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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.