Poisons have always been tricky in dnd. On the one hand you want them to work their fantasy motifs, but on the other hand make them too good and they become the go to weapon in every players arsenal.
Current dnd poisons tend to provide some initial effect that either ends quickly or lingers for a while. But if we think of your standard fantasy motif, poisons often work like this:
Slow Poisons
Slow poisons take time to act but are exceptionally lethal. Without treatment, they are almost always fatal.
Onset: This is how long it takes for the poison to start acting. The duration is increased by the creature's constitution bonus (if positive).
Effect: After the onset period, the creature takes 1 Fatigue, +1 fatigue for every constitution penalty they have.
Medicine DC: A successful medicine check done before the onset will stop the poison. After the onset, a success increases the creature's constitution bonus by 2, and a result 10 higher than the DC will give the creature the effects of an Anti-Toxin. A failed medicine check after the onset cannot be retried unless the healer gets access to new remedies or medicines.
Escalation: This is how long until the creature suffers the poison effect again. The duration is increased by the creature's constitution bonus (if positive). After each effect, the escalation time resets. The poison continues to work until the creature is cured or has been dealt 6 fatigue.
Poison Resistance / Anti-Toxin: A creature that is resistant to poison or has taken an anti-toxin doubles the onset and escalation times, and never suffers more than 3 Fatigue from the poison.
Example
Standard Slow Poison (Injury Poison)
Onset: 1 minute
Medicine DC: 15
Escalation: 1 hour
A Con 16 Hero will take 1 fatigue after 4 minutes (1 +3 for con). 4 hours after that, they will take another fatigue. 4 hours after that, another fatigue. After a total of 20 hours and 4 minutes, the hero takes the final 6th fatigue and dies.
Heroic Save: Or, perhaps the hero was able to manage a long rest, recovering 1 fatigue. Ultimately when the poison finishes, the Hero has 5 fatigue, barely alive but not dead!
A Con 8 person will take 2 fatigue after 1 minute. 1 hour after that, they will take another 2 fatigue, etc. After 2 hours and a minute, the person takes their 6th fatigue and dies.
A Con 14 dwarf with poison resistance will take 1 fatigue after 6 minutes (1 + 2 con, x2). 6 hours after that, they will take 1 more fatigue, and another fatigue 6 hours after that. However, after 3 fatigue the poison ceases, as their poison resistance is able to flush out the poison.
The Slow Poisons (Could use Help with Pricing I'm spitballing right now)
Standard Slow (100 gp)
Onset: 1 minute
Medicine DC: 15
Escalation: 1 hour
Virulent (1000 gp)
Onset: 1 minute
Medicine DC: 18
Escalation: 30 minutes
Current dnd poisons tend to provide some initial effect that either ends quickly or lingers for a while. But if we think of your standard fantasy motif, poisons often work like this:
- Doesn't start in combat. Most of the time the hero doesn't even know they have been poisoned until after the fight, where they find some small cut and then the pain kicks in.
- Always potent. Fantasy poisons like this work even on the toughest heroes. There is no such thing as a "flex it out", tough heroes can endure it for a long time, but eventually without a cure, will die like anyone else or at the very least go into a near death state.
- Slow spiral into death. Untreated poisons are lethal (that's the point!), it starts out small but eventually you will die unless you get cured, treated, or in some cases can get enough rest to barely survive.
Slow Poisons
Slow poisons take time to act but are exceptionally lethal. Without treatment, they are almost always fatal.
Onset: This is how long it takes for the poison to start acting. The duration is increased by the creature's constitution bonus (if positive).
Effect: After the onset period, the creature takes 1 Fatigue, +1 fatigue for every constitution penalty they have.
Medicine DC: A successful medicine check done before the onset will stop the poison. After the onset, a success increases the creature's constitution bonus by 2, and a result 10 higher than the DC will give the creature the effects of an Anti-Toxin. A failed medicine check after the onset cannot be retried unless the healer gets access to new remedies or medicines.
Escalation: This is how long until the creature suffers the poison effect again. The duration is increased by the creature's constitution bonus (if positive). After each effect, the escalation time resets. The poison continues to work until the creature is cured or has been dealt 6 fatigue.
Poison Resistance / Anti-Toxin: A creature that is resistant to poison or has taken an anti-toxin doubles the onset and escalation times, and never suffers more than 3 Fatigue from the poison.
Example
Standard Slow Poison (Injury Poison)
Onset: 1 minute
Medicine DC: 15
Escalation: 1 hour
A Con 16 Hero will take 1 fatigue after 4 minutes (1 +3 for con). 4 hours after that, they will take another fatigue. 4 hours after that, another fatigue. After a total of 20 hours and 4 minutes, the hero takes the final 6th fatigue and dies.
Heroic Save: Or, perhaps the hero was able to manage a long rest, recovering 1 fatigue. Ultimately when the poison finishes, the Hero has 5 fatigue, barely alive but not dead!
A Con 8 person will take 2 fatigue after 1 minute. 1 hour after that, they will take another 2 fatigue, etc. After 2 hours and a minute, the person takes their 6th fatigue and dies.
A Con 14 dwarf with poison resistance will take 1 fatigue after 6 minutes (1 + 2 con, x2). 6 hours after that, they will take 1 more fatigue, and another fatigue 6 hours after that. However, after 3 fatigue the poison ceases, as their poison resistance is able to flush out the poison.
The Slow Poisons (Could use Help with Pricing I'm spitballing right now)
Standard Slow (100 gp)
Onset: 1 minute
Medicine DC: 15
Escalation: 1 hour
Virulent (1000 gp)
Onset: 1 minute
Medicine DC: 18
Escalation: 30 minutes
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