Drugs and Addictions

The goblin had been observing the young gnome wizard for some time; He knew they were naive and inexperienced, and ripe for the picking. As he waved the acolyte over into the dark alleyway, he opened his coat, lined with all kinds of invitingly colorful packets and vials, promising to bolster the mage's arcane powers to previously unattainable heights. As the gnome pored over the curious ampoules, the goblin silently grinned to himself... He had not only found a new customer, but with some luck maybe even a returning one, whether they knew it yet or not.

Sweet Death, Bitter Medicine

Drugs promise all kinds of tantalizing experiences, from a widening of the horizons of the mind to becoming nearly impervious to all pain. However, once tasted, their absence is sorely felt... Not everyone has the fortitude to partake in them without desiring more. The more the user depends on the substance, the more they spiral into a vicious cycle of addiction.

Addictions

When a drug's effects fade, the user must roll a Constitution Saving throw and beat the drug's Addiction DC, or gain an Addiction level. When a creature has become addicted to a drug, they suffer from consequences specific to that drug.

A creature can attempt to overcome their addiction by rolling a Constitution Saving throw during a long rest, during which they cannot regain hit points. They can roll up to three times per long rest, and succeed when the respective drug's Addiction DC is beaten. If they do succeed, their addiction is reduced by one level. Should they fail, they suffer one of the following consequences:

Addiction Effects

Addiction Level Effect 1 You are now addicted to the drug and must make a Wisdom save every day or seek any way to afford a dose. 2 Mild Drug Effect 3 Permanent -1 ability score damage, decided by the DM. 4 Severe Drug Effect. Permanent -1 ability score damage, decided by the DM. 5 You must take two doses instead of one; for addiction for each and overdose damage for the second. Permanent -1 ability score damage, decided by the DM. 6 When taking a dose, roll Death Saves as if you are dying.

Addiction Level 1: The creature takes 1d6+1 poison damage.

Addiction Level 2: The creature's maximum hit points permanently decrease by an amount equal to their level divided by 2 (minimum 1 HP).

Addiction Level 3: The creature suffers permanent stat damage, either -1 Strength or -1 Intelligence, at the DM's discretion.

A creature cannot gain an Addiction Level above 3. An undead or inorganic creature or Construct cannot gain any benefits from drugs or become addicted to them.

The spell Greater Restoration can also reduce up to two Addiction Levels.

Drug Effects and Prices

Dealers peddle their wares in the darkened backalleys and seedy streetcorners of bustling cities, hidden in plain sight. The following list describes the drugs desired effects, as well as the unfortunate consequences of becoming addicted to them.









Thorn Juice

Cost: 25 gp

Effect: The watery juice of the fruit from the Tealspike Cacti causes the user to feel active, sprightly and talkative.

Drinking it gives the user advantage on Charisma based ability checks and saving throws for an hour.

Addiction: The user becomes irritable and jumpy and begins suffering from paranoid delusions.

The creature no longer has advantage on Charisma checks or saves and is considered poisoned. In addition, a random creature or object in the user's vicinity frightens them.

These effects remain until the creature consumes more Thorn Juice or until it overcomes its addiction.

(Addiction DC: 11)

Blue Jitter Quartz

Cost: 75 gp

Effect: Usually held underneath the tongue until dissolved, the rare Blue Jitter Quartz makes the user feel so powerful they start shaking, filled with boundless energy.

For the duration of an hour the user gains temporary hit points of their level + their Constitution modifier, they gain advantage on Strength and Constitution ability checks and saving throws and gain +1 on Attack and Damage rolls made with melee weapons.

Addiction: The user's internal body temperature dips dangerously and their muscles cramp painfully.

The user's maximum hit points lower by the amount of temporary hitpoints they gained, and the user deals only half damage with weapon attacks that use Strength modifiers. In addition, they become vulnerable to cold damage.

These effects remain until the creature consumes another Blue Jitter Quartz or until it overcomes its addiction.

(Addiction DC: 15)

Tafuna Gum

Cost: 125 gp

Effect: The dried and pressed sap of the Tafuna tree boosts the ability of spellcasters beyond their normal boundaries when chewed. It has a sharp flavor that burns the nostrils and numbs the tongue.

The user rolls 3d2. The first two designate how many spellslots the user recovers, the third designates up to which level.

Addiction: As the user relies more on the gum, the spellcaster's ability to cast spells becomes uncontrolled and volatile.

After an hour of taking it, whenever the creature casts a spell, it must roll a 1d6. On a 1-3, the spell fails and the spellslot is expended. On a 4 or 5, the spell succeeds. On a 6, the caster loses their grip on the arcane energy they are controlling, and accidentally causes an explosion that deals 1d8 force damage to them. This effect lasts until more Tafuna Gum is consumed, or until the addiction is overcome.

(Addiction DC: 13)