Poison is as old as the Earth, and will continue to be the constant bane of humanity both as part of nature and part of any assassin's arsenal. That is why it is so surprising that the base D&D books offer so little about poison for players to use - and honestly it was a straight-up shocker. But we can now ignore that because what Chris has gifted us with the extraordinary book that is Fellozial's Ultimate Guide to Poision.
But we don't only get some poison stat blocks - oh no. We get some new poison-based class options (and a whole truck ton of kickass new patrons for warlocks), such as the Barbarian Path of the Poisoned Mind or the Cleric Serpent Domain - both are pretty sweet. You also have some new races such as the desert variant for the lizardfolk and unusual abilities of the yuan-ti pureblood. Then we get to the good stuff - all the new poisons, draughts, dillusions and coatings. They cover the gammit from natural to concocted to infernal, one of my favorites being the Myconid Hallucination Spores. "Myconid Hallucination Spores (Inhaled). These spores must be harvested from a dead or incapacitated myconid sovereign. A creature subjected to the spores must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is incapacitated while it hallucinates but can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
You also get some sweet new poison-based monsters, items, and NPCs to add to your games as well, making Fellozial's Ultimate Guide to Poison a must-have for any DM or player. Plus, it now adds a whole new mechanic into any game that keeps DMs and players on their toes, wondering what exactly that strange yellow dust in the air is, or what could be in the drink that the king gave you...
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