Drugs and Medicines (5e Variant Rule)
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Drugs and Medicines
Unless noted otherwise, taking a single dose of drugs or medicines takes an action.
An appropriate dose of drugs can heal you, but taking excessive amounts of drugs can kill you.
Some items categorized as drug or medicine may have the overdose property. When a creature takes more than one amount of the same item over the course of short period, often within days or weeks, the creature suffers the effects described in the overdose property.
Wherever you are, drugs can and will take you.
Some items categorized as drugs or medicine may have the addiction property. Such items may also have the overdose property as well, but there are always exceptions. When a creature first takes the item with addiction property, it must make a Constitution saving throw to overcome the addictive property of the item. The DC for this saving throw is described in the addiction property. On a failed save, the creature is now addicted to the item.
- Addiction progress. A creature that is newly addicted to an item starts with one level of addiction. Whenever the creature takes another dose of the same item, its addiction level increases by 1.
- Withdrawl. The horrible aspect of the drug is not itself, but its absence. When a creature addicted to an item does not take another dose of the same item within over the course of short period, often within days or weeks, it suffers the effect described in the addiction property.
- Overcoming Addiction. Overcoming addiction is a painful progress, but it saves life. Each time a creature addicted to an item suffers the withdrawl from not taking another dose, it can make a Constitution saving throw to overcome the addiction. The DC for this saving throw equals the DC for the saving throw the creature failed in the first one. If the creature has more than two levels of addiction when making this saving throw, the DC for the saving throw is increased by each addiction level above the first. On a successful save, the creature's addiction level for that item is decreased by 1. When a creature has no addiction level remaining, it is completely freed from addiction.
Sample Drugs and Medicine
Note: The following drugs and medicines are currently under progress. The purpose of having these are to test and demonstrate the rules regarding drugs and medicines. Feel free to modify them as the rule develops.
A flask of transparent serum that has a faint scent of sand, rock, and gravel. Because of its powerful pain-killing effects, Feel-No-Pain is popular among gladiators and pit fighters.
Drinking a flask of Feel-No-Pain takes an action. When taken, the creature gains resistance to bludgeoning, piercing, and slashing damage for 1 minute.
Addiction. The save DC for Feel-No-Pain's addiction is 18. Creature addicted to Feel-No-Pain suffers from a constant pain as the suppressed senses stimulated the nerves across the body. When a creature does not take Feel-No-Pain after the last one within 1 hour, it gains vulnerability to bludgeoning, piercing, and slashing damage until it takes another dose of Feel-No-Pain. This overrides all resistance and immunity it originally has.
Also known as the Red Eye, this potion comes in a vial specifically designed to spray the contents. When sprayed in the eye, Bloody Eye enhances the taker's sense and reflex in supernatural degrees, allowing it to perform uncanny movements.
Spraying Bloody Eye in the eye takes an action. When taken, the creature gains advantage on all melee attack rolls, Strength and Dexterity checks and saving throws, and can take reactions on each of its turn, provided that it has not taken a reaction this turn. The effect lasts for 1 minute.
Overdose. Common side effects include eye strain and fatigue. When a creature takes Bloody Eye more than once within 24 hours, the creature has disadvantage on Wisdom (Perception) checks that rely on sight for 1 minute.
Addiction. The save DC for Bloody Eye's addiction is 15. Creatures addicted to Bloody Eye develop perpetual bloodshot in eyes, hence the name of the drug. When a creature does not take Bloody Eye after the last one within 24 hours, it suffers a serious case of hostility toward all creatures. Until the creature takes another dose, the creature cannot talk coherently, cannot cast a spell or concentrate on a spell, and behaves as if under the effects of the confusion spell during combat.
While a Gargle Blaster will get you insanely drunk, Klatchian Coffee has the opposite effect. Rather than slowing down your brain, Klatchian Coffee speeds it up tremendously. In some cases, the results can be Nightmare Fuel in a cup, or just really scary to think about. Can generate Caffeine Bullet Time. May be used to demonstrate the level of a person's Must Have Caffeine addiction if Klatchian Coffee is their regular morning brew.
Drinking a Klatchian coffee takes an action to do. When taken, the creature gains a +2 in dexterity and makes dexterity attacks, saves, or checks with advantage and takes 2 reactions for up to 2 minutes.
Overdose. Common side effects include confusion and vulnerabilities. When a creature takes more than 2 cups of klatchian coffee within 24 hours, the dm if chooses to, rolls a d100, on a 1-50 the creature confuses friend from foe and may attack allies, the creature also has disadvantage on attack rolls, and becomes vulnerable towards physical type damages.
Addiction. The save DC for klatchian coffee is 16. Creatures addicted to klatchian coffee develop twitching and muscle spasms. When a creature does not take Klatchian coffee within 12 hours of the last time they had it, they suffer by gaining a fatigue point, points gained from this does not go away unless the creature drinks two klatchian coffee's.
Pan-Galactic Gargle Blaster
H2G2, the most awesome cocktail in the universe, heaven knows what it actually does
Drinking a Gargle Blaster you make a constitution saving throw of 17, on failure you are now drunk passing the states tipsy and buzzed automatically, oh my, while drunk you don't feel pain while in this state granting you resistance to all damages, while in this state you act as if confused, the DM is also allowed to say how your acting and what your doing when you are doing nothing or in a fight with this affect.
Overdose Common side effects include of course confusion, when a creature drinks more than 3 gargle blasters within 8 hours of each other the creature must make a high constitution save of 19 or suffer from alcohol poisoning (Disadvantage when in light if you have eyesight, headache -1d4 necrotic damage every 10 minutes for up to 4 hours maximum determined by DM- and you cannot regain health in any form until your alcohol poisoning is over -determined by DM-)
Addiction. The save DC for Gargle Blaster is 19. Creatures addicted to Gargle blaster is extremely irritable. Those who are addicted to Gargle Blasters and cannot have another within 8 hours of a single Gargle blaster becomes unfriendly towards allies and will do anything to obtain more.
Gaia Memory (Kamen Rider Double, a USB stick with certain "memories" uploaded, works as a drug while transforming the user into - gasp! - the rubber suit monster) Bane's serum (Dark Knight Rises, actually a painkiller but could work as steroid as well) JOY (either LISA or We Happy Few, whichever you prefer, 'cause the effect is pretty much equal: joy) Soma (Brave New World, classic, government-issue drugs) ...and Red Bull. That thing is magic. I also believe that my heart will burn out within two decades.
A Deadman's Drink
Usually drank in either flask or bottle form. Most addicts get addicted by having it during funerals as is many customs. It gives the feeling of warmth that spreads from the Trachea (throat) to the rest of the body ending with the head. With the warming feeling they get and the situation in which it (A Deadmans Drink) I consumed leads to grieving families to be hit the hardest.
To drink this it takes a bonus action in which your character will drink the entire container. Apon drinking it you will have advantage on rolls against being frightened, constitution saves and checks (unless it is to not be addicted to this drink) and gain 1d12 temp hit point increasing by 1d12 at 5th, 8th, 10th, 17th and 20th levels.
Overdose: Common side effects are slight to mild hallucinations, weak to strong voices in your head, tiredness, loss of aggression, sweating, and coughing. The DC for Addiction is 17, upon a fail you will gain one level of Addiction and (at DMs discretion) one or more symptoms/side effects will happen.
Aldurnan Fine Wine (Or "Elves Piss")
A crystal bottle with a pink liquid that smells sickly sweet. It is a horribly sweet drink, that many find horribly repulsive. However, 1% of people that drink the wine taste an amazing drink, which is horribly addictive.
To drink from the bottle requires a bonus action. You can drink from the bottle 4 times. Roll a 1d100 when first drunken. If they roll a 100, they taste a wonderful drink and then must roll for addicition. Otherwise, they spit out the drink. Any further sips requires a DC 15 saving throw, or spit it out again. Elves can drink normally without any problems, and cant get addicted. Half-Elves have advantage on the saving throw. Each time a player drinks the wine without spitting it out, they gain 2d4 temporary hp for 1 min and are under the affect of the haste spell for one round.
Addiction: The addiction saving throw is a DC 20. Addiction symptoms include mild to severe headaches, hallucinations of laughter, dizziness, confusion, deafness, lack of reasoning, unexplained happiness, and Wild Magic chances (5%). Everytime Wild Magic activates, add a 5% to the chance (read sorceror class for idea on how this works).
Overdose: Different from addiction, if you drink from the bottle twice within two rounds, you must make a DC 15 con saving throw or gain one level of exhaustion and gain no effects from the bottle.