Random Poison Types

To generate a unique poison, follow these steps in order:

  1. Delivery: This poison is delivered by its specific method.
  2. Strength: Its strength is considered based on its potency.
  3. Onset Delay: Determine how much time passes before the effects are felt.
  4. Effect: Determine the physiological or mental impact of the poison.
  5. Permanence: Determine if the effect is lasting or how it can be reversed.

Or use the generator.

1. Delivery (Roll 1d20)

This determines the method of exposure.

RollMethod
1–10Ingesting
11–15Getting in the blood
16–18Touch
19–20Inhaling

2. Strength (Roll 1d10)

This determines the difficulty of the saving throw.

RollPotencySaving Throw Modifier
1–5NormalNone
6Very weak+4 to save
7Weak+2 to save
8Strong-2 to save
9Very strong-4 to save
10Extremely potent-8 to save

3. Onset Delay

This determines how long before the poison takes effect.

Onset Time (Roll 1d10)

RollDelay Until Effect
1–5Immediately
6–7In 1d3 × (see Die Size) rounds, e.g. “2d6”
8In 1d2 × (see Die Size) hours
9In 1d2 × (see Die Size) days
10Indeterminate: 1d8 x 10% chance checked every (see Delay Period)

Die Size (Roll 1d6)

Determines the type of die used for the onset calculations.

RollDieRollDie
1d24d8
2d45d10
3d66d20

Delay Period (Roll 1d4)

This determines how often to check to see if the poison takes effect if not determinate.

RollFrequency
1Every Turn
2Every Day
3Every 1d4+1 Days
4Every Week

4. Poison Effects (Roll 1d20)

RollEffect
1-5Reduces Hit Points.
Roll 1d8 to determine damage.
1 = 1d6 damage
2 = 1d8 damage 
3 = 2d6 damage 
4 = 3d6 damage
5 = 3d10 damage 
6 = 5d6 damage
7 = 5d10 damage 
8 = 5d20 damage
Roll 1d6 to determine save result.
1-2 = Save for half
3-5 = Save for none
6 = No save
(see Effect Rate).
6-10Causes death.
Roll 1d6 to determine save result.
1-2 = Lose 50% HP instead
3-5 = No effect
6 = No sav.
11-12Induces sleep.
Roll 1d4 to determine duration.
1 = 3d6 rounds
2 = 2d6 turns
3 = 2d6 hours
4 = 1d6+1 days
13-14Reduces an ability score.
Roll 1d6 to determine ability affected.
1 = STR
2 = DEX
3 = CON
4 = INT
5 = WIS
6 = CHA
Roll 1d10 to determine by how much.
1-3 = 1
4-6 = 2
7-9 = 1d4
10 = 1d6
Roll 1d6 to determine save result.
1-2 = Save for half
3-5 = Save for none
6 = No save
(see Effect Rate).
15-16Causes a disabling disease. Save vs poison + CON to resist. 
Roll 1d8 to determine duration
1-5 = Mild, rest 1d3 weeks
6-7 = Severe, disabled 1d2 weeks then rest 1d2 weeks
8 = Terminal
17-18Causes confusion. Save for no effect.
19Causes memory loss to spellcasters. Lose 1d6 memorized spells. Save for no effect.
20Causes blindness. Save for no effect.

Effect Rate (Roll 1d8)

Determines the frequency or repetition of the effects above.

RollResult
1–4The damage is taken all at once
5The damage is taken at a rate of 1d6 points per round.
6The damage is taken at a rate of 1d4d6 points per round.
7Repeat the effect for 1d6 rounds
8Repeat the effect for 1d4 × d6 rounds

5. Permanence (Roll 1d10)

RollRecovery / Duration
1–6Hit point damage taken may be healed normally. Ability damage requires a Restoration spell. Other effects resolve normally.
7Reversed with a Remove Curse spell.
8Reversed with a Restoration spell.
9The effects wear off in 1d6 hours.
10Permanent; cannot be reversed except by a Wish.