Sunroot (Medicine)
Legal with permit
an amber liquid once distilled from the exceptionally valuable sunroot herb. Potent painkiller and relaxant. Difficult to find, given sunroot's medical value.
Effects - Advantage on constitution and wisdom saving throws, and 10 temporary HP. Lasts two hours.
Addiction - Upon each dose roll for an addiction saving throw, Wisdom vs DC 8+number of doses previously not resisted (max 10) to resist. Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in disadvantage on constitution and wisdom saving throws.
DC 8-10 - Works as normal, but permanent disadvantage on constitution and wisdom checks/saving throws.
DC 11-15 - Effects only last an hour, but permanent disadvantage on constitution and wisdom checks/saving throws, and -3 to perception and sense motive, which lasts two hours after the drug wears off.
DC 16-18 - Effects only last half an hour, but permanent disadvantage on constitution and wisdom checks/saving throws, and permanent -4 to constitution and wisdom.
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