Poison Spells

Cantrips:

Poison Blade

Conjuration Cantrip

  • Casting Time: 1 Action

  • Range: Touch

  • Components: M (a weapon and a vial of poison)

  • Duration: 1 minute

  • Classes: Sorcerer, Warlock, Wizard

You infuse a melee weapon you are holding which deals slashing or piercing damage with poison. For the duration of the spell the weapon deals additional 1d6 poison damage. Each time you hit with the weapon the effectiveness of poison decreases, you reduce the damage to one die one step lower, from 1d6 to 1d4 for example. If you cannot reduce the damage, the spell ends.

The spell ends if you cast this spell again on a different weapon. And you cannot cast the spell again on a weapon that has already been used for this spell, for the next hour.

This spell's damage die increases by one when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Sickening Touch

Necromancy Cantrip

  • Casting Time: 1 Action

  • Range: Touch

  • Components: V S 

  • Duration: Instantaneous

  • Classes: Druid, Sorcerer, Warlock, Wizard

You touch a creature within range and inject it with poisonous energy. The target must make a Constitution saving throw or take 1d6 poison damage and be poisoned until the end of it’s next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1st level:

Toxic Smite

1st level Evocation

  • Casting time: 1 Bonus Action

  • Range: Self

  • Components: V

  • Duration: Concentration, up to 1 minute

  • Classes: Paladin, Druid

The next time you hit a creature with a melee weapon attack during the spell’s duration, the attack deals an extra 2d6 poison damage to the target and the target is poisoned for the duration of the spell.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw, ending the poison effect on a succes.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st.

Plague Touch

1st level Necromancy

  • Casting time: 1 Action

  • Range: Touch

  • Components: V S

  • Duration: Instantaneous

  • Classes: Druid, Sorcerer, Warlock

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d8 poison damage. The target must succeed on Constitution saving throw or be poisoned until the end of it’s next turn.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

2nd Level:

Infestate

2nd level Necromancy 

  • Casting Time: 1 Action

  • Range: 60 feet

  • Components: S M (a piece of flesh from an undead)

  • Duration: 1 minute

  • Classes: Sorcerer, Warlock, Wizard

You infest up to three creatures of your choice with necrotic energy. A creature must succeed on a Constitution saving throw or become poisoned for the duration. An affected creature can repeat the save at the end of each of its turns, ending the effect on itself on a succes.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature or object for each slot above 2nd.

Sludge Bomb

2nd Level Conjuration

  • Casting Time: 1 Action

  • Range: 90 feet

  • Components: V S M (a ball of sludge)

  • Duration: Instantaneous

  • Classes: Sorcerer, Wizard

You conjure a ball of sickening sludge in your hands which you can then launch towards a desired direction. Choose a point within range, each creature in a 15 feet radius must make a Constitution saving throw. On a failed save, the creature takes 4d6 poison damage or half as much on a successful save.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd.

 

3rd level:

Toxic Cloud

3rd level Conjuration

  • Casting Time: 1 Action

  • Range: 90 feet

  • Components: V S M (a vial of poisonous gas)

  • Duration: Concentration, up to 1 minute

  • Classes: Sorcerer, Wizard

A cloud of thick poisonous gas appears in the shape of a cylinder that is 5 foot tall with a 15-foot radius, centered on a point you can see 30 feet directly above you. 

Toxic rain begins to fall from that cloud, each creature up to 30 feet underneath the cloud must make a Constitution saving throw. On a failed save creature is poisoned until the end of it’s next turn and takes 2d6 poison damage. On a succes save it only takes half as much damage and it isn’t poisoned. A wind of moderate or greater speed (at least 10 miles per hour) disperses it, ending the spell.

At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd.

Toxic Spray

3rd level Evocation

  • Casting Time: 1 Action

  • Range: Self (30-foot cone)

  • Components: V S

  • Duration: Instantaneous

  • Classes: Druid, Sorcerer, Warlock, Wizard

A spray of poison erupts from your hand.

Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 5d8 poison damage and it’s poisoned until the end of it’s next turn. On a success it takes half the damage and it isn’t poisoned.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot above 3rd.

Sea of Serpents

3rd level Conjuration

  • Casting Time: 1 Action

  • Range: 60 feet

  • Components: V S M (the skin and fangs of a snake)

  • Duration: Instantaneous

  • Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Choose a point within range, each creature in a 15 feet radius must make a Dexterity saving throw as a myriad of snakes appear out of the ground biting anything in sight and then returning back into the ground. On a failed save a creature takes 5d4 piercing damage and 4d6 poison damage and is poisoned until the end of it’s next turn. On a succes a creature only takes half the damage and it isn't poisoned.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d6 for each slot above 3rd.

4th level:

Poison Aspect

4th level Abjuration

  • Casting Time: 1 Action

  • Range: Self

  • Components: V S M (the skin of a poisonous frog)

  • Duration: 10 Minutes

  • Classes: Druid, Ranger, Sorcerer, Warlock, Wizard

When you cast this spell, your skin is enveloped in sickening toxic energy. You can end the spell early by using an action to dismiss it.

For the duration of the spell you have resistance to poison damage and whenever a creature within 5 feet of you hits you with a melee attack the aura bursts into poisonous gas. The attacker takes 2d8 poison damage.

Plague Burst

4th level Necromancy

  • Casting Time: 1 Action

  • Range: 60 feet

  • Components: V S M (a stomach filled with poisonous fungus)

  • Duration: Instantaneous

  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You target three creatures within range, each creature must succeed on a Constitution saving throw as necromantic energy tries to intoxicate them from the inside.

On a failed save a creature is poisoned and incapacitaded for 1 minute takes 3d6 poison damage and 3d6 necrotic damage. On a success a creature takes only half the damage and it isn’t poisoned or incapacitaded. An affected creature can repeat the save at the end of each of its turns, ending the effect on itself on a succes. 

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the poison and necrotic damage, both increase by 1d6 for each slot above 4th.

5th Level

Plague of Ravens

5th level Necromancy

  • Casting Time: 1 Action

  • Range: Self (30-foot radius)

  • Components: V S M (the rotting corpse of a raven)

  • Duration: Concentration, up to 10 minutes

  • Classes: Bard, Sorcerer, Warlock, Wizard

You conjure a flock of deep dark purple birds which appear to be made out of a viscous liquid. The flock consists of 30 birds which fly around circling you for the duration of the spell. When you cast the spell you can command the birds to attack any number of targets within range but not more than the total number of birds. When you do so you can have up to 10 birds attack one target, the birds explode into poison dealing 1d4 poison damage for each bird that attacks it. Multiple birds count as only one source of damage.

On subsequent turns you may use an Action to command the birds to repeat the attack.

If you cast this spell again while this spell is still in effect, the spell creates additional birds instead of replacing the last flock.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, you create an additional 10 birds for each slot above 5th.

6th level

Investiture of Poison

6th level Necromancy

  • Casting time: 1 Action

  • Range: Self

  • Components: V, S

  • Duration: Concentration, up to 10 minutes

  • Classes: Druid, Sorcerer, Warlock, Wizard

Until the spell ends, poison spreads across your body, and you gain the following benefits:

  • You are immune to poison damage

  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 poison damage.

  • You can use your action to create a jet of poison 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one.

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