Hey guys, just came up with a more elaborate form of Poisoning mechanics that I wanted to ask about. Specifically when it comes to generally non-magical creatures (snakes, spiders, the basilisk). The best I've come up with so far is setting it up as a separate modulation that can make encounters more difficult (increases CR), but I wanted more professional opinions before I get carried away. Apologies if the wording is a little weird.
Neurotoxin (+1 CR level). Failed saving throws inflict Paralyzed or Stunned (DM choice) conditions for 1 minute. The saving throw is repeatable at the end of the target's turn. Success ends the effect. If target is reduced to 0 hit points by poison damage, they are immediately Paralyzed but considered stable; even when mixing toxins.
Cytotoxin (+1 CR level). Target repeats saving throw at the beginning of each of their turns. Failure deals additional poison damage equal to 1 of the attack's damage dice (based on the applied poison'; d4, d6, d8, etcetera). Effect ends on a successful save. Effect cannot be stacked from the same source, only reapplied.
Myotoxin (no change). Failure reduces all movement by half, as well as inflicts Disadvantage on Strength and Dexterity saving throws for the next hour.
Hemotoxin (+3 CR level). Target repeats saving throw at the beginning of each of their turns. Failure deals additional necrotic damage equal to 1 of the attack's damage dice (based on the applied poison'; d4, d6, d8, etcetera) for every 3 dice of poison damage dealt (7d6 base poison = 2d6 necrotic), with less than 3 dice dealing 1 damage per dice (1d4 poison = 1 necrotic, 2d4 poison = 2 necrotic). Effect cannot be stacked from the same source, only reapplied. Maximum Hit Points are decreased by the same amount of Necrotic damage taken. A successful save ends the effect, but Maximum Hit Points can only be recovered by a Long Rest, or by magic (like Lesser Restoration).
Potent Venom (trait) (+1 CR level). DC for poison damage increases by 2. All failed saving throws against this poison also inflict the Poisoned condition.
Lethal Venom (trait) (+2 CR level). DC for poison damage increases by 4. A successful save against this poison's damage still inflicts the Poisoned condition. The damage dice for poison are increased by one size category (ex. 3d6 poison becomes 3d8 poison).
Nematocyst (jellyfish, glaucus, etc.; +2 CR level). Poison damage is increased to +1/3 damage dice. On a failed save, the target is incapacitated or paralyzed (DM's choice) until the end of the target's next turn. In addition, on a failed saving throw, for the next hour Death Saving throws are made at disadvantage.
Some creatures have established poison rules in their statblocks, this is more to just add on to those rules (A giant spider has a paralytic effect, but coupled with the Cytotoxin effect, can bring down targets quicker), or to create a whole different base creatures. Still looking into venom/poison types from creatures.
Constructive feedback is appreciated.
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Hey guys, just came up with a more elaborate form of Poisoning mechanics that I wanted to ask about. Specifically when it comes to generally non-magical creatures (snakes, spiders, the basilisk). The best I've come up with so far is setting it up as a separate modulation that can make encounters more difficult (increases CR), but I wanted more professional opinions before I get carried away. Apologies if the wording is a little weird.
Some creatures have established poison rules in their statblocks, this is more to just add on to those rules (A giant spider has a paralytic effect, but coupled with the Cytotoxin effect, can bring down targets quicker), or to create a whole different base creatures. Still looking into venom/poison types from creatures.
Constructive feedback is appreciated.