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Exhaustion caused by drugs doesn't result in death, instead the player falls asleep and can't be woken until a long rest is finished.

 

R: The player feels eurphoric and energetic. Will often talk too much. Must take a long rest after effect wears off or suffer 1 level of exhaustion for every hour without resting.

-Duration: 4 hrs

-Effect: Advantage on dexterity checks, disadvantage on perception and intimidation checks.

 

Pipe weed: The player feels relaxed and introspective. Player gets one level of exhaustion for every 2 hours under the influence.

-Duration: 2 hours. Can continue to take every two hours untill exhaustion causes the player to fall asleep.

-Effect: Advantage on wisdom and Investigation checks, disadvantage on all other intillegence checks.

 

Dragon Smoke: The player feels slugish and sleepy. Playe gains insight into peoples intentions. After that player must take a long rest. If this is taken regularly then the player will become addicted and will suffer 1 level of exhaustion for every hour not under the influence.

-Duration: 4 hours.

-Effect: Speed is halved. Player cannot swim or fly. Player has disadvantage on all combat rolls. Player rolls 2d20 and puts them aside to be used to replace any roll for the duration of the drug.

 

Ground Owlbear Tooth: The player feels energetic and strong.

-Duration 1 hour

-Effect: Advantage on all strength, constitition and charisma rolls. Any exhaustion levels are removed for the duration of the drug. Once the drug wears off the player takes double damage until a long rest is taken and is reduced to 1/3 vision in bright light.

 

Red Chessa: Mild euphoria, heightened hearing.

Red Chessa is harvested from the blighted bark of a Chessa tree; the mossy, red growth is scraped from its branches, dried, and ground into a fine powder which can be snorted, packed against the gums, smoked, or drunk with wine. The drug is most popular among musicians and their appreciators but is gaining favor among thieves and watchmen.

-Duration: 30 minutes.

-Effect: Advantage on all intelligence, wisdom, and charisma checks involving sound or hearing. After the duration passes, the creature is sickened for an hour.

If the creature maintains a steady dosage, it can prolong the drug's effect but will prolong the duration of its aftereffect proportionally.

 

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