Class Cost (gp) Method Onset DC Fail
Injected
A 50 Injected 10–30 min. 10 15 (3d10) poison
B 250 Injected 2–12 min. 12 20 (4d10) poison
C 500 Injected 2–5 min. 13 25 (5d10) poison
D 1,000 Injected 1–2 min. 14 30 (6d10) poison
E 2,500 Injected Immediate 17 On a failed save, drop to 0 HP and immediately begin making death saves at disadvantage, cannot be stabilized while poison is active except through death saves; on a successful save suffer 20 (4d10) poison damage
F 5,000 Injected Immediate 19 0 HP; death saves at disadvantage
Ingested
G 100 Ingested 2–12 hours 12 20 (4d10) poison
H 100 Ingested 1–4 hours 12 20 (4d10) poison
I 250 Ingested 2–12 min. 14 30 (6d10) poison
J 1,000 Ingested 1–4 min. 17 0 HP; death saves at disadvantage
Contact
K 50 Contact 2–8 min. 10 5 (1d10) poison
L 100 Contact 2–8 min. 12 11 (2d10) poison
M 500 Contact 1–4 min. 13 20 (4d10) poison
N 2,500 Contact 1 min. 17 0 HP; death saves at disadvantage
Special
O 500 Injected 2–24 min. 15 Paralyzed for 1 hour Incapacitated until end of next turn
P 250 Injected 1–3 hours 13 Poisoned for 24 hours; speed halved; disadvantage on Str and Dex checks Poisoned for 1 hour

Costs per dose on the black market, derived from the Dragon Magazine #81 framework. Onset time is when the Constitution saving throw is first required. Creatures reduced to 0 HP by Class E, F, J, or N poison can only be restored by raise dead or more powerful magic.

rule Created March 14, 2026