Poisons of the Realm
Every canonical poison from the 5.5e Dungeon Master's Guide — delivery, save DC, effect, price — alongside the rules for application, the spells and items that cure them, and the species and class features that resist them.
Using a Poisoner's Kit →Damage & Condition
Poison is one of the thirteen damage types. Many undead, constructs, oozes, and fiends are immune.
Poisoned condition — disadvantage on attack rolls and ability checks while affected. It does not impose disadvantage on saving throws.
The Four Delivery Methods
Applying Poison to a Weapon
Default rules. Applying an injury poison to a weapon takes an Action. The poison lasts on the weapon for 1 minute or until it strikes a target.
With the Poisoner feat (2024 PHB, lvl 4+ Origin feat). Apply as a Bonus Action; ignore Poison resistance of targets struck by your poisoned weapon; once per long rest, deal an extra 2d8 poison damage with a weapon hit.
The Fourteen Canonical Poisons
Defenses, Resistances & Cures
- Antitoxin (50 gp)Action to drink. Advantage on saves vs poison for 1 hour.
- Protection from Poison (2nd-lvl)Neutralize one Poisoned condition; advantage on saves vs poison and resistance to poison damage for 1 hour.
- Lesser Restoration (2nd-lvl)End the Poisoned condition on a creature.
- Greater Restoration (5th-lvl)Cures more entrenched poisons and curses.
- Heroes' Feast (6th-lvl)Immunity to poison and the Frightened condition for 24 hours.
- Periapt of Proof against PoisonUncommon magic item. Immune to poison while worn.
Built-in Defenses by Species & Class
- Dwarven Resilience (Dwarf, 2024 PHB)Advantage on saves to avoid or end the Poisoned condition; resistance to poison damage.
- Paladin · Divine Health (lvl 3)Immune to disease — often confused with poison. It is not poison immunity.
- Monk · Empty Body (lvl 18)Resistance to all damage except force while astrally projecting.
- Druid · Circle of SporesSymbiotic Entity and Halo of Spores deal poison damage; the druid is not granted poison immunity.
- Assassin RogueProficient with the Poisoner's Kit; canonically the class most likely to keep injury poisons on hand.
Tools, Harvesting & Legality
Poisoner's Kit. Tool proficiency required to craft, harvest, and identify poisons. Some poisons require a kit and several days of downtime to produce.
Harvesting. A successful Nature or Medicine check (DC varies; commonly DC 20) on a slain venomous creature yields one dose of an injury poison. Failure ruins the dose; a roll of 1 may expose the harvester.
Legality. In most settled realms, the manufacture, sale, or possession of poison is criminal. The listed prices are black-market prices.