Drugs
Purchasing Drugs:
You may only purchase 5 illegal drugs per character each month. This can be bypassed through the use of a lower class contact. This contact can be utilized to supply 5 additional illegal drugs before being fully expended (one must pay the cost of the illegal drug).
Non-illegal drugs may be purchased as often as you wish for the listed price.
Drug List
Azuremite
Illegal Drug
500gp
Deep within the caves of the Gorranthi Summit, near where the surface connects with the Underdark, strange blue crystals can be found. These crystals are normally found in scattered veins and are known as azuremite. Their shape and strange properties form from millennia of psychic energies existing near deposits. Curious explorers who discovered the veins found that, when mined and refined into a fine dust, the azuremite powder is a strong mind-altering agent and induces temporary visions and other psychic phenomena. When snorted, the dust gives the user resistance to psychic damage and advantage against Wisdom Saving throws for the next 10 minutes.
Addiction DC: 14
Oloore Root Teabag
Drug
100gp
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 16 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. The Spell Save DC is equal to yours, or 8+Proficiency Bonus+Constitution Modifier.
Suude (any color)
Illegal Drug
300gp
Felaria’s most infamous drug, suude is a glittering powder made from rare minerals infused with magical essence. It was first developed by archmages in the War of the Surface 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 war, and many different types of suude have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.
After burning suude within a vessel and inhaling its fumes as an action, you 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 a sorcerer would 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, and red suude grants Distant Spell.
Multiple variations of this item exist, as listed below:
Suude (Brown)
Suude (Blue)
Suude (Red)
Addiction DC: 15
Zeal
Illegal Drug
150gp
Distilled from the Everfrozen ice of the Fallsheal Glaciers, zeal was originally used by the Weydeen Fjord’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 stunned for 1 round 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.
Addiction DC: 15
Sundrop
Illegal Drug
15gp
A bright yellow/orange liquid, naturally incandescent, as if it was a liquefied ray of sunshine (henceforth the name). Originally used as a magically synthesized antidepressant, Sundrop when consumed tricks the user into believing that they are happy, as it quite literally gives them ‘warm feelings’. Over usage may leave the user feeling withered between uses, as their dependency has rendered them unable to produce dopamine and serotonin. Over time users also commonly begin to build tolerances to Sundrop, requiring greater quantities to be consumed to maintain the effect. Overdosing on Sundrop causes feverish conditions, as the drug radiates through the user's veins, ultimately burning them alive from the inside out.
Addiction DC: 10
Feydust
Illegal Drug
125gp
A soft white powder that, in the right light, shines with soft blues and red. The powder tastes like burnt ozone, which makes it evident that it needs to be snorted. Use causes bonuses to IQ based tasks but also makes its user seek it out more and more for increasingly trivial tasks. This gives the user advantage on intelligence based checks for 1 hour.
Addiction DC: 13
Dream Flake
Drug
15gp
Thin slivers of a dried, black fungus. When placed between cheek and gum, it induces hallucinations and euphoria. When smoked, the user enters an extremely vivid waking dream, which can last for 1d4 hours. Extended use blackens the teeth and makes 'bad trips' more common.
Patch
Drug
220gp
It works similarly to ecstasy, expanding yourself to feel the sensations all around you. It grants the ability to speak with plants and animals for 1d4+1 hours, and the comedown has a DC15 Constitution saving throw. Failing the save adds one point of exhaustion immediately after waking from the first long rest you take, and lasts until completing the next long rest.
Addiction DC: 13
Lakua
Illegal Drug
250gp
Ground silvery bark from a type of tree only found deep in swamps. Low dosages are generally taken orally. Heavier users often make a paste to apply to their gums. Addicts may smear it into cuts. It gives an adrenaline rush and time seems to slow down but the duration of the high is short, giving the user 10ft of bonus movement for one minute. Psychologically addictive not physically.
Addiction DC: 13
Blackroot
Illegal Drug
150gp
This lichen grows on large rocks and boulders found above timberline (the elevation at which trees do not have enough oxygen to grow). When chewed on, it causes the user to have a pleasant, tingling sensation of the lips, tongue, and gums. As well, it can give the user a sense of mental sharpness and alertness. If swallowed, it causes nausea and vomiting if the user fails a DC 13 Constitution check. If failed, they experience nausea, but if passed they gain advantage on Perception checks for the next 1d4 hours. Not inherently addictive, though if used for 1d12 days in a row, the user will feel extremely groggy if they do not use it every morning.
Sutara
Drug
150gp
When applied to the tongue, the user can speak any language they desire as if under the effect of the Tongues spell for an hour, that is, if they can handle the drug. Upon taking Sutra, the user must make a DC 13 Charisma Saving throw, a failure will result in them speaking in absolute gibberish for the duration, with a success applying the drug normally.
Addiction DC: 12
Sharpsugar
Illegal Drug
200gp
An expensive drug, indulged in by many performers to give them a boost of energy. Removes one level of exhaustion, gives advantage on performance checks, and adds 5 feet to your movement speed. This effect lasts for one hour, afterwards the user becomes jittery. Either snorted or smoked from a pipe. Made out of a rare plant that grows only on Ocean’s Edge.
Addiction DC: 15
Sleepysalt
Illegal Drug
200gp
An expensive drug, indulged in by many fighters to give them a boost of energy. +3x Proficiency bonus temporary HP and resistance to bludgeoning damage for 1 hour. At the end of the hour, you fall asleep for another hour or until damage is taken.
Addiction DC: 14
Sannish
Drug
100gp
A blue liquid distilled from the milk of wolves and a powdered desert plant. Causes euphoria and gives advantage on constitution saving throws for 30 seconds. Fairly cheap, lasts a short duration, but also quite addictive. After three uses, your lips seem to be stained blue and cannot be washed off without magic like prestidigitation.
Addiction DC: 13
Zaegoo
Drug
75gp
Harvested from a breed of gelatinous cube native to the colder regions, it causes a biting cold sensation on the way down, but gives you resistance to cold damage and the ability to withstand cold climates for 1 hour.
Agony
Illegal Drug
500gp
The distilled essence of pain. Mainly used by torturers as a social lubricant, but masochists will sometimes also seek it out. When the thick, reddish-brown liquid is ingested (via mouth), the user must make a DC 15 Constitution saving throw or be hit by intense pain, making them unable to move for 2 rounds, having disadvantage on all ability checks for 10 minutes. During this time, the target will likely give up any info. After the pain, the user feels intense pleasure for 1d4 hours, although this is less an effect of Agony and more of them appreciating their lack of pain.
Funpowder
Drug
75gp
A magic/alchemic powder made by reclusive druids, funpowder changes the user's biological gender for 1 hour for every ounce consumed. Usually consumed while diluted in water.
Dreamer’s Fancy
Drug
75gp
A dark, shimmering liquid extracted from a rare root. When imbibed, it renders the drinker unconscious as it plunges their mind into a black void in which they have full control to shape and create whatever they wish. Those who drink from the same root can participate in this lucid dream together, and their creation can be returned to by drinking from this root again.
Addiction DC: 10
Apple Patch
Illegal Drug
400gp
A reddish liquid extracted from exotic apples. When consumed, the drinker’s stomach lurches as the substance spreads through their system. For the next hour, the drinker’s maximum hp is halved. At the beginning of their turn, they regain 3 missing hit points. Once this effect ends, the creature vomits out all of the contents of their stomach.
Addiction DC: 15
Pet Pill
Drug
200gp
A pill enjoined with magic. When consumed, the user’s form twists and contorts down into a CR 1/4 or below tiny beast of the user’s choosing. All of their statistics are replaced by the beast’s, though they can still understand the languages they knew previously. After an hour this change reverts.
Addiction DC: 12
Addiction
Whenever a character consumes an addictive substance, they must make a Constitution saving throw against a DC determined by the substance in question. On a failed saving throw, the character gains a level of addiction. Addiction is measured in three levels.
A character can have multiple addictions, each with its own addiction level.
Level Effect
1
Disadvantage on ability checks while in withdrawal. +2 to the DC of saving throws against addiction to this substance.
2
Disadvantage on attack rolls and saving throws while in withdrawal. +5 to the DC of saving throws against addiction to this substance. +2 to the DC of saving throws to resist giving in to addiction while in withdrawal.
3
Speed halved and cannot concentrate while in withdrawal. +10 to the DC of saving throws against addiction to this substance. +5 to the DC of saving throws to resist giving in to addiction while in withdrawal.
If an already addicted creature suffers another effect or fails a saving throw that results in addiction, its current level of addiction increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of addiction as well as all lower levels.
While addicted, a creature may feed its addiction by regularly taking the substance to which it has become addicted. It must take the substance at least once every 24 hours to avoid the effects of withdrawal caused by its addiction levels.
If a creature chooses not to take the addictive substance, or cannot do so, it enters withdrawal and suffers the withdrawal effects for its addiction level for a period of 7 days, or until the creature takes the addictive substance. If the creature is in possession of the substance or in a position to acquire some, it must make a Wisdom saving throw with a DC equal to 12 plus the modifier associated with their current addiction level. On a failed save, the creature does everything it can to feed its addiction.
Recovering Addicts
The Recovering Addict condition is an optional rule that can be used to increase the impact of addiction.
After a creature goes through withdrawal, it loses its addiction levels and gains the Recovering Addict condition instead. As with Addiction, a creature can have multiple instances of Recovering Addict.
A creature that manages to go 7 full days of withdrawal without feeding its addiction loses all levels of addiction for that particular substance, and gains the Recovering Addict condition.
A recovering addict no longer has a physiological need to imbibe the substance to which they were addicted, but it retains a powerful psychological hold.
For a period of time equal to 1d4+1 months after gaining this condition, the character must make a DC 12 Wisdom saving throw against temptation whenever they come into contact with the substance to which they were addicted. On a failed save, they acquire and make use of the substance if they have the opportunity to do so and if doing so will not put them in immediate danger. They may repeat their saving throw after each long rest, and they succeed automatically if the substance becomes inaccessible.
The character has disadvantage on their saving throw if they are under stressful circumstances.