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POISONS RULES

When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, they must make a Fortitude saving throw. If they fail, they take the poison's initial damage (usually ability damage). Even if they succeed, they typically face more damage 1 minute later, which they can also avoid with a successful Fortitude saving throw.

One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes into contact with it). Any poison smeared on an object or exposed to the elements in any way - if the vial containing it is left unstoppered, for instance - remains potent until it is touched or used.

Although supernatural and spell-like poisons are possible, poisonous effects are almost always Extraordinary.

Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows:-

Each individual poison has specific terms to define the poison. These terms are defined below.

Type: The poison's method of delivery (contact, ingested, inhaled, or injury).
Fortitude DC: The Fortitude save DC to avoid the poison's damage.
Initial Damage: The damage the character takes immediately upon failing their saving throw against the poison. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2D6 minutes.
Secondary Damage: The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if they fail a second saving throw. Unconsciousness lasts for 1D3 hours. Ability damage marked with an asterisk is permanent drain instead of temporary damage.
Price: The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose. The purchase and possession of poison is always illegal, and even in big cities it can be obtained only from specialized, less than reputable sources.

Note: Ability damage that is temporary heals at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score.

Perils of Using Poison
A character has a 5% chance of exposing themselves to a poison whenever they apply it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex saving throw or accidentally poison themselves with the weapon.

Poison Immunities
Wyverns, medusas, and other creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs, and undead) and creatures without metabolism (such as elementals) are always immune to poison. Oozes, plants, and certain kinds of outsiders (such as tanar-ri) are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.

Last Updated: 4th March 2016

Based on the entry in the Dungeon Masters Guide 3.5 P.296-297