Incite Toxins
Conjuration cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
Festering pustules spring across your entire body and burst. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d8 poison damage. If a creature is under the poisoned condition, it instead takes 1d10 poison damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 or 4d10).
Classes: Druid, Sorcerer, Warlock, Wizard
Poison Rain
1st level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a drop of poison)
- Duration: 1 minute
Poisonous rain covers and pools on the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the rain appears, each creature standing in its area must succeed on a Constitution saving throw or become poisoned. A creature that enters the area for the first time on a turn must also succeed on a Constitution saving throw or become poisoned. A poisoned creature can repeat this save at the end of their turns, ending the condition on a success.
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Fungal Ward
3rd level transmutation
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (a mushroom which the spell consumes)
- Duration: Until dispelled or triggered
When you cast this spell you ward a mushroom which you plant, or one that is already growing from the ground, as it rapidly grows. This later triggers a magical effect which you choose. The mushroom doubles in size and glows a faint light (you may choose the color it glows) in a 10 foot radius. If the mushroom is unearthed the spell ends early without effect. The mushroom reads as magical if targeted by a detect magic spell.
You decide the triggering characteristics of the ward when you cast the spell. Touching or coming into a certain distance within the ward are common triggers for such fungal wards.
You may choose creatures to exclude from triggering the ward, or set a phrase as a condition to meet for creatures not to trigger the ward when coming into contact with it.
When you set the ward, you can chose one of the following effects to trigger:
- Poisonous Spores. When triggered the mushroom explodes into a cloud of spores that covers a 20 foot radius centered on the warded mushroom. Each creature in the area must make a Constitution saving throw or take 6d6 poison damage and become poisoned for 1 minute, or half as much on a success and is not poisoned. A creature poisoned this way takes 1d6 poison damage at the start of their turns for the duration, they can repeat the save at the end of their turns, and end the condition on a success.
- Stunning Spore. When triggered the mushroom explodes into a cloud of spores that covers a 15 foot radius centered on the warded mushroom. Each creature in the area must make a Constitution saving throw or become stunned for 1 minute. A creature stunned this way can repeat the save at the end of their turns, and end the condition on a success.
- Drowsy Spores. When triggered the mushroom explodes into a cloud of spores that covers a 10 foot radius centered on the warded mushroom. Each creature in the area must make a Constitution saving throw or be poisoned for 10 minutes. A creature poisoned this way falls unconscious for the duration. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Envenom
3rd level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You conjure a poisonous coating onto your hands that reacts violently when you attack. Until the spell ends, any attack you make with a weapon deals 2d4 extra poison damage when you hit a creature with it. Additionally, when you hit a creature with a weapon coated with your venom they must make a Constitution saving throw or become poisoned for 1 minute, they can repeat this safe at the end of each of their turns to neutralize the poison. A creature that saves against the poison can't be poisoned again for 24 hours. Or if they are hit by this spell again if it was casted at a higher level.
In addition, you can choose to forgo the extra damage at the start of your turn until the start of your next turn. If you do, you can make a ranged spell attack with a range of 60 feet to lob a blob of poison at a space within range. Each creature within 5 feet of that space must make a Constitution saving throw or take 2d4 poison damage and become poisoned for 1 minute, or half as much on a success and not become poisoned. A creature poisoned in this way can repeat this safe at the end of each of their turns to neutralize the poison. A creature that saves against the poison can't be poisoned again for 24 hours. Or if they are hit by this spell again if it was casted at a higher level.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for every two slot levels above 3rd.
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Summon Greater Serpent
5th level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an idol of a serpant worth at least 500gp)
- Duration: Concentration, up to 1 hour
You call forth a serpentine spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Serpentine Spirit stat block. When you cast this spell, choose a type of serpent: hydra, sea, venomous. The creature resembles a serpent of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Serpentine Body
7th level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a snakes shed skin encased in an amulet worth at least 500 gp)
- Duration: Concentration, up to 1 minute
You let out a loud hiss as the power of serpents flows into your body, as you take on serpentine features. You gain the following benefits for the duration:
- You gain immunity poison and the poisoned condition.
- You have advantage on saving throws against spells.
- Poisonous Body. When a creature hits you with a melee attack it takes 1d8 poison damage.
- Constrict. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can transform your body to be more serpent like. Make a melee spell attack. On hit, the target takes 4d8 bludgeoning damage and you may grapple them if they are huge or smaller. A creature can make an escape check against your spell save DC. Until this grapple ends, the target is restrained, and you can use your bonus action to deal 2d8 bludgeoning damage to it. You can only constrict one creature at a time.
Classes: Druid, Sorcerer, Warlock, Wizard
Serpentine Spirit
Large Beast, Neutral
- Armor Class 13 + the level of the spell (natural armor)
- Hit Points 50 + 10 for each spell level above 5th (the serpent has a number of Hit Dice [d10s] equal to the level of the spell)
- Speed 30 ft., climb 30 ft., swim 60 ft (sea only).
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 14 (+2) 14 (+2) 10 (+0)
- Damage Resistances Cold (sea only)
- Damage Immunities Poison (venomous only)
- Condition Immunities Poisoned (venomous only)
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
- Languages understands the languages you speak
- Challenge -
Amphibious (sea only). The serpent can breathe air and water
Reactive Heads (hydra only). The serpent gets an amount of extra heads equal to half the spell's level (rounded down), it gets an extra reaction that can be used only for opportunity attacks equal to the amount of heads it has.
Vile Venom (venomous only). The serpent ignores resistance to poison damage.
Actions
Multiattack. The serpent makes a number of attacks equal to half the spell's level (rounded down)
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell's level piercing damage + 1d6 poison damage
Brine Bullet (sea only). Ranged Weapon Attack: your spell attack modifier to hit, reach 120 ft., one target. Hit: 1d10 + 4 + the spell's level cold damage.
Codex of poisons by u/ArgenisDBarrios
Artist Credit
Cut your Losses by Dominik Mayer
Like what you see?
More ArgenisDBarrios content can be found in my Patreon! Including my Blood Doctor class available to all tiers, and free subclasses, magic items, and more character options.
Thank you for any support!