Drugs
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Devil Weed: [Inhale/Ingestion]
Effects Disadvantage on all attack rolls, ability, and skill checks for 1d4. Character experiences time distortion and lethargy. Addiction/Withdrawals: N/A.
Overdose: Sickned for 1d4+2 hours.
Fey Mushrooms: [Ingestion]
Effects +2 charisma and -4 wisdom for 1d6 hours. Character experiences mild hallucinations such as altered colors and warped vision.
Addiction/Withdrawals: N/A.
Overdose: You don’t gain further charisma bonuses and continue lose wisdom until comatose, but behave under effects of confusion spell for 3d4 hours.
Juice: [Ingestion]:
Effects + 2 attack, damage, and initiative rolls for 1d4 1 + hours. Disadvantage on all skill and ability checks requiring mental focus. Characters experience huge increase in energy and strength, but also become highly agitated.
Addiction/Withdrawals: Con Save DC 8 + 1 for every use within 72 hours to avoid addiction max DC 20. Addicted character suffers withdraws if does recieve a dose in 48 hours. Character in withdraws receive disadvantage on all rolls for 1d4 days and addiction save starts at DC 15. Overdose: 2d12 poison damage and con save DC 13 for half damage. Failed save also falls unconscious.
Enimat – the processed powder of a relatively common flower in grassland regions, usually compressed into pills. Powerful stimulant but incredibly addictive, usually highly illegal.
Effects – + 10 Speed, immune to effects of exhaustion; lasts 2 hours.
Addiction – Upon each dose roll for an addiction saving throw, Wisdom vs DC 10+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 +1 exhaustion.
DC 10-13 – works as expected. Permanent +1 to exhaustion for addicts at this stage.
DC 14-16 – drug is less effective, +5 speed, can double dose to attain the +10. Permanent -2 to all Charisma checks and +2 to exhaustion for addicts at this stage.
DC 17-20 – drug is less effective, +0 speed, can double dose to attain the +5 or triple for +10. Permanent -4 to all Charisma checks and +3 to exhaustion for addicts at this stage.
Pipeweed – a common plant which grows best in temperate regions, dried and smoked in a pipe. A favorite of wizards for its calming effect, but popular among many classes and regions.
Effects – advantage on concentration saves, ritual spells only take 5 extra minutes; lasts 4 hours.
Addiction – upon each dose roll for an addiction saving throw, Wisdom vs DC5 + 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, no penalty for failure.
DC 5-7 – disadvantage on concentration and not able to cast rituals if not consumed at least once in the last 24 hours.
DC 8-14 – effects only last 3 hours, disadvantage on concentration and not able to cast rituals if not consumed at least once in the last 12 hours.
DC 15 – effects last only 2 hours, disadvantage on concentration and not able to cast rituals if not consumed at least once in the last 6 hours, and permanent disadvantage against disease even once addiction ends; this effect can be cured though Greater Restoration or similar spell.
Elven Pipeweed – a rare lichen which grows on the trees in some jungles and forests, dried and smoked in a pipe. Produces a numbing as well as minor hallucinogenic effect, usually illegal.
Effects – resistance to bludgeoning, piercing, slashing, force, and thunder damage, – 2 initiative, weakness to psychic damage; lasts 2 hours.
Addiction – upon each dose roll for an addiction saving throw, Wisdom vs DC8 + 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 -2 initiative for day.
DC 8-10 – works as expected. -2 to initiative persists 2 more hours beyond end of effects.
DC 11-15 – works as expected, but -4 initiative and disadvantage on reflex saves which both last 2 more hours beyond end of effects.
DC 16-18 – works as expected, but -6 initiative, disadvantage on reflex saves, and slowed, all three of which both last 2 more hours beyond end of effects.
Drakeroot – a clear nectar distilled from the rare and usually poisonous drakeroot plant which screams when it is harvested. Intense sedative effect and powerfully addictive.
Effects – user falls immediately asleep and cannot be woken for 8 hours, counts as taking a long rest but all hit dice are recovered.
Addiction – upon each dose roll for an addiction saving throw, Wisdom vs DC10+number of doses previously not resisted (max 10) to resist. Upon each long rest made without Drakeroot, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, no penalty on failure.
DC 10-12 – works as expected, however no hit dice are recovered during long rests without Drakeroot.
DC 13-16 – works as expected, however no hit dice and only half of total missing HP and spell slots recovered during long rests without Drakeroot.
DC 17-20 – works as expected, however without Drakeroot the character is unable to have a long rest or gain any of its benefits except to roll an addiction saving throw, instead taking the exhaustion penalty for not resting.
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