The general idea here is that you have an addiction counter for each drug, each time you fail an addiction save from taking a dose it goes up by one, making it harder to make the save in the future and also giving you more negative effects.
Powder of a common flower in grassland regions, sometimes compressed into pills. Powerful stimulant but incredibly addictive, usually highly illegal.
A common plant which grows in temperate regions, died and smoked in a pipe. A favourite of wizards for its calming effect, but popular among many classes and regions.
A rare lichen which grows on the trees of some jungles and forests, dried and smoked in a pipe. Produces a numbing as well as a minor hallucinogenic effect, usually illegal. A clear nectar distilled from the rare and usually poisonous drakeroot plant which screams when it is harvested. Intense sedative effect and powerfully addictive.
An uncommon powder that when inhaled causes the user to become more dexterous at the cost of your constitution. Illegal to consume, not own. Magically fouled blood that when ingested causes the user to become magically imbued with the power of a demon at a cost.
Made from the powdered stalks of luhix plants, which only grow in the Plane of Eternal Dark. It is normally sprinkled onto bleeding wounds, which are then sealed with bandages or magical healing.
Skooma is an illegal crystalline solid produced from Moon Sugar. It is highly addictive and its imbibers pass through bouts of euphoria followed by protracted lethargy.
It is smoked in a special pipe, the crystals are placed in a small dish and heated. The gas produced is bubbled through water in the pipe to cool it as it is inhaled. Natural Crit The Homebrewery. General Drug Rules The general idea here is that you have an addiction counter for each drug, each time you fail an addiction save from taking a dose it goes up by one, making it harder to make the save in the future and also giving you more negative effects.
Withdrawal effects Withdrawal effects happen whenever you are addicted and not currently on the drug On A Rest: Whenever you take a long restyou roll an addiction save following the drug's dc On a Success: Remove 1 from the addiction counter. Enimat Powder of a common flower in grassland regions, sometimes compressed into pills. Withdrawal Effects: Disadvantage on concentration saves and not able to cast rituals Unless consumed in last 24 hours Addiction Counter Drug Effectiveness: Less Effective, effects only lasts 3 hours Withdrawal Effects: Disadvantage on concentration saves and not able to cast rituals Unless consumed in last 12 hours Addiction Counter Drug Effectiveness: Less Effective, effects only lasts 2 hours.
Elven Pipeweed A rare lichen which grows on the trees of some jungles and forests, dried and smoked in a pipe. Withdrawal Effects: The -2 to initiative persists for 2 more hours after the effects of the drug have worn off Addiction Counter Drug Effectiveness: Works as expected, but -4 initiative and disadvantage on dexterity saves Withdrawal Effects: The negatives in the above line persist for 2 more hours after the effects of the drug have worn off Addiction Counter Drug Effectiveness: Works as expected, but -6 initiative, disadvantage on reflex saves, and slowed Withdrawal Effects: The negatives in the above line persist for 2 more hours after the effects of the drug have worn off On A Rest: Roll an addiction saveDC based on above On a Success: Remove 1 from the addiction counter On A Fail: -2 Initiative for the next day Drakeroot A clear nectar distilled from the rare and usually poisonous drakeroot plant which screams when it is harvested.
It only takes a minute to sign up. Today, in a homebrew campaign that I DM, a player tried out a natural drug that he found and heard about: Flashberries. In my world it's believed to be a psychedelic drug and those who use it, become delusional: they claim to "see magic" and some say they can even interact with it.
The use of arcane arts is commonly believed to not exist at all, while in actuality, arcane magic is very real but successfully propagated against. When you consume a berry you actually are able to see the weave very clearly, and possibly even interact with it.
The party and a select few NPCs are aware of the reality of magic's existence. So after today's events, it's looking like Flashberries will play a big role in my campaign. If so, does it mention positive and negative effects? If addictive drugs already exist in any of the books I could use some of the mechanics as inspiration while homebrewing these Flashberries. For now I'm only interested in what the books already have to offer. The closest that 5e has to drug rules are those for poisons, where they give some example poisons.
Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start. In addition to this the madness rules laid out in the DMG state:. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:.
The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol eg you are unable to communicate intelligibly with others, etc.
Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides. On page 55 of the Tal'Dorei Campaign Settingthere is a block of rules for three homebrewed drugs in the Dangerous Contraband sidebar.
In particular, the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the Weave" drug. Sign up to join this community.Free Resources on Roll All rights reserved. Advertisement Create a free account. Sign In. New Pro Feature: Custom Sheet Sandbox Making custom character sheets is easier than ever with a special, streamlined game type to build and test them!
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As a druid, you gain the following Class Features. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a Message. Others spot the message's presence with a successful DC 15 Wisdom Perception check but can't decipher it without magic. Spellcasting Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See chapter 10 for the general rules of Spellcasting and chapter 11 for the druid spell list.
Cantrips At 1st Levelyou know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
To cast one of these Druid Spellsyou must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of Druid Spells that are available for you to cast, choosing from the druid spell list.The name is pretty self-explanatory.
Essentially, they are drugs used in combat for support and healing. All of these drugs require the skill Medicine. And just like with an attack, you have a chance to Critically heal on a natural 20, if applicable. Agaricus, cc, cc, cc: Specially engineered fungi that bind to and regenerate any damaged tissue. They come in pre-dosed vials in packs of six.
Each vial heals instantly the damage listed in the chart. Cantharellus, 50cc, cc, cc: Similar to the Agaricus, this fungus was engineered to bind to damage tissue to speed regeneration. However, this particular strain heals more slowly but for longer. Thus it restores hit points over a period of time. Each vial heals instantly the damage listed and the damage listed over time for a number of rounds.
Agaricus Spore Pod 10m radius : This is a small globe filled with the Agaricus spores. It is mixed with other fine powers that allow it to be distributed over an area in a green and pleasant smelling cloud. When inhaled, the damage is healed immediately. Cantharellus Spore Pod 10m radius : Same as the Agaricus spore pod, but with Cantharellus spores instead.
Again, heals over time the hit points listed to any creature in the radius. Antivenin, animal: you must make a Medicine check against the DC of each poison affecting the target. Success means that the poison is neutralized. This Antivenin only works on poison and venom from animal sources. Antivenin, plant: Acts the same as Antivenin, animal however it only works on poisons from plant sources. These act just like the spell Lesser Restoration.
Four doses will act as Greater Restoration. Synthetic Steroid: A dose of a temporary steroid that gives the subject a burst of strength. Reflex Adrenal: A dose of synthetic adrenaline that gives the subject a boost in reflexes and agility.
Pain-Supressing Barbituates: A dose of various painkillers and stimulants that allow the subject to shrug off pain and damage. Much like our world, the denizens of Athas love to alter their state of mind and as with our world, the best way to do so is with a variety of drugs.
Or drugs that are chemically exact and have the same colloquial name as on our world. The ones available in Athas are as follow:.Alchemical Drugs are consumable items that have been manufactured to bestow some kind of effect on the user, most often an enjoyable sensation. Most drugs, unless otherwise specified, only affect creatures of the HumanoidGiant, Monstrous HumanoidOutsider Nativeand Animal type.
Drugs are almost all addictive, and follow rules similar to the ones found in the Book of Vile Darkness and Unearthed Arcana. Drugs in the d20 game follow many of the same rules as poisons, allowing the imbiber saving throws to resist their initial and secondary effects. 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 effect, or vice versa.
Save DCs are provided for situations in which a character is unwillingly drugged. A character who becomes addicted to a drug has developed a chemical dependency on it.
Drug addiction functions much like diseases. The characteristics of certain forms of addiction are summarized on the table below. Upon initial exposure any time a character imbibes or applies a drug with an addiction ratingthe character must succeed on a Fortitude save or become addicted.
Addiction, if not satisfied by further doses of the drug, proceeds like a disease—the character takes ability damage each day unless he succeeds on a Fortitude save. In addition to the ability damage taken, the character takes the effects indicated by the withdrawal section of the drug description until he either satiates his addiction or kicks it.
If addicted to a drug, the duration of it's effects are halved, but the effect is doubled. A successful save indicates the user resists the desire to immediately take the drug from that source for the day, while a failed one results in the user trying to use the drug by any means necessary. Each drug is rated according to its addictive potential, from lowest negligible to highest extreme. Drugs with a negligible rating are not subject to this change.
Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery. Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the Fortitude save to resist damage see below increases by 5.
The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period. An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a Fortitude saving throw. An addicted user who is not satiated suffers the indicated effects each day regardless of if the character succeeds on a Fortitude saving throw. He suffers from withdrawal effects until he either satiates his addiction or recovers from it.
If a character makes three successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms or withdrawal effects. A lesser restoration or restoration spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his Fortitude saves. Remove disease immediately causes a user to recover from an addiction, but it does not heal ability damage.
Greater restoration or heal causes recovery and restores all ability damage from the addiction. Not all drugs are easily available. Some are highly illegal, while others may require specific licenses or status to obtain. Typically speaking, if a drug is illegal, the price may be altered by x. Medicinal drugs are almost always available at pharmacies, and accessible by most to all citizens.This page is meant to aid a DM in using contemporary street drugs in their campaign.
A pale brown resinous powder that can be smoked, snorted, or injected. Comes in amounts of about 0. Snorting You cut yourself a thin line of heroin and snort it using a straw or straw-like implement. It tastes bitter in your sinuses; like the chemical stink of potent vitamins, and somehow like rancid sausages.
Cheerfulness in a softened subtle way.
D&D 5th Edition
Exhaustion Lv. Many serious diseases can be contracted through this method, as well as the risk of overdose. You first empty your dry powder heroin into the metal cup, along with the water and the small source of citrus, which helps dissolve the heroin and makes injection easier on veins however some citrus fruits can cause fungal infectionyou then heat the solution slowly so as not to burn it, and soak your cotton into the solution to filter it, so that when you finally pull out your injectable heroin and tie off you can shoot it into your veins as effectively as possible.
Flip a coin. If you come to, treat the situation as if you had gotten heads. On a heads, you remain conscious, but you are both Nauseous and Exhausted Lv. Your maximum HP is halved, and your speed is reduced to zero.
Cheerfulness in a softened subtle way, but also a vacant emotional distance. Opium Smoked Only This historically infamous substance is commonly found in the form of a dark resinous putty. Like its more refined forms, opium is vulnerable to burning and must be vaporized in order to smoke. Opium pipes can be beautifully crafted and are typically paired with a lamp to facilitate with the intake. If tails you fall asleep for 1 hour; when you wake up you are both Nauseous and Exhausted Lv.
If heads you are both Nauseous and Exhausted Lv. Jump to: navigationsearch. This page contains adult content which some may find offensive.This was one of my favorite scenes from the Arnold version of Conan the Barbarian. Street peddlers in major fantasy cities and towns would offer all kinds of strange and exotic things to the people passing by in the streets.
It is only logical that drugs of some kind would be among the offerings. Yet rarely is it mentioned in the rules of Dungeons and Dragons. I say rarely…. But there are a few places in which drugs are mentioned.
But the discussion of them in relation to Dungeons and Dragons is hardly exhaustive.
It is hardly illuminating at all. For good sources of information on this subject one needs to look to outside sources for inspiration. There are many articles on the web regarding drugs.
Most of the rules of Dungeons and Dragons have mirrored those issues in which we see in real life. Alcohol is discussed in various editions of the game. And it is a common enough issue that one would likely encounter it on just about any visit to a city or town. Taverns are, of course, everywhere in Dungeons and Dragons. And they certainly are not serving milk to their patrons.D&D 5e Open World - Fantasy Drugs Pt. 1
But medieval fantasy worlds should mirror what medieval life was like in the real world. Opium, Hashish and other substances have been around a very long time. Certainly adventurers in a medieval type fantasy world will have heard of such substances and may have encountered them. I do not mean you should give your players drugs. I am talking about making a seedy city or town come to life be showing those things that we know from our own experiences.
The Black Lotus seller from Conan is a good example.
Drugs and Medicines (5e Variant Rule)
He offers the substance to Conan and Subotai but is doing so in a quiet whispering voice. He knows that it is either illegal or at least frowned upon by the local officials. He also gets defensive when it is suggested that the product might be only Haga. This suggests that, like today, drugs are sometimes watered down by other substances in order to make it more profitable to sell. Sounds kind of familiar right?