Drugs Drugs function like poisons allowing an imbiber a primary and secondary save against its effects. However, while poisons are typically used as a means of harming another, drugs are used for the pleasure they induce in humanoids. A Lesser Restoration spell can temporarily negate the effects of a drug, but it will not help any damage taken by ingesting the drug. A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary damage, or vice versa. DCs are provided for situations in which a character is drugged against his will. The Greater Restoration spell can cure a creature of addiction, while a Lesser Restoration spell can temporarily alleviate the effects of a drug actively in a creature's system. Initial Effect The effect of the drug directly after taking it. Secondary Effect The effect of the drug immediately following the initial effect. Roll a save for this effect separately from the initial effect. Side Effects Effects of the drug that persist during the entirety of its other effects. Overdose Should you take more than one dose of a drug within a given period of time, you risk the consequences of an overdose, which are unique to each drug. Addiction Each time a creature takes a dose of a drug, it must make a Constitution saving throw or become addicted to the drug, carrying various consequences for a creature while it is not under the influence of the drug. A creature that is overdosing on the drug has disadvantage on this save. The DC for the save is listed in the table below. Agony(Liquid Pain) This thick, reddish liquid is the distilled essence of pain, captured using spells and special tools. It is highly sought after by outsiders. Initial Effect: User is stunned for 1d4+1 rounds wracked with indescribably pain. After which, the creature is Poisoned for 1d10 minutes after as it struggles to maintain coherent thought. Secondary Effect: Advantage on Charisma checks for 1d12 minutes. Side Effects: Feelings of intense pleasure for last 1d4 hours. Overdose: If more than one dose is taken in a 24-hour period, the user must make a DC 18 Constitution saving throw or immediately fall unconcious for 1d4 hours. Addiction: Each time a creature takes a dose of Agony, it must make a DC 20 Constitution saving throw or become addicted. On a failed save, the creature becomes addicted. While addicted the creature becomes empty and devoid of emotions while not under the influence of the drug. It has disadvantage on Charisma checks and all saving throws while not under the effects of Agony. Bacarran This pasty substance is dried and kept as a powder or sometimes left as a paste. The ingredients are numerous and difficult to obtain. Save DC (Constitution), Ingested: 12 Initial Effect: Disadvantage on Strength checks for 12 hours. Secondary Effects: Advantage on Wisdom checks and saving throws for 1d10+15 minutes as the creature's perception becomes hyper-aware of the world around them. Side Effects: Those under the effect of baccaran have disadvantage on saving throws involving illusions for 2d4 hours after using this mild hallucinogen. Overdose: If more than one dose is taken in a 24-hour period, the user immediately takes 2d6 points of poison damage and begins hallucinating vividly, becoming unable to accurately distinguish between reality and fantasy. Addiction: Each time a creature takes a dose of Bacarran, it must a DC 8 Constitution saving throw or become addicted. While addicted it suffers from paranoia while not under the effects of the drug. It has disadvantage on Insight and Perception checks, believing on a failed check that danger lurks around every corner, and any suspicious individual is attempting to deceive them. Devilweed Leaves from the wyssin plant are dried and rolled into a tobaccolike substance and smoked. A faint pleasant feeling accompanies usage of the drug, as well as a tingle of energy that moves through the body at the expense of situation awareness. Initital Effect: -1 to Wisdom Checks for 10d10 minutes. Secondary Effect: Advantage on Strength Checks for 1d4 hours Side Effects: A creature under the effect of devilweed is easily confused and acts skittish. They have disadvantage on Wisdom saving throws while under the effects of the drug. Overdose: None Addiction: A creature addicted to devilweed quickly grows accustomed to the acrid smoke filling their lungs, giving them a +2 bonus to Constitution saving throws. However, this also makes them prone to coughing fits, and they have disadvantage on Stealth checks. Luhix Powdered stalks of plants that grow only in the Abyss, luhix is normally sprinkled onto a bleeding, selfinflicted wound. Then the wound is sealed either with magical healing or tightly wound bandages. Often used as a stimulant before battle, though used sparingly due to the extreme consequences that frequent use brings.

Initial Effect: Advantage on all ability checks for 1 hour Secondary Effect: After the 1 hour period, the creature takes disadvantage on all ability checks, attack rolls and saving throws for 24 hours as horrific withdrawal symptoms kick in. Side Effects: For the first minute of application, the user feels intense pain. During the time that the secondary effect is in effect, the user is immune to pain. The character takes damage as normal, but may not react normally to that damage. Overdose: Those that take this drug more than once in 24 hours must make a separate DC 25 Constitution saving throw or die in terrible pain. Addiction: The powerful effects of this narcotic can lead many down the terrible road of addiction to it. While addicted, the creature takes a -2 penalty to all attack rolls, ability checks, and saving throws. Mordayn Vapor ("Dreammist"): Made of roughly ground leaves of a rare herb found in deep forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn-tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces and the deadly peril of its sinister embrace. Initial Effect: Exotic visions of incredible beauty enthrall the user for the next 1d10 minutes. At the beginning of each of the creature's turns, it has a 50% chance of being unable to any actions or bonus actions that turn. It can still move and speak normally. Secondary Effect: Disadvantage on Wisdom checks and saving throws for 1d10 hours. Side Effects: The visions of a dreammist user are incredibly beautiful and poignant. His normal life seems drab and futile in comparison, and he aches to experience the transcendent beauty of his drug-induced dreams again. When the dose wears off, the user must succeed at a DC 17 Wisdom saving throw or fall under a compulsion to do whatever is necessary to repeat the dreammist dose (treat this as a compulsion similar to that of a Suggestion spell). This compulsion lasts for 1d4 hours before fading. Overdose: If two doses are taken within the space of an hour, or if raw mordayn powder or mordayn tea are ingested, the drug is a deadly poison (DC 17 Constitution saving throw or take 8d10 damage). Mordayn vapor addicts often throw out the tea as soon as they inhale and make sure that only one dose is available at a time in order to make sure they cannot overdose on the deadly drug. Addiction: The world does not look as vibrant and beautiful to a Dreammist addict. The addict has a constant craving for the drug or similar hallucinogens if Mordayn Vapor is not available. The creature has disadvantage on saving throws against this and any other drug. Mushroom Powder: Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters. Initial Effect: Advantage on saving throws to maintain concentration on spells cast using Intelligence or Charisma. Secondary Effect: -1 to all Strength checks and damage rolls for weapons that use Strength. Side Effects: This is a mild hallucinogen. The user has disadvantage on any Wisdom checks while under the effects of the spell. Overdose: If more than one dose is taken in a 12-hour period, the user takes 2d6 points of damage. Using it more than three times in any 24-hour period deals 4d6 points of damage and paralyzes the user for 2d4 hours. Addiction: Mushroom Powder is not particularly addictive, however prolonged use can cause the user to begin having hallucinations even when the drug is not in the user's system. The creature suffers constant mild hallucinations, giving the addict disadvantage on Perception checks while addicted. Redflower Leaves: These crushed leaves of a tiny red bog flower are known for their ability to improve hand-to-eye coordination. Initial Effect: None Secondary Effect: If the user takes no movement during his turn, the user may focus his attention upon a particular creature. If he attacks that creature on the same turn, he gains advantage on the first attack against it. This ability lasts 10 minutes. Side Effects: None Overdose: Taking a second dose before the first has worn off causes the user to be Poisoned for 1d4x10 minutes. Addiction: Use of Redflower Leaves can leave the user dependant on the drug to be effective in combat whatsoever. The user has disadvanatge on attack rolls. Sannish: A bluish liquid distilled from wolves’ milk and a powdered desert plant, this concoction is very popular. Addicts are easily found by the permanent blue stains on their lips. Initial Effects: -1 to Wisdom checks for 1d4 hours. Secondary Effect: The user becomes numbed to pain for 2d4 hours. Side Effects: Sannish causes euphoria. While the drug is in effect, the user has disadvantage on Initiative rolls. Overdose: A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The creature cannot take both an action and a bonus action on his turn, only one or the other. Addiction: The constant numbing effects of the drug can leave the user very vulnerable to pain while it is not in effect, particularly when the user is addicted. The creature has disadvantage on Constitution saving throws to maintain concentration on spells, and has disadvantage on any save to push through painful effects.