The following items can be crafted using alchemist's supplies. These drugs all require specialised knowledge on the ingredients required and methods used. As such, none of these drugs are common knowledge and are only able to be crafted after learning how to do so via manuals and instruction. These drugs are currently infamous for their use however, new drugs are constantly being created. Crafting rules/times follow the magic item crafting rules. | |||||
Item | Type | Cost (gp) | Addiction Modifier | Description | Effects |
Aether | Stimulant | 2 | -3 | A relatively new drug, Aether is a liquid stimulant with a nauseating smell of strong alcohol or other alchemical stench. Created by a new alchemical team from Boromar Clan, the process and ingredients are a closely guarded secret. The narcotic is taken via inhalation, and causes temporary lightheadedness, then a feeling of heightened awareness and energy. | For 1d2 hours after taking, the user has advantage on all dexterity checks, and an extra 5ft of movement. |
Agony | Depressant | 5 | -4 | A bluish liquid distilled from the milk of wolves and a powdered desert plant. Agony is known to cause a pleasant state of euphoria, which, along with its relatively cheap price, makes it rather popular. Addicts are easily spotted by the permanent blue stains on their lips. | For 1d4 hours the user is numb to pain. They gain resistance to non-magical bludgeoning, piercing and slashing damage. However, they also gain disadvantage on all wisdom ability checks and saving throws until they finish a long rest. Also, they receive disadvantage on initiative rolls and a -5ft penalty to speed until after the effects of the drug has passed. |
Cat | Hallucinogenic | 100 | -3 | A thin, pale white solution,
this drug makes the user feel as if they’re an animal of the night. Many
users report feeling like the all too familiar feline companion, and the name stuck. However, this hallucinogen actually is able to give the impression that the user is any animal at all. The elaborate procedure needed to create the drug means that only a select few alchemists can, and those that can charge a high premium. |
For 1d3 hours after taking, the user gains darkvision. If the user already has a racial (not magical) darkvision ability, they gain superior darkvision. (120ft.) The also imagine themselves as a size smaller than they actually are, allowing them to squeeze without any penalty to movement, and gain +10 ft. of movement. In addition, their unarmed strikes do 1d6 + Strength modifier damage. |
Dragon's Blood | Stimulant | 50 | -5 | Brought into Sharn, and indeed, the human nations as a whole by Daask, this is a potent and addictive stimulant. It enhances spellcasting abilities, and even gifts non-magical users with sorcerer spells. | For the next hour, the user can
use their action to cast a 1st level spell from the sorcerer’s spell list.
The user must roll on the Wild Magic Surge Table afterwards, and Charisma is the spellcasting ability for it. Once the spell is cast, the user loses this ability. |
Dreamlily | Depressant | 5 | -1 | This magical and fantastical drug is a liquid drunk like any other, but tastes and smells of your favourite beverage. Consuming it brings euphoria and a resistance to pain. | For an hour after taking, the user is immune to fear, and if they are reduced to 0 hit points without dying outright, they instead have 1 hit point. |
Moonlight | Depressant | 60 | -2 | This silver & shimmering liquid was alchemically and magically created as a means to administer pain relief or sedation to medical patients. The drug slows the brain down & dulls its senses. A few drops will relieve the user of pain, and give a warm numbing feeling on the extremities. Many drops induce severe drowsiness and slowness of mind. A small sip will induce sleep, memory loss, and potential nerve damage. Half a mouthful will result in a quick, numbing death. | For a small dose, for 1d3 hours,
the user has disadvantage on Intelligence skill checks & saving throws,
but has resistance to slashing damage. A moderate dose will give the previous effects for 1d3 hours, along with resistance to piercing & bludgeoning damage, disadvantage on Dexterity checks & saves, & the user’s speed is halved. A large dose forces the user into a long rest - lasting 8 hours, & unable to be woken by non- magical means. They will have no memory of the 1 hour prior to taking the drug, and will have trouble remembering anything in the past 24 hours. In addition, there is a 10% chance that the user has their Dexterity score reduced by 2 permanently, until cured with Greater Restoration. An overdose results in a quick but gentle sleep, and 1 hour in, death. |
Rust | Stimulant | 250 | -6 | Another new drug, rarely seen
due to its price. The scarcity of the herbal ingredients, and the danger of the locale in which it grows are the main factors in its value. Harvested from the poisonous spores of a carnivorous plant from the continent of Xen’drik, mixed with various other alchemical stabilisers, this bright red powder is inhaled and gives a long lasting sensation of higher consciousness, and increased physical stamina. |
For 2d4 hours, the user gains +2
Intelligence & Dexterity, to a maximum of 22. It also gives an increase
in max & current hit points equal to twice their level. After this period, the user takes 1 point of normal exhaustion. |
Spice | Stimulant | 30 | -5 | This purple powder is harvested naturally from a wild tropical plant. It is crushed and distilled with various alchemical substances before being dried and sold. The drug stimulates the user and causes a heightened state of fury and aggression. It is highly addictive and takes a severe toll on the body after use. | For 1 hour after consumption, you gain a +10 bonus to all weapon and spell attack rolls to hit, and you attacks deal extra damage equal to your proficiency modifier. However, after the period is over your hit point maximum is reduced by half for 1d4+1 hours, and your constitution is reduced by half until you finish a long rest. |
Troutpipe | Hallucinogenic | 10 | -1 | This strange variety of underwater plant can be found growing along the southern coast of Khorvaire, especially the Droaam shore. After being harvested, it is dried out and ground into fine flakes, which can be stuffed into pipes and smoked. Its name is derived from the fumes of the plant, which have a very pungent fish stench. It also has mild hallucinogenic properties. Users report anything from visions of beautiful mermaids, to mind-altering states of consciousness. | For 1d3 hours, a random ability score is increased by 2 and another is reduced by 2, to a maximum of 22. When in combat, at the start of every turn, roll a d20. If that roll is less than 6, the DM takes control of the user for the turn. |