Devilsweed
Leaves from the wyssin plant are dried and rolled into a tobacco-like substance and smoked.
Mechanics & Inner Workings
- Initial Effects. The user's eyes briefly cloud over. For a number of rounds equal to 1d4 minus their Constitution modifier the user has disadvantage on all perception checks.
- Secondary Effects. The user's Strength increases by 1d4+1 points for a number of minutes equal to 1d4 multiplied by (10 minus the user's CON modifier).
- Side Effects. Smokers of devilweed tend to deny this, but those around them who do not use the drug usually agree that devilweed smokers are a bit confused and weak-minded. For a number of minutes equal to 1d6 multiplied by (10 minus the user's CON modifier) after lighting up, the user takes a 1d4-1 penalty to Wisdom.
- Secondhand Smoke Effects. Anyone within 20 feet of someone smoking devilweed must make a Constitution saving throw with advantage. On a failure, they experience the initial effects of the drug, but no other effects. If an addict of devilweed who no longer smokes it is within that area, they make their saving throw with disadvantage, and on a failure they are compelled to satisfy their addiction immediately.
- Overdose Effects. Smoking devilweed more than once in a 24 hour period causes the user to suffer both the initital effects and the side effects of the drug, but not the Strength bump.
- Addict Effects. When taken by someone who is addicted to devilweed, the secondary and side effects are of half duration.
- Addiction DC. 12 Addiction Dice. 2d4
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