Category: Duncan’s Store of Stuff

Witcher 3 Toxicity System in DnD 5e

In “The Witcher 3”, potions can hurt – Geralt has a Toxicity bar that adds up to 100, and each potion fills it up slightly. When you get to that ~75% or higher mark, you start to take damage.

So how do we apply that do DnD 5e? Here’s my idea…

What we need:

  • Character Toxicity maximums, based somehow on their stats
  • Potion Toxicity numbers, based on the potions themselves

Character stats

Each character must have a Toxicity maximum which tells them how capable they are of handling their drink, as it were.

I reckon we can get that by multiplying either our CON or INT Ability Score (player choice) by 100. This means characters can either gain resilience to Toxicity either through sheer toughness, or by methods that require brain over brawn (say, immunising yourself little by little over time throughout your life). In this way, spellcasters or other squishy PCs aren’t just going to get KO’d every time they drink a potion.

Character Toxicity Stat: CON/INT Ability Score x 100

Resistances

If your character is resistant in some way to poison, it will affect their resilience.

  • Resistance to poison doubles your Toxicity maximum but still take the full effects, including damage.
  • Immunity to poison doubles your Toxicity maximum and you take no consequences for consuming too many potions.

In both cases, characters still can’t consume more than their maximum Toxicity level without falling unconscious. Why? At this point it’s the magic that is destroying them from the inside, not any type of toxin. They are resisting the poisons, but not the maelstrom of alchemical magics inside their bodies. This is also why even those with poison resistance take damage.

Potion stats

We need to now apply a Toxicity number to each potion in DnD 5e. A little DM discretion is advised here, as each potion is slightly different.

Our potion ranks

In “The Witcher 3”, potions have a Toxicity number of 15, 20, 25, 30 or 70. But, Geralt consumes quite a lot of potions and maxes out at 100 Toxicity. To account for DnD PCs generally consuming fewer potions, and because we max out at 200, we’re going to up those figures.

Our potions ranks are:

  1. 50
  2. 75
  3. 100
  4. 150
  5. 200

Rough and quick idea

Base the potion rank on the rarity of the potion. Feel free to play with the numbers depending on how frequently PCs consume potions in your game, but that could look like this:

  • Common: 50
  • Uncommon: 75
  • Rare: 100
  • Very Rare: 150
  • Legendary: 200

You’ll note, though, that it’s a bit brutally simple. For e.g., mid to high level players may struggle to heal themselves properly with Greater Potions of Healing as the Toxicity would be quite high.

Use DM discretion

The alternative is to apply DM discretion to all potions as they appear in the game. Discretion should take into account:

  • Rarity of the potion
  • Power of the potion effect/magic
  • How frequently this potion type would be consumed
  • Which ingredients went into making it (where applicable)

So in this way, we would see that while our Greater Potion of Healing is rare and moderately powerful, it must be consumed quite regularly. So we might not rank it at 100, but rather 75.

Meanwhile, the Potion of Diminution, while rare, won’t be consumed regularly (presumably) and has quite a drastic effect on somebody’s body. Its Toxicity may then be 150, not 100.

Consequences for high Toxicity

When a character has consumed too many Potions in one day, there must be consequences.

  • At 75% or higher max Toxicity level: Gain the Poisoned condition
  • At 100% max Toxicity: As above, and take 1d10 damage per half hour
  • At >100% max Toxicity: As above, and knocked unconscious (stable) for 1d4 hours.

Consuming more potions after being knocked out will reset the 1d4 hours and the damage timer (as in, if there were still 20 mins left before a character would take the next lot of damage, they take it immediately and the half-hour count begins again).

Potions or spells that remove the Poisoned condition cannot remove this condition if it is caused by Toxicity. Or rather, it is removed but then immediately re-applied because the magical toxins are still inside the body. However, any spell or ability which would remove/negate the effects of a potion do remove Toxicity, for the magic is made null.

Potions that increase HP (i.e. Potion of Healing) can heal the HP damage from Toxicity but would still add their Toxicity for being consumed, probably KO’ing the drinker. Healing spells can also heal this damage, but more damage will continue to be applied every half hour.

Reducing your Toxicity

A short rest will reduce your Toxicity level by half of your maximum (e.g. if your max is 150, a short rest will reduce your Toxicity by 75).

A long rest will reset it back to zero.

Removing the negative effects

If you are at 100% Toxicity or higher, reducing your Toxicity level below 100% will prevent any further damage, although you will remain unconscious for the remainder of the 1d4 hours unless forced awake. To decide whether a PC can be woken early, consider them comatose rather than simply out cold. A bucket of water may not do the trick, but healing magic might.

If you gain the Poisoned condition from Toxicity, you remain Poisoned until your Toxicity is reduced below 75%. From here, you can be cured normally (i.e. any potion or spell which removes Poison). The Poisoned condition will cure naturally when your Toxicity resets to zero.

Further Toxicity-related content

While I haven’t put together anything specific, using this mechanic would also open up your game to other Toxicity-related content. For example:

  • Potions that reduce Toxicity, rather than add to it (like White Honey from “The Witcher 3”)
  • Feats which allow characters to consume more potions before being harmed.
  • Spells which replicate the effects of Toxicity in an opponent.

Summary

  • Character Toxicity maximum: CON/INT x 100
  • Potion Toxicity ranks: 50, 75, 100, 150 or 200, based on power, rarity, frequency of consumption and ingredients of potion.
  • 75% Toxicity? Gain Poisoned.
  • 100% Toxicity? 1d10 damage per half hour until Toxicity is reduced below 100%.
  • >100% Toxicity? KO’d (stable) for 1d4 hours.
  • Short rest: Reduce Toxicity by half maximum
  • Long rest: Reset Toxicity to zero

So what do you think? This hasn’t been well play-tested and there may be kinks. Feel free to use it in your games and, if you have any feedback, let us know by commenting below, or email us at contact@sillygoosecontent.com!

– Duncan

Compel Exposition, a 2nd-level spell

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Compel Exposition
2nd level enchantment
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
You try to compel a creature within range to monologue about their life and deeds. The target must succeed on a Wisdom saving throw or else they are compelled to start narrating exposition about their life, backstory, master plan, or something else relevant to the applicable context, for one minute. The creature must speak in a language they believe the listener will most likely understand, unless they do not possess such a language – in which case they monologue in whatever language they feel most comfortable with.

If you or someone else the target believes is meant to be listening to the monologue damages the target, or the target creature becomes unable to speak for some reason, the spell ends prematurely.

At Higher Levels. Casting this spell with a 3rd level spell slot or higher doubles the length of monologue per spell slot. So, at 3rd level, Compel Monologue lasts for two minutes. At 4th level, it lasts for four. At 5th, it lasts for eight. And so on.

Class Spell Lists: Wizard, Sorcerer, Warlock, Bard

Bag of Lightning Bolt, Pebblebrook Collection

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Bag of Lightning Bolt
Wondrous Item
Thrown – 30/60ft
This appears like a regular bean bag, teal in colour, but with Pebblebrook’s signature scrawled on one face and a stylised lightning bolt on the other.

As an action, scream “LIGHTNING BOLT!” in Common and make a ranged weapon attack to throw the Bag of Lightning Bolt. It is considered to have the properties ‘Thrown (30/60 ft)’.

If it strikes an opponent, that creature must succeed on a Wisdom saving throw (DC 13) or else fall prone to the ground, becoming incapacitated. The affected creature spends its next turn writhing on the ground pretending to have been struck by real electricity.

For added immersion, the affected creature may make a Charisma (Performance) check to determine the level of its acting ability. With a particularly high check, other creatures around it may become confused and believe the spell was real – at the DM’s discretion. The creature returns to its senses at the end of its turn.

Paper Mache Shield, Pebblebrook Collection

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Paper Mache Shield
Shield
AC+0
This shield looks incredibly well crafted. Its front is carved with elaborate swirls and sigils, masterfully embossed, and it appears to glisten like metal that has been oiled. Somehow, it is very light. Why is it so light? Was it enchanted to remove weight? A shield of this size and build should weigh a ton.

Oh, it’s made of paper mache and just looks dope as hell.

The Paper Mache Shield looks for all intents and purposes like a real shield, and a really good one too. However, even the slightest force can break it apart. So can fire, water, well, just about anything.

If a creature uses its action to examine the shield, the creature can determine that it is a fake with a successful Intelligence (Investigation) check of DC 5.

Scottish Spiked Targe, General Goods Collection

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Scottish Spiked Targe
Armour (shield), uncommon
6 lb, AC +2
A targe is made from wood or metal and is carried in one hand. Wielding a targe increases your Armor Class by 2. You can benefit from only one shield at a time.

Additionally, you gain the following benefits while you are wielding the spiked targe:

* If you make a melee attack with a weapon you are wielding, you can use a bonus action to try to shove a creature within 5 feet of you.
* When you make a shove action, you may make an additional attack roll as though the spiked targe were a melee weapon, dealing piercing damage equal to 1d4 + your Strength modifier.

Wand of Find Mimic, Pebblebrook Collection

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Pebblebrook’s Wand of Find Mimic
Wondrous item, wand
2.2 lb
This wand has 1 charge. While holding it, you can use an action to expend this charge to cast the Find Mimic spell as defined below.

The wand regains its 1 charge daily at dawn. When you expend its only charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.

Find Mimic. The wand emits a very loud musical tune until the end of your next turn that is irresistable to mimics. Any mimic within 60 feet of the wand that can hear the tune begins to garble along to the sound. In addition, it partially loses its form in a sudden need to dance a little bit – revealing itself to anyone who can see or hear it.

Optional flavour. Instead of a generic tune, the wand shouts, “Heeeyyeeyyyyyeyey!” After a short moment, any mimic in range who can hear the words clearly responds: “…smoke weed everyday.

Forgemaster’s Dagger, Castlevania Collection

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Forgemaster’s Dagger
Dagger, simple weapon (requires attunement by a wizard), 1 lb
1d4 piercing finesse, light, thrown (20/60 ft.)
While wielding the Forgemaster’s Dagger, as an action you can stab this weapon into the corpse of a Medium or Small humanoid to instantly cast the spell Animate Dead. In order to do so you must know the spell, have it prepared, and expend an appropriate spell slot. Thereafter, the spell must be cast as normal in order to retain control of the animated creature every 24 hours, as per the standard Animate Dead rules.

If you wish to use the Forgemaster’s Dagger to cast Animate Dead using a spell slot of 4th level or higher and, therefore, animate additional undead creatures, you must stab the weapon into each individual extra corpse or else cast the spell normally.

Forgemaster’s Hammer: This item can also be flavoured as a hammer. It provides the same benefit, but uses the Light Hammer stat block.

Beastadex, Pocket Monsters Collection

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Beastadex
Book, Wondrous Item
1.5 lb
The Beastadex is a magic book that records key details about a beast-type creature. This includes its species, common traits (i.e. darkvision, keen sense of smell), any special traits (i.e. unique abilities or characteristics), and its common methods of attacking or defending itself. It knows about most beast-type creatures, but may not have heard of extremely rare species or species from a different plane of existence.

Using the Beastadex takes 1 hour and full concentration. As an action, open the book to a blank page and concentrate on the memory of a beast that you have recently come within 60 feet of and had clear line of sight. Handwriting will begin to appear on the blank page in addition to a drawing of the creature, outlining the above details. The ink is permanent and cannot be fully understood until the hour has completed. A player may stop and start this hour at any time.

Expanding the Beastadex

At the DM’s discretion, the Beastadex may also recount information on beast-like creatures including dragons, monstrosities, oozes, elementals and giants. It may have information on humanoids but only their species (not any individual traits), and it knows nothing of constructs, undead, fey, fiends, elementals, abberations or plants.

Fire Lance, General Goods Collection

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Fire Lance
Martial weapon, ranged weapon
4lb
1d6 piercing – thrown (20/60 ft.)
versatile (1d8)
The fire lance appears like a normal spear with an iron tube tied just below the blade.

Fire Breath.

The fire lance can be loaded with a mixture of saltpeter, sulfur and charcoal (gunpowder), which can be lit by a fuse as an action. After two seconds, the powder ignites sending a jet of orange flame out of the front of the barrel in a 15-foot cone. Any creature within range must make a Dexterity saving throw (DC12), taking 3d6 fire damage on a failed save, or half as much damage on a successful one. This ability can only be used once before the tube must be cleaned. This can be done with a set of tinker’s tools over the course of a short rest. Should the tube be used again before cleaning, roll a d20 after igniting the fuse but before the weapon fires. On a 5 or lower, the tube explodes creating a 3rd level Fireball (save DC12) centred on the spear. On a success, the ability is used as described. Each additional use of the ability increase the chance of explosion DC by 3.

Each use of the fire lance requies 1lb of gunpowder as ammunition.


Thrown.

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Mimic Music Box, Pebblebrook Collection

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Pebblebrook’s Mimic Music Box
Wondrous Item
2 lb
Pebblebrook the Wizard has tamed this juvenile mimic (as found in TCE). It holds the shape of a square music box with a hinged lid and a crank handle. The crank handle is floppy and does nothing, but feels sticky to the touch.

To get the mimic to play music, as an action open its lid and speak the command word. The mimic will then begin singing a melody at the top of its lungs. Except it can’t sing, so the noise sounds more like out-of-control gargling mixed with a dying cat that is also drowning. To stop the music, close the lid.

The juvenile mimic must be fed daily or else it will get grumpy and refuse to sing. If it is not fed for 48 hours, it will turn on its owner and attempt to consume them. It requires a similar amount of food per day as the average person.