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NameTypeRarity
Ingested like
UpsideDownsideDuration
Tolerance
Tolerance EffectNotes
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AlterketDepressantCommonKetamineDeadens pain, Take -1 damage per die (min. 1), can keep fighting until dead.HP known only to DM. -1 AC and +1 Encumbrance tier per dose.4 hours+0Take +1 damage per die, receive double Pain tokens.
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NotcokeStimulantCommonCocaineAlert and amped! +1 to attacks, +1 to Awareness. You can't go unconscious while on Notcoke.Overconfident: Extend fumble range by 1.4 hours+0Extend fumble range by 1.
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OtherpotDepressantCommonWeedImmune to illusions and mental effects. Casters not affected by spell interruption.Oblivious: Slowed in combat4 hours+0You fail any Saves vs illusions and mental effects. Casters get -1 to spell interruption checks.
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UnmandyStimulant / EmpathogenCommonMDMAEmpath! See the results of Reaction and Morale rolls before they happen (ie. if a course of action would result in such a roll, roll it first and decide whether you still want to).
Group vibes: +1 to Saves per person in the group on Unmandy
Peaceful: You cannot attack a creature that hasn't hurt you or a friend first.4 hours+0-1 to Saves
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OblianDepressantCommonAbsinthe1 Damage to all attacksSave vs Paralyze every d4 rounds or pass out for d4 minutes1d4 hours21 less damage to all attacks
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TookaHallucinogen
Uncommon
AcidCan accurately predict what someone is gonna do in the next few seconds, so you get a bonus to whatever it is you're gonna do in response to that.You see everything in terms of what other people are about to be doing. 1 in 6 chance of getting confused and not being able to do much but shake your head and feel sick for d4 rounds/turns/whatever.d4 hours1Things get worse; you start seeing multiple outcomes for someone's behavior, increasing the chance of confusion to 3 in 6 and making the sickness way worse (throwing up instead of just nausea)
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TussDissociativeCommonDXMPsychonaut, know thyself. Bonus +1 to WIS and INT per dose; +10% to Detect Noise (Rogues; does not stack); +20% chance to learn spells (does not stack)-1 Dexterity per dose, Save vs Poison when talking to someone - success means +1 to the reaction roll, failure means -1 (-1 to this save per dose). In addition, staggering doses (taking doses more than an hour apart), or taking five or more at once, leads to a catatonic state lasting 1d4 + 2 hours.d4 + 2 hrs0Movement rate reduced by 10%; treat nat 1 and 2 as critical failures on reaction rolls
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TalkleafStimulantCommonNicotineThis'll perk you right up, buddy. Bonus +1 to initiative, +1 to saving rolls against fear effects and to reaction rolls with other talkleaf usersMovement rate -10%; during this time, +1 Encumbrance1 hr-1Save vs. Poison 1/day; failure = a compulsion to find some talkleaf and, if unsuccessful in finding some, will be nervous for the rest of the day (-4 to reaction rolls, -4 to Initiative, -2 to hit)
The social aspect comes from the social aspects of smoking IRL; movement rate is supposed to be an effect of lung congestion
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BreakbadStimulant
Uncommon
MethSay my name! +2 to initiative, +1 to attack rollsCharacter reacts with non-party members with a penalty of one reaction level
2d4 + 2 hrs
-4Save vs. Poison 1/day; failure leads to -1 reaction adjustment towards party members
Especially pure strains tend to be colored blue.
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CrateStimulant
Uncommon
KratomTime sure flies, don't it? +2 to initiative; +1 bonus to rolls dealing with endurance and exhaustionMalus -1 to rolls involving concentration or focused thought; misjudgment of times and durations (DM's discretion as to how this surfaces)2d4 hrs1Malus -1 and time judgment failures occur even when crate has not been ingested
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TerrorleafHallucinogen
Uncommon
SalviaYou'll never take me alive! +1 to Strength, immunity to illusory and enchantment/charm effectsRoll 1d6. 1: Character becomes catatonic; 2 – 5: Character can function, albeit with a -2 penalty to initiative and -1 to attack rolls; 6: Character loses control in a terrified fury and lashes out (+2 to initiative, +1 to attack rolls; DM determines who or what is attacked)2d10 min2Malus -2 to initiative and -1 penalty to reaction rolls dealing with non-party members
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Horse Tears
DepressantCommonHeroinA visit with Lady H. Reduces pain by 80%; take -1 damage per die-2 to initiative, -1 to attack rolls, -10% penalty for spell failure1d6 hrs-4Character must save vs. Poison; if failed, downside persists even when not taking the drug
Apparently, "horse" is slang for heroin, and poppies produce "poppy tears", so that seemed like a good enough basis for a name
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CathyStimulant
Uncommon
KhatNice to see you! NPCs interact with character with a one reacton level bonus; +1 to checks involving CharismaSlight burning sensation in mouth, 1d4 nonlethal damage per dose
1d4 + 1 hrs
-2-1 malus to Charisma-based checks if none ingested
Khat is a Middle Eastern plant with mild stimulant effects; in places such as Yemen it's prominent in social interaction
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CoffeeStimulantCommonCoffeeGet the benefits of sleep or rest in 50% of the time, advantage on first save vs sleep effectjittery: critical fails on a natural 2 as well as natural 1, can't sleep during rests1d4 hours2groggy: -1d4 to initiative and perception; doesn't increase with greater tolerance
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DrillDeliriant
Uncommon
DPHNot your daddy's antihistamine. Bonus +1 to attack rolls and saving throws against creatures with magical effects; +1 bonus to attack rolls against wild animals. +1 bonus to saving throws against poison when dealing with plant source. Complete reduction of seasonal allergies for four times the duration.Intense body load; treat character as having +1 encumbrance for the duration with a -1 penalty to initiative. Additionally, roll 1d100. On a roll of 1 – 4, character hallucinates vermin and can only concentrate on attacking these imaginary pests.1d6 hours4Roll a saving throw against death magic once per day; failure indicates a loss of 1d4 hit points
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SilvercapsDeliriant
Uncommon
DMHI think I'm (not) going to be sick… Character is immune to sickening/nauseating effects caused by motion or illusion and is affected only half by sickening effects from other sources; when rolling fall damage, -1 damage per dieRoll 1d6. On a roll of 1 – 2, character is treated as one encumbrance level higher than normal.1d8 hrs350% chance of sickening effects being doubly intense
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