Poison Moves

Poison Moves


Name                           Category            AP            Power          Accuracy

Infestation                   WIS/CHA            30             1d6              +0
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
 
Poison Spray           WIS/CHA/INT        30               1d12           +0
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. 

Ray of Sickness         CHA/INT              25                2d8             +0
Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
 
Cloudkill                     INT/CHA               10                   5d8          +0
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

Poisonous Bite           Finesse                30                  2d8         +0
Make a melee attack, on a hit the target takes 2d8 poison damage and must make a Constitution saving throw. On a failure, the target gets the Toxin condition. 

Spit Poison                 Dexterity               5                    10d8           +0
Make a ranged attack at a creature within 60ft, on a hit deal 10d8 poison damage. The target must make a Constitution saving throw, taking full damage on a failed save, or half as much damage on a successful one.
 
Spore Burst              Wisdom                  15                 5d4                +0
Target a creature within 90ft, that creature must make a constitution saving throw. On a failure that creature takes 5d4 poison damage and gains the status effect Toxin.
 
Precise Sting             Finesse                 25                  1d4            +0
Make a melee attack, on a hit the target takes 1d4 poison and gains the status effect Toxin.

 Toxic Armor             Special                  20                 1d4               +0
This creature surrounds itself in a glowing green aura. Whenever a creature hits you with a melee attack, they take 1d4 poison damage and must succeed on a Constitution saving throw or gain the status effect Toxin. This effect lasts until the end of battle.

 Contaminated Waste  Special             25                  Special          +0
The area is flooded with a poisonous waste. Any creature with the Toxin status effect, takes the damage twice instead of just once at the end of their turns. 

Stupor Gas            WIS/CHA                20                 Special             +0
Target a creature within 60ft, that creature must make a Constitution saving throw. On a failure the target is put to sleep. At the start of each of its turns it can repeat its save ending the effect on a success.

Venomous Drain  Finesse                   15                  3d8                  +0
Make a melee attack, on a hit deal 3d8 poison damage and you regain hit points equal to the damage.

Web                       Dexterity                 30                Special             +0
Make a Ranged Attack at a creature within 60ft, on hit the target is Restrained by webbing. As an action, the Restrained target can make a Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed - AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.
 
Poison Ivy            Finesse                    30                1d6                     +0
Make a melee attack, on a hit the target takes 1d6 poison damage and is poisoned for 1d4-1 rounds. This attack has a 15ft reach.

Delayed Poison   Finesse                    20            2d8                       +0
Make a melee attack, on a hit the target is infused with venom. Whenever the target takes poison damage, they take an additional 2d8 poison damage. Only one instance of this effect can affect a creature. This effect lasts for 1d4+1 rounds. When the effect ends the target becomes poisoned for 1d4-1 rounds.

 Poison Cloud       INT/CHA/WIS          20            Special                 +0
Target a creature within 60ft, that creature must make a Constitution saving throw. On a failure the target is poisoned. The target can repeat the save at the end of its turn ending the effect on a success.

Shadow Sword      Finesse                    10          1d6+3d6+3d6       +0
Make a Melee Attack, on hit, target takes 1d6 piercing damage plus 3d6 necrotic damage and 3d6 poison damage. This creature can then fill an unoccupied 5-foot cube within 5 feet of the target with magical Darkness, which remains for 1 minute.

X-Shadow Sword       Finesse                 5           1d6+3d6+3d6        +0
Make a Melee Attack for each X, on hit, target takes 1d6 piercing damage plus 3d6 necrotic damage and 3d6 poison damage. This creature can then fill an unoccupied 5-foot cube within 5 feet of the target with magical Darkness, which remains for 1 minute.

Tail Stinger                 Finesse                    10           3d6+12d6         +0
Make a melee attack, on a hit, target takes 3d6 piercing damage, and the target must make a Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one.