June 30, 2020

Poisons | Into the Wilds

In this series, we'll be expanding on the work begun in our supplement of fairies and fariy tales, Fey Folio, by extending the world building, exploring additional mechanics, and fleshing out the Fey's fantastical world. Join us as we embark Into the Wilds.


The Feywild is rich in both exotic plants and talented herbalists, which means that adventurers might encounter all manner of strange poisons while travelling there. We introduced a handful of new poisons in Fey Folio, but since we wrote that, I've come up with some more...

NameTypePrice per Dose
Black ScourgeContact500 gp
Boggart's MischiefInhalation99 gp
Caustic FogContact50 gp
Lies SerumIngested100 gp
MindwhisperInhalation250 gp
Night TerrorInjury500 gp
Vision CapIngested600 gp
Water of DarknessContact800 gp

Black Scourge (contact). This slimy toxin kills any nonmagical plant it comes into contact with; one vial contains enough to cover all plants in a 10-foot cube. Any plant creature that touches this poison must make a DC 17 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much on a success. This poison treats plant creatures that are immune to poison damage as if they only had resistance.

Boggart’s Mischief (inhalation). A creature that breathes in this poison must make a DC 13 Intelligence saving throw or be poisoned for 1 minute. While poisoned, the target suffers an additional effect, determined by rolling 1d6 on the following table:
1 The target is muted (see Variant Rules, to follow)
2 The target is deafened
3 The target’s base speed is reduced by 10 feet
4 The target is charmed by the first creature it sees
5 The target takes 2 (1d4) poison damage at the start of each of their turns
6 Roll twice and apply both effects (ignore further sixes)

Caustic Fog (contact). This poison must be delivered into an enclosed space via a misting device. One dose can fill a volume up to 5,000 cubic feet. When deployed, it takes 10 minutes for the fog to reach effective concentrations, and then persists for up to 1 hour if not displaced by fresh air. A creature exposed to this gas must make a DC 15 Constitution saving throw or lose the benefit of any natural armor they may have for as long as they remain in the fog -- creatures without natural armor are not affected by this poison.

Lies Serum (ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly tell the truth, even if another spell or effect would force them to.

Mindwhisper (inhalation). This fine powder stings slightly when inhaled. A creature exposed to it must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned, the victim has disadvantage on Wisdom saving throws against spells or effects that would force them to take a specific course of action.

Night Terror (injury). This poison, derived from the venom of the rainbow rabbit, reveals its true nature when night falls. A creature exposed to it must succeed on a DC 12 Constitution saving throw or be poisoned for 24 hours. While poisoned, the creature cannot benefit from taking a long rest. However, all of the effects of this poison are suppressed if the victim is in direct sunlight.

Vision Cap (ingested). This visually unremarkable fungus makes it difficult to tell illusion from reality. A creature that consumes this poison must succeed on a DC 13 Constitution saving throw or suffer the hallucinating condition (see Variant Rules) for 1 hour.

Water of Darkness (contact). This jet black liquid smells horrendous and contains enough evil to make nearby paladins feel faint. When a creature is subjected to this poison, it must make a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target’s hit point maximum is reduced by 14 (4d6) and if it has the Regeneration trait, that ability does not function. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.


  1. I really like Caustic Fog as a tool for well-preparing characters, but it really seems like it should cost more, since it mostly helps in bringing down high-CR monsters.

    Also, maybe shouldn't work on constructs?

    Will rainbow rabbits be a thing? Please say yes.

    1. I will admit it kind of pulled the costs out of thin air, so I'm open to changing that aspect.

      In my head, the caustic fog is basically an alchemic acid that softens up the hides of creatures, so I feel like it should still work on constructs and undead. I know they'd normally be immune to poison, though...

      And yes, rainbow rabbits will be a thing.

  2. Also I realise this post calls out the Variant Rules post twice, which isn't live yet. Sorry about that! The variant rules should be coming out soon.

    1. Sorry for the misordering! I assumed that the variant rules were something I forgot from the Fey Folio book