poisoned for 1 hour, and paralyzed while poisoned in this way. Cockatrice Injury 750 gp A creature subjected to this venom must succeed on a DC11 CON saving throw against Saliva being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Ettercap Grell Imp Injury 50 gp Creature subjected to this poison must succeed on a DC11 CON saving throw or take 1d8 poison damage, and become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its Injury 400 gp Creature subjected to this venom must make a DC11 CON save or be poisoned and paralyzed for 1 minute.the creature can repeat the saving throw at the end of each of its Injury 200 gp Target must make a DC11 CON save or take 3d6 poison damage. Stoppered Injury 1,250 gp An undead targeted by this poison must succeed on a DC22 CON saving throw or their STR Death score is permanently reduced by 2. If their STR is reduced to 0 in this way, the undead is utterly and completely destroyed, and cannot be resurrected or reanimated by any means short of a Wish spell. Naga Injury 1,900 gp The target must succeed on a DC13 CON saving throw or take 7d8 poison damage on a failed save, or half as much on a success. If the poison has been harvested from a guardian naga, this damage increases to 10d8 and the DC increases to 15, while the value increases Type Price/dose by 250 gp. Effect Pit Fiend Thri-Keen Witch's Bane Blood of Abyss Injury 17,000 gp Target must succeed on a DC21 CON save or be poisoned, taking 6d6 poison damage on each of its turns. The poisoned target can repeat the saving throw at the end of each of its Injury 180 gp A creature subjected to this poison must succeed on a DC11 CON saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its Injury 700 gp A creature subjected to this thick blue paste must make a DC17 CON saving throw. On a failed save, they lose 1d4 spell slots, starting at level 1 slots and increasing until that many spell slots have been lost. This effect ignores all magical effects that grant immunity to poison. Injury 6,000 gp A creature injected by this vantablack goop must make a DC25 CON saving throw, taking 12d12 poison damage on a failed save, or half as much damage on a successful one. This damage ignores resistances and immunities to poison and poison damage. Antithesis Injury or 1,300 gp Ingested This mixture of parasites and oil requires the target to make a DC14 CON saving throw. On a failed save the target can no longer regain HP through means other than a short or long rest. If the target is healed through any other means, they instead take 1d8 poison damage and may make another CON saving throw, ending the effect on a success.

5 Type Price/dose Effect Positoxin Ghost Blossom Injury or 125 gp Ingested The basic anti-undead poison, using a mix of holy water, thickeners, and standard poison, an undead creature subject to this poison must succeed on a DC10 CON saving throw or take 2d6 radiant damage. Injury or 420 gp A creature subject to this poison must succeed on a DC13 CON save or be poisoned for 1 Ingested minute. If the save fails by 3 or more, the creature drops any and all items it is holding. If the saving throw fails by 5 or more, the creature falls prone and the poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lich Dust Ingested 2,400 gp A creature subjected to this poison takes 3d6 cold damage and must make a DC18 CON or saving throw. On a failed save, the creature is paralyzed for 1 minute. Inhaled Dragontears Contact 7,650 gp or Injury Veinrot Ingested 500 gp or Injury Corrodes through any container or weapon not magically reinforced. A creature subjected to this poison must make a DC22 CON saving throw, taking 7d8 acid and 10d6 fire damage on a failed save, or half as much on a success. This effect ignores all resistances and immunities. A creature subjected to this poison must succeed on a DC13 CON saving throw or take 2d4 necrotic damage. WHile poisoned in this way, the creature's CON score decreases by 2 as black chemicals move through their veins. The poisoned creature must repeat the saving throw every 24 hours, taking 2d4 necrotic damage on a failed save. Until this poison ends, the damage the poison deals can t be healed by any means. After three successful saving throws, the effect ends and the creature can heal normally.

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