Aspect Codex

Poison Secretion

Poison Secretion is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

Poison SecretionNon-spellcastingChargesSurvival

What This Aspect Does

Poison Secretion defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Poison Needle

Launch a small toxic barb, spit, or stinger at one creature within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) poison damage.

Tier 0ActionAt-Will

Taste Toxin

Touch one substance, creature, wound, food, drink, weapon, or surface. You learn whether it is poisonous, venomous, toxic, contaminated, or safe to ingest, and whether the toxin is natural, magical, alchemical, or biological.

Tier 1ActionAt-Will

Poison Spray

Spray toxic mist at one creature within range. The target must make a CON save, taking 9 (2d8) poison damage on a failed save, or half on a success.

Tier 1Bonus ActionAt-Will

Envenom Weapon

Coat one weapon, natural weapon, unarmed strike, or piece of ammunition you touch with your venom. The next time it hits before the duration ends, it deals an extra 1d8 poison damage, and the target must make a CON save or become poisoned until the start of your next turn.

Tier 1ReactionAt-Will

Toxic Shield

When a creature within 5 ft. hits you with a melee attack, your skin, breath, or blood vents toxin. The attacker takes poison damage equal to 1d8 + your WIS modifier and must make a CON save or be poisoned until the end of its next turn.

Tier 1ActionAt-Will

Antitoxin Secretion

Touch one creature and secrete a stabilizing antitoxin. The target has advantage on the next saving throw it makes against poison before the end of its next turn. If it is poisoned by a Tier 1 or lower effect, it may immediately repeat the save.

Tier 2ActionAt-Will

Biohazard Sludge

Coat a 15-ft. cube within range with toxic slime. The area is difficult terrain. A creature that enters the area for the first time on a turn or starts there must make a CON save, taking 2d8 poison damage and becoming poisoned until the start of its next turn on a failed save, or half damage only on a success.

Tier 2PassiveAt-Will

Poison Resistance

Your body learns to process toxin. You have resistance to poison damage and advantage on saving throws against being poisoned. You can safely handle, carry, and apply mundane poisons without risking accidental exposure.

Tier 2ActionAt-Will

Numbing Venom

Spit or inject a nerve-dulling venom at one creature within range. The target must make a CON save, taking 3d8 poison damage and losing reactions until the start of your next turn on a failed save, or half damage only on a success.

Tier 2ActionAt-Will

Purging Bile

Touch one creature and flood it with purging antitoxin. End one poisoned condition of Tier 2 or lower on the target, or allow it to repeat a saving throw against a poison effect with a bonus equal to your WIS modifier.

Tier 3ActionAt-Will

Stinking Cloud

Create a 20-ft. radius sphere of nauseating gas centered on a point within range. The cloud is heavily obscured and lingers until dispersed by strong wind or the effect ends. Each creature that starts its turn in the sphere must make a CON save or become poisoned until the end of the current turn. While poisoned this way, it cannot take an action or bonus action.

Tier 3ActionAt-Will

Tranquilizing Toxin

Choose one creature within range. The target must make a CON save, taking 6d6 poison damage and becoming poisoned until the end of your next turn on a failed save, or half damage only on a success. While poisoned this way, the target is also incapacitated.

Tier 3Bonus ActionAt-Will

Venomous Aura

Emit a subtle toxic aura. Hostile creatures in the emanation have disadvantage on CON saves against your Poison Secretion powers. Once per round when a hostile creature starts its turn in the emanation, it takes poison damage equal to your WIS modifier.

Tier 31 MinuteAt-Will

Venom Sample

Secrete a vial, coating, or organ-slick of your venom. A creature can apply it to one weapon or dose of food or drink. The next creature exposed must make a CON save or take 4d8 poison damage and become poisoned for 1 minute. The venom loses potency when the duration ends.

Tier 4ActionAt-Will

Corrosive Venom

Launch a caustic toxin that burns flesh and metal. Make a ranged power attack against one target within range. On a hit, the target takes 4d8 poison damage and 4d8 acid damage. If the target is wearing nonmagical armor or holding a nonmagical shield, it subtracts 1 from AC until repaired.

Tier 4ActionAt-Will

Poison Wave

A wave of poisonous fumes, sweat, blood, or spores bursts from you. Creatures of your choice in the emanation must make a CON save, taking 4d10 poison damage and becoming poisoned until the end of your next turn on a failed save, or half damage only on a success.

Tier 4ReactionAt-Will

Toxic Adaptation

When you take acid or poison damage, or fail a save against a poison, your body adapts. Reduce the triggering damage by 4d8 + your WIS modifier. For the duration, you have resistance to that damage type or advantage on saves against that specific poison.

Tier 4ActionAt-Will

Antidote Cloud

Exhale a purifying vapor. Creatures of your choice in the emanation may immediately repeat a save against one poison effect with advantage. Poisoned conditions of Tier 4 or lower end on chosen targets that are willing or unconscious.

Tier 5ActionAt-Will

Cloudkill

Create a 20-ft. radius sphere of yellow-green fog centered on a point within range. The fog is heavily obscured and lasts until dispersed by strong wind or until the effect ends. A creature makes a CON save when the fog moves into its space, when it enters, or when it ends its turn there, taking 5d8 poison damage on a failed save, or half on a success. The sphere moves 10 ft. away from you at the start of each of your turns.

Tier 5ActionAt-Will

Nerve Gas

Create a 10-ft. radius sphere of nerve toxin centered on a point within range. The fog spreads around corners and is heavily obscured. When a creature enters for the first time on a turn or starts there, it must make a CON save, taking 5d6 poison damage and becoming stunned until the start of its next turn on a failed save, or half damage only on a success.

Tier 5ActionAt-Will

Toxic Barrage

Create four rays of concentrated venom and hurl them at one or more targets within range. Make a ranged power attack for each ray. On a hit, a target takes 3d8 poison damage. A creature hit by two or more rays must make a CON save or become poisoned for 1 minute, repeating the save at the end of each turn.

Tier 51 MinuteAt-Will

Tailored Toxin

Study a creature, blood sample, track, shed skin, or personal object and secrete a toxin keyed to that creature type or individual. The next dose of poison you create during the duration imposes disadvantage on the first save made by the keyed target against it.

Tier 6PassiveAt-Will

Poison Secretion Dominion

Your Poison Secretion powers ignore poison resistance. You are immune to mundane poison, have advantage on saves against magical poison, and can choose whether your body fluids, breath, sweat, claws, saliva, or blood are toxic or harmless.

Tier 6ActionAt-Will

Mephitic Vapors

Douse a 20-ft. radius area with acrid slime and fumes. The area is difficult terrain, lightly obscured, and corrosive. A creature that starts there must make a CON save, taking 4d8 poison damage and 4d8 acid damage and being blinded until the start of its next turn on a failed save, or half damage only on a success.

Tier 6ActionAt-Will

Perfect Antivenom

Touch one creature. End all poisoned conditions of Tier 6 or lower on it, neutralize mundane toxins in its body, and restore hit points equal to 6d8 + your WIS modifier if a poison effect damaged it within the last minute.

Tier 6ActionAt-Will

Hemotoxic Venom

Inject or project a blood-burning toxin into one creature within range. The target must make a CON save, taking 8d8 poison damage and losing the ability to regain hit points for the duration on a failed save, or half damage only on a success. A failed target repeats the save at the end of each turn, ending the healing block on a success.

Tier 7ActionAt-Will

Miasma

Create a wall of toxic fumes on a solid surface within range, up to 60 ft. long, 20 ft. high, and 1 ft. thick, or a ring up to 20 ft. in diameter. When it appears, creatures in its area must make a DEX save, taking 8d8 acid damage on a failed save, or half on a success. One side emits fumes; creatures ending within 30 ft. of that side or inside the wall take 8d8 poison damage and must make a CON save or be poisoned for the duration.

Tier 7ReactionAt-Will

Black Lotus Blood

When a creature within range damages you with a melee attack or consumes, inhales, or contacts your toxin, force it to make a CON save. On a failed save, it takes 10d8 poison damage and becomes poisoned and blinded until the end of your next turn. On a success, it takes half damage only.

Tier 7Action1/Long Rest

Paralytic Dose

Choose one creature within range. The target must make a CON save, taking 10d10 poison damage and becoming poisoned and paralyzed for the duration on a failed save, or half damage only on a success. A paralyzed target repeats the save at the end of each turn, ending the paralysis on a success but remaining poisoned until the duration ends.

Tier 7ActionAt-Will

Selective Immunity

Touch up to six willing creatures, marking their bodies as safe to your toxins. For the duration, they are immune to poison damage and poisoned conditions caused by your Poison Secretion powers and have advantage on saves against other poison effects.

Tier 8ActionAt-Will

Breath of Nightshade

Exhale a 60-ft. cone of lethal nightshade vapor. Creatures of your choice in the area must make a CON save, taking 12d10 poison damage and becoming poisoned for 1 hour on a failed save, or half damage only on a success. While poisoned this way, a creature is also paralyzed until it takes damage or until the end of its next turn, whichever comes first.

Tier 8ActionAt-Will

Plague Wind

Summon a roiling wind of blood-boiling fumes, rot-sting, and venomous vapor in a 120-ft. cone. Creatures of your choice in the area must make a CON save, taking 8d8 poison damage and 8d8 necrotic damage on a failed save, or half on a success. A creature reduced to 0 hit points by this damage is poisoned and stable instead of dead if you choose.

Tier 8Bonus ActionAt-Will

Immunity Breaker

Choose one creature within range. For the duration, your Poison Secretion powers treat its poison immunity as resistance and ignore its poison resistance. The target may make a CON save at the end of each of its turns, ending this effect on a success.

Tier 8PassiveAt-Will

Living Antidote

Your blood and breath can be used as universal antitoxin. During a short rest, you may produce a number of antitoxin doses equal to your WIS modifier. A dose grants advantage on saves against poison for 1 hour and immediately ends one mundane poisoned condition.

Tier 9PassiveAt-Will

Sovereign Venom

Your Poison Secretion powers ignore poison resistance and treat poison immunity as resistance unless the target is Artifact-grade, divine, undead, construct, or story-protected. You are immune to poison damage and the poisoned condition.

Tier 91 Minute1/Long Rest

Perfect Toxin

Create one dose of perfect toxin tailored to a target you have studied. Choose one rider: paralysis, unconsciousness, blinded, stunned, no healing, vulnerability to poison, or truth-compulsion. The next creature exposed must make a CON save, taking 12d10 poison damage and suffering the rider for 1 minute on a failed save, or half damage only on a success.

Tier 9ActionAt-Will

Toxic Kingdom

The emanation fills with chosen toxins, warning colors, bitter scent, and invisible venom traces. Hostile creatures that start there must make a CON save, taking 8d10 poison damage and becoming poisoned until the start of their next turn on a failed save, or half damage only on a success. You and chosen allies are immune to your toxins in the area.

Tier 9Action1/Long Rest

Panacea Secretion

Touch one creature and secrete a perfect counter-agent. End all poison effects, poisoned conditions, diseases, toxin-based paralysis, and toxin-based unconsciousness of Tier 9 or lower on the target. The target regains 100 hit points if any ended effect had damaged it within the last hour.

Tier 10Bonus ActionAt-Will

Archvenom

For the duration, your body becomes a supreme toxin engine. Your Poison Secretion powers ignore poison resistance and treat poison immunity as resistance unless the target is divine, Artifact-grade, undead, construct, or story-protected. Once per turn when you deal poison damage, add 2d10 poison damage or impose disadvantage on the target’s next CON save before your next turn.

Tier 10Action1/Long Rest

Absolute Venom

Choose one creature within range. The target must make a CON save, taking 20d10 poison damage and becoming poisoned, paralyzed, and unable to regain hit points for the duration on a failed save, or half damage only on a success. A failed target repeats the save at the end of each turn, ending the paralysis on a success but remaining poisoned.

Tier 10ActionAt-Will

World Miasma

Fill the emanation with perfectly controlled toxin. Hostile creatures that start there must make a CON save, taking 14d10 poison damage and suffering one toxin rider you choose until the start of their next turn: blinded, poisoned, incapacitated, speed 0, no reactions, or cannot regain hit points. Chosen allies are unaffected.

Tier 10Action1/Ever

The First Poison

Create or become host to a mythic poison. Define its principle with the GM: a venom that kills lies, a plague that only affects tyrants, a toxin that preserves instead of kills, a bloodline curse, or a perfect antidote. It can affect regions, lineages, waters, or a named creature, and can be ended only by Tier 10 purification, divine intervention, or a story condition set when created.

Characters With This Aspect