Source: Dungeon Master's Guide

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

Poisons come in the following four types:

Contact

Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Ingested

A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. The dose can be delivered in food or a liquid.

Inhaled

These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury

Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Poisons

Poisons Type Price per Dose
Assassin's blood Ingested 150 gp
Burnt Othur Fumes Inhaled 500 gp
Carrion Crawler Mucus Contact 200 gp
Drow Poison Injury 200 gp
Essence of Ether Inhaled 300 gp
Malice Inhaled 250 gp
Midnight Tears Ingested 1,500 gp
Oil of Taggit Contact 400 gp
Pale Tincture Ingested 250 gp
Purple Worm Poison Injury 2,000 gp
Serpent Venom Injury 200 gp
Torpor Ingested 600 gp
Truth Serum Ingested 150 gp
Wyvern Poison Injury 1,200 gp

Purchasing Poison

In some settings, strict laws prohibit the possession and use of poison, but a black-market dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison relatively easily. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek.

The Poisons table gives suggested prices for single doses of various poisons.

Crafting and Harvesting Poison

During downtime between adventures, a character can use the crafting rules in the Player's Handbook to create basic poison if the character has proficiency with a poisoner's kit. At your discretion, the character can craft other kinds of poison. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure.

A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner's kit applies to this check if the character doesn't have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison.