The official description of poisoned is as follows: (Source – Roll20)
- A poisoned creature has disadvantage on attack rolls and ability checks
It uses a Constitution Saving throw in most cases.
Causes of Poisoned:

Poisoned is one of those conditions that can apply other conditions, such as blindness. A different kind of poison instead deals a certain amount of damage. What it does is determined by the poison source, and there are a lot of monsters that inflict the poisoned condition.
Their effects vary greatly in severity, depending on what inflicts the condition. And There are a lot of causes of the poisoned condition.
Monster Abilities
- Giant Spider {Bite} [Player’s Handbook Pg 306]
- Applies Paralysis for poison’s duration if reduced to 0 hp with the hit. Target is Stable (No death saves needed) (1 hour)
- DC 11 Constitution Saving throw
- Imp {Sting} [Player’s Handbook Pg 306
- 3d6 poison damage on failed saving throw, half for successful save
- DC 11 Constitution Saving Throw
- Poisonous Snake {Bite} [Player’s Handbook Pg 308]
- 2d4 Poison damage on failed saving throw, half for successful save
- DC 10 Constitution Saving Throw
- Pseudodragon {Sting} [Player’s Handbook Pg 308]
- If failed saving throw, becomes poisoned for 1 hour. If Saving throw is 6 or lower, target falls unconcious for the poisons duration until it takes damage or another creature uses an action to wake it.
- DC 11 Constitution Saving Throw
- Quasit {Claws} [Player’s Handbook Pg 309]
- Poison Damage over time (2d4). Saving throw repeated each turn for the poison’s duration. Lasts 1 minute.
- DC 10 Constitution Saving Throw
- Sprite {Shortbow} [Player’s Handbook Pg 310]
- Inflicts unconscious for 1 minute if failed saving throw with a value of 5 or lower
- Unconcious can be ended early if inflicted target takes damage, or another creature uses an action to wake it up.
- DC 10 Constitution Saving Throw
- Carrion Crawler {Tentacles} [Monster Manual Pg 37]
- Inflicts Paralysis for 1 minute if failed saving throw
- Target can repeat saving throw at the end of each turn, ending poison on first success
- DC 13 Constitutuon Saving Throw
- Chuul {Tentacles} [Monster Manual Pg 40]
- Inflicts Paralysis for 1 minute if failed saving throw
- Target can repeat saving throw at the end of each turn, ending poison on first success
- DC 13 Constitutuon Saving Throw
- Couatl {Bite} [Monster Manual Pg 43]
- Inflicts Unconsciousness for 24 hours, unless awoken by an action to shake by another creature
- DC 13 Constitution Saving Throw
- Dretch {Fetid Cloud} [Monster Manual Pg 57]
- Prevents the use of an action or bonus action while afflicted (choose one)
- DC 11 Constitution Saving Throw
- Hezrou {Stench} [Monster Manual Pg 60]
- Basic Poisoned Condition (See the beginning of the article)
- DC 14 Constition Saving Throw
- Vrock {Spores} [Monster Manual Pg 64]
- Damage each turn until removed or saving throw success
- DC 14 Constitution Saving Throw
- Yochlol {Mist Form} [Monster Manual Pg 65]
- Incapacitated while afflicted
- DC 14 Constitution Saving Throw
- Bearded Devil {Beard} [Monster Manual Pg 70]
- Can’t regain hit points while afflicted
- DC 12 Constitution Saving Throw
- Bone Devil {Sting} [Monster Manual Pg 71]
- Basic Poison (See beginning of article)
- DC 14 Constitution Saving Throw
- Erinyes {Longbow} [Monster Manual Pg 73]
- Infinite Duration Poison until removed by lesser restoration or similar magic
- DC 14 Constitution Saving Throw
- Pit Fiend {Bite} [Monster Manual Pg 77]
- Prevents healing, deals damage at the start of each of it’s turn to poisoned targets
- Effect ends on first constition saving throw or magic that removes poison
- DC 21 Constitution Saving Throw
- …And Many more (This is getting a bit too long.)
Consumable Items
- Poison, Basic (Vial)
- DC 10 Constitution Saving Throw
- 1d4 Poison damage per turn, con save applies each turn
- Lasts 1 minute
Advanced Poisons | Administered by | Causes |
---|---|---|
Assassin’s Blood | {Ingested} | Extra Damage |
Burnt othur fumes | {Inhaled} | Extra Damage |
Carrion crawler mucus | {Contact} | Paralysis |
Drow Poison | {Injury} | Unconsciousness |
Essence of Ether | {Inhaled} | Unconsciousness |
Malice | {Inhaled} | Blindness |
Midnight tears | {Ingested} | Extra Damage |
Oil of Taggit | {Contact} | Unconsciousness |
Pale tincture | {Ingested} | Can’t be Healed, Extra Damage |
Purple worm poison | {Injury} | Extra Damage |
Serpent venom | {Injury} | Extra Damage |
Torpor | {Ingested} | Incapacitated |
Truth Serum | {Ingested} | Prevent Lies |
Wyvern Poison | {Injury} | Extra Damage |
Spells
- Ray of Sickness (1st level) [Player’s Handbook Pg 271]
- Doesn’t specify what the poison does. See begining of article for generic poison effect.
- DM can specify a secondary poison effect if they so desire.
- Stinking Cloud (3rd level) [Player’s Handbook Pg 278]
Class Features
- Wild Magic Surge (73-74)
- A random creature within 60 feet of you becomes poisoned for 1d4 hours.
- See start of article for what the poisoned effect itself does
- DM Can specify a specific type of poison effect if they wish
Magic Items
- Disadvantage on Saving throws against poison
- Artifact Minor Detrimental properties
- Bag of Beans {01} & {71-80} [Dungeon Master’s Guide Pg 152]
- Dagger of Venom [Dungeon Master’s Guide Pg 161]
- Potion of Poison [Dungeon Master’s Guide Pg 188]
Dungeon Hazards
- Yellow Mold [Dungeon Master’s Guide Pg 105]
- Poison Dart Trap [Dungeon Master’s Guide Pg 123]
- Spiked Pit [Dungeon Master’s Guide Pg 123]
- |Dragon Lair Actions| Volcanic Gasses [Monster Manual Pg 99]
Spells that Inflict Poison Damage
There are some spells that inflict poison damage that doesn’t inflict the condition. I’ve included these separately for those of you who want to build a poison-themed character.
- Poison Spray (Cantrip) [Player’s Handbook Pg 266]
- Cloudkill (5th Level) [Player’s Handbook Pg 222]
- Prismatic Spray {Green} (7th Level) [Player’s Handbook Pg 267]
- Prismatic Wall {Green} (9th Level) [Player’s Handbook Pg 267]
How Poisoned Can Be Used for Storytelling:
Like many others, the poisoned condition can easily be applied to an NPC permanently until the party figures out a way to cure it.
Perhaps a farmer was bitten by a rare poisonous snake, and the traditional Anti-toxin formula is ineffective against it. You could send off the party to search for the rare snake, with the condition of capturing the snake alive to use a sample of its venom to make a specialized anti-toxin potion. Barring that, they could seek out a cleric or some less savory solutions – such as the local hedge witch as a last resort.
Maybe the local aristocrat was attacked by an assassin that used a particular poison on the blade. As a result, the aristocrat’s wife could hire your party of adventurers to seek out said assassin. Perhaps the assassin demanded a ransom for the antidote, which is given to the party for exchange. But, of course, they could always opt to kill the assassin instead and keep the ransom money for themselves, should they be playing the more evil murder hobo-type characters.
Or, if the party has a member who can cast a spell that removes the poison effect, they could do it themselves, circumventing the entire plot you set up in the first place. (Maybe you could tie the assassin scenario into him seeking the party out for foiling his plans if that NPC is necessary for the plot. As for the rare snake? Sorry, save it for the next group.)
What Counters Poisoned?

There is a surprising number of counters to the poisoned condition, but given that there are also a lot of different ways that the condition can be applied, I’m not all that surprised. From Half damage, advantage on saving throws, and immunity, to suppressing the effect of or outright removing it, there are a bunch of options just within the Player’s Handbook. Never mind any other book that expands the spell list, races, and monster types.
However, these counters are somewhat important in many cases of poison being applied to a member, as the effect can last as long as several days in some instances and cause some severe issues. This is because the poisoned condition throws on other conditions that can be serious, such as petrification.
It is also the only condition that can inflict just about every other condition, save for maybe grappled or restrained.
Grants Advantage on Saving Throws & Half Damage
- Dwarven Resilience {Dwarf Trait} [Player’s Handbook Pg 20]
- Stout Resilience {Stout Halfling Trait} [Player’s Handbook Pg 28]
- Aura of Purity (4th level Spell) [Player’s Handbook Pg 216]
- Protection from Poison (2nd level Spell) [Player’s Handbook Pg 270]
- Advantage only applies to new poison application saving throws, not saving throws to prevent extra effects of an existing poison.
- Lasts 1 Hour
- Belt of Dwarvenkind [Dungeon Master’s Guide Pg 155]
Half Damage
- Cloak of Arachnida [Dungeon Master’s Guide Pg 158]
- Dragon Scale Mail {Green} [Dungeon Master’s Guide Pg 165]
- Potion of Poison Resistance [Dungeon Master’s Guide Pg 188]
- Ring of Resistance {Amethyst} [Dungeon Master’s Guide Pg 192]
Gives Advantage on Saving Throws
- Antitoxin [Player’s Handbook Pg 151]
- Lasts 1 hour.
- Recuperating (Downtime Activity) [Player’s Handbook Pg 187]
- DC 15 Constitution Saving Throw
- 24 Hour duration (must be afflicted by poison or disease)
- Necklace of Adaptation {Must be Worn} [Dungeon Master’s Guide Pg 182]
Removes
- Lay on Hands {Paladin Feature} [Player’s Handbook Pg 84]
- Panacea {School of Transmutation Wizard Feature} (14th level) [Player’s Handbook Pg 119]
- Heroes’ Feast (6th level Spell) [Player’s Handbook Pg 250]
- Lesser Restoration (2nd level Spell) [Player’s Handbook Pg 255]
- Protection from Poison (2nd level Spell) [Player’s Handbook Pg 270]
- Purify Food and Drink (1st level spell) [Player’s Handbook Pg 270]
- Only removes from poisoned and diseased from food and drink
- Does nothing for poisoned creatures
- Raise Dead (5th level Spell) [Player’s Handbook Pg 270]
- Resurrection (7th level Spell) [Player’s Handbook Pg 272]
- True Resurrection (9th level Spell) [Player’s Handbook Pg 284]
- Elixir of Health [Dungeon Master’s Guide Pg 168]
- Keoghtom’s Ointment [Dungeon Master’s Guide Pg 179]
- Potion of Vitality [Dungeon Master’s Guide Pg 188]
Suppress the Effects
- Feign Death (3rd level spell) [Player’s Handbook Pg 240]
- Petrified Creatures
Grants Immunity
- Nature’s Ward {Druid Circle of the Moon 10th level feature} [Player’s Handbook Pg 69]
- Fungal Body {Druid Circle of Spores 14th level Feature}
- Purity of Body {Monk 10th level feature} [Player’s Handbook Pg 79]
- Heroes’ Feast (6th level Spell) [Player’s Handbook Pg 250]
- Lasts 24 hours
- Petrified Creatures
- Axe of the Dwarvish Lords {Blessings of Moradin} [Dungeon Master’s Guide Pg 221]
- Grants immunity to Poison Damage type, not the condition itself.
- Book of Vile Darkness {Properties of Eye and Hand} [Dungeon Master’s Guide Pg 224]
- Must be attuned to both the Eye and the Hand for this effect to occur
- Boon of Perfect Health [Dungeon Master’s Guide Pg 232]
- Periapt of Proof Against Poison [Dungeon Master’s Guide Pg 184]
How Bad is the Poisoned Condition?
The severity of the poison very much depends on the toxin itself. A weak poison effect simply gives disadvantage on attack and ability checks. However, the poisoned condition can inflict almost every other condition type in 5e Dungeons and Dragons. This can make it as dangerous as any of those conditions it applies, so you’ll need to be vigilant against it.
But given the sheer number of counters to poison available, there is a lot you can do to resolve this issue, making the condition itself relatively easy to contend with. However, for an unprepared party, poison can be devastating.
Next up on the list is Prone!