Joker Toxin

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Joker Toxin 3 Versions:


Joker Toxin (Basic/Advanced/Perfected) Toxin. Poison, (uncommon/rare/very rare)


Description: This vile concoction is a toxin designed to induce a horrific combination of manic laughter, hallucinations, and debilitating muscle spasms. Upon exposure, the victim is overwhelmed by uncontrollable laughter, their mind assaulted by terrifying visions, and their body wracked with painful convulsions. The intensity of these effects depends on the potency of the toxin, ranging from incapacitation to potential death if left untreated. Crafted from the venom of the deadly Night Fang Viper and enhanced with various alchemical ingredients, this toxin is a weapon of fear and madness, used to incapacitate or kill with a cruel touch of dark humor. The toxin can be administered in three ways: it can be ingested by mixing it into food or drink, released as a gas to be inhaled, or applied onto weapons such as blades, arrows, or darts for direct contact with the victim's bloodstream. Each method ensures the toxin's effects are delivered effectively, depending on the situation and desired outcome.


Crafting Requirements: To create this toxin, a character needs the following ingredients: Night Fang Viper Venom (1/2/3 vials), Madcap Mushroom (1 small/1 large), Nightshade Extract (1/2/3 drops), and Nitrous Essence (1/2/3 vials). The character must then make an Intelligence check using alchemist's supplies or a poisoner's kit, with a DC of 12/16/20 depending on the potency of the toxin being crafted. This check represents the precision and skill required to properly combine the volatile ingredients into a stable and effective toxin. If the check fails by 5 or more, the mixture becomes unstable, causing it to explode or release harmful fumes, dealing 1d4/2d4/3d4 poison damage to the crafter and anyone within 5 feet.

Time: 1/2/4 hours

Price: 100-150/500-750/1500-2500 gp


Weapon Application: Effect: When applied to a weapon, the toxin remains potent for 1 minute. Any creature hit by a weapon coated with Laughing Toxin must succeed on a DC 12/14/16 Constitution saving throw or suffer the following effects: Laughter: On a failed save, the target is poisoned for 1 minute and incapacitated with laughter until the end of target's next turn. The target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success. Spasms: If the target fails the saving throw, they take 1d4/1d6/1d6 poison damage at the start of their next turn. Deathly Grip (Optional Rule): If the target fails the saving throw by 5 or more, they take an additional 1d4/1d6/2d6 poison damage and must make a DC 15 Constitution saving throw or drop to 5/2/0 hit points. Whenever the target takes damage, they can make another Constitution saving throw. On a success, the poisoned condition ends.

Ingestion: Effect: When ingested, the toxin's effects are slightly stronger. The creature must make a DC 14/16/18 Constitution saving throw: On a success, the creature takes 1d6/2d6/3d6 poison damage and is poisoned for 10 minutes, but suffers no additional effects. On a failure, the creature is poisoned for 10 minutes/1 hour and suffers spasms, taking 1d4/1d6/1d6 poison damage and falling prone as they briefly lose control of their muscles. Whenever the target takes damage, they can make another Constitution saving throw. On a success, the poisoned condition ends.

Gas Release: Effect: As an action, the user can release Laughing Toxin as a gas cloud in a 10-foot radius. Creatures in the area must make a DC 12/14/16 Constitution saving throw at the start of their turns: On a success, a creature takes 1d4/1d6/1d6 poison damage and is not incapacitated. On a failure, a creature is poisoned for 1/5/10 turn(s), incapacitated until end of their next turn, and takes 1d4/1d6/1d6 poison damage at the start of its next turn. The creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success. Whenever the target takes damage, they can make another Constitution saving throw. On a success, the poisoned condition ends.

Cure: Spells like Lesser Restoration or Protection from Poison can neutralize the effects if cast before the target dies.

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