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Drugs and Herbs

The Revelry and the Myriad deal in a variety of mind-altering drugs, and while the creation and possession of these drugs is strictly illegal in most of Wildemount, they have found popularity within all levels of society, particularly in the more open-minded "free cities" of the Clovis Concord. Further, some of Wildemount's marshes nurture a number of rare and highly sought after grasses and herbs. While generally legal, these herbal concoctions can be hard to come by without the proper connections.  

Muroosa Balm

This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour. Cost: 1 gp per dose to prevent sunburn, 100 gp for a full application that grants fire resistance.  

Olisuba Leaf

The dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If y ou drink a dose of Olisuba tea du ring a long rest, your exhaustion level is reduced by 2 instread of 1 at the end of that long rest. Usually costs 50gp per dose.  

Oolore Root

This root is typically sold in teabags for 100 gp per dose. It was originally a ritualistic tool used by the followers of many gods, but now sees more recreational use. Oracles used it to enhance their divinations, for it helped them leave their physical bodies behind and become closer to gods and spirits. Drinking tea brewed from the root causes intense hallucinations, which feel like they have granted perfect clarity of mind to the imbiber.   After drinking oloore tea as an action, you must succeed on a DC 19 Constitution saving throw or experience vivid hallucinations for 1d4 hours. During this time, you have disadvantage on attack rolls and ability checks. If you fail the saving throw by 10 or more, your hallucinations become horrific visions and you gain a level of exhaustion. On a success, you gain preternatural clarity, allowing you to cast the scrying spell once within the next 1d4 hours.  

Suude

Exandria's most infamous drug, suude is a glittering powder made from residuum, a rare arcane material. It was first developed by power-hungry archmages in the Age of Arcanum as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since The Calamity, and many different types of suude have been developed by arcanists in search of ever-greater power. It can have addictive and mentally degenerative properties.   After burning suude within a vessel and inhaling its fumes as an action, you take 22 (4d10) psychic damage and must make a DC 10 Constitution saving throw. On a failure, you become poisoned for 1 hour and fall unconscious for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of suude, or more, is used within 1 hour of another, the DC of the Constitution saving throw is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.   On a success, you gain the ability to use one of the following Metamagic options as if you are a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of suude, and once you use it, you can't use it again until you inhale suude again.   Brown suude allows you to use the Extended Spell Metamagic option.
Blue suude allows you to use Twinned Spell.
Red suude grants Distant Spell.
 

Theki Root

This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours. Cost: 3 gp per dose on the Menagerie Coast, possibly much more elsewhere.  

Willowshade Oil

A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn. Cost: 30 gp per dose.  

Zeal

Distilled from the ichor of demons, zeal was originally used by Tal'Dorei's ancient berserkers to grant them incredible strength and courage before battles. These days, it's most commonly used by criminal bruisers before a brawl. Most modern warriors stay well away from zeal, due both to its addictive nature and to the mental and physical degeneration it can cause over long periods of time. When prepared properly, zeal is a purple, ashy-tasting gel that typically costs 150 gp per dose.   After slathering zeal across your exposed skin as an action, you must make a DC 12 Constitution saving throw. On a failure, you become paralyzed for 1d4 rounds as your muscles lock up. On a success, your weapon attacks deal an additional 1d6 damage for the next minute. After this effect ends, you gain one level of exhaustion.
Item type
Drug / Narcotic / Medicine