Contemporary Drugs (DnD Other)

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This page is meant to aid a DM in using contemporary street drugs in their campaign.
This article is not meant to condone or encourage any drug use,
it only offers some mechanical solutions for how the D&D 5e system might describe them.

Heroin[edit]

A pale brown resinous powder that can be smoked, snorted, or injected.
Comes in amounts of about 0.1g or so in a small glassine bag
which is stamped with a manufacturer’s or dealer’s brand’s label.

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.

You must have the following :
A straw or straw-like implement
Then roll a CON save (DC 12)

Fail :
You are Nauseated, but you gain the heroin’s other effects (Nausea lasts as long as the heroin’s other effects do).
Nauseated : The character has disadvantage on attack rolls and ability checks,
and can’t cast spells that require concentration

Pass :
You gain the snorted heroin’s effects, which last for 1d4 hours :
Sleepy-looking red-rimmed eyes and a runny nose.
Cheerfulness in a softened subtle way.
2d4 temporary HP


Smoking
With a long glass piece or sheet of thin metal you place a pinch of heroin and heat it to inhale the thin wisps of white smoke.
When you use this with tin foil this is called ‘Chasing the Dragon.’
The name comes from opium’s Asiatic origins, and because the melting substance creates a serpentine drip on the foil;
the smoker must chase the drip with a straw in their mouth to inhale the smoke.
Glass pipes can also be used, but it can be wasteful because it’s easy to burn the heroin, which won’t yield any smoke.

You must have the following :
A sheet of thin metal and a straw, or a long glass pipe
Then roll a CON save (DC 18)

Fail : You are Nauseated and you gain the heroin’s other effects (Nausea lasts as long as the heroin’s other effects do).
Nauseated : The character has disadvantage on attack rolls and ability checks,
and can’t cast spells that require concentration

Pass : You gain the smoked heroin’s effects, which last for 1d4 hours :
Sleepy-looking red-rimmed eyes and a suspicious burnt scent.
Cheerfulness in a softened subtle way.
Exhaustion (Lv. 1) : Disadvantage on ability checks.
Advantage on CON saves related to pain endurance
One of the Character’s Hit Die worth of temporary HP


Injecting*
The most infamous method of heroin use is the most potent, but also the most tedious and time-consuming.
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 infection),
you 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.

You must have the following :
Tourniquet, Syringe, Small metal cup, Controlled heat source, Cotton or other filter, Citrus (optional)
Roll a CON save (DC 26)

Fail :
You lose consciousness. Flip a coin.
If tails, you treat the situation as if you’ve been felled in battle (death saves, etc.)
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. 5), but you gain the injected heroin’s effects.
Exhaustion (Lv. 5) : You have disadvantage on ability checks, attack rolls, and saving throws.
Your maximum HP is halved, and your speed is reduced to zero.
Nauseated : The character has disadvantage on attack rolls and ability checks,
and can’t cast spells that require concentration.

Pass :
You gain the injected heroin’s effects, which last for 1d6+1 hours :
Sleepy-looking red-rimmed eyes and a slumped, sluggish posture.
Cheerfulness in a softened subtle way, but also a vacant emotional distance.
You also gain advantage on rolls attempting to Intimidate you; you simply don’t care.
Exhaustion (Lv. 2) : Disadvantage on all ability checks, and halved speed.
Disadvantage on all DEX saving throws
Advantage on CON saves related to pain endurance
Two of the Character’s Hit Die worth of Temporary HP

* Extra caution must be taken with injected heroin, and dirty syringes or botched methods of injecting are subject to DM fiat.

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.

You must have the following :
A glass implement or opium pipe & lamp, Controlled heat source
Roll a CON save (DC 16)

Fail :
Flip a coin.
If tails you fall asleep for 1 hour; when you wake up you are both Nauseous and Exhausted (Lv. 3), but you gain the opium’s effects.
If heads you are both Nauseous and Exhausted (Lv. 3), but you gain the opium’s effects.
Exhaustion (Lv. 3) : Your speed is halved, and you have disadvantage on ability checks, attack rolls, and saving throws.
Nauseated : The character has disadvantage on attack rolls and ability checks,
and can’t cast spells that require concentration.

Pass :
You gain the opium’s effects, which last for 1d4+1 hours :
Sleepy-looking red-rimmed eyes and a lethargic but cheerful manner.
You also gain advantage on rolls attempting to Intimidate you; you simply don’t care.
Exhaustion (Lv. 1) : Disadvantage on ability checks.
Disadvantage on all DEX saving throws
Advantage on CON saves related to pain endurance
One of the Character’s Hit Die +1d4 worth of Temporary HP




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