I have a "City of Alchemists" called Kimera in my homebrew campaign setting.
A potential future plotline is going to concern alchemical drugs that are being used and abused by thugs and thieves in the city.
Here's my first attempt at one:
Drug Name: Chrono
Description:Temporarily alters the users sense of time, at first making them move and think faster, and then sluggish and confused as they come down.
Appearance: A small translucent crystal that breaks into sharp shards and slivers.
Usage: Bonus action. Dissolve the crystal under your tongue or stab yourself with the crystal and let it dissolve into your blood.
Effect: Each dose gives you the effect of the Haste spell for 1d4+1 rounds and advantage on Intelligence checks during that time. Multiple doses increase the duration. After the effect wears off the user is under the effects of Slow for 1d4+1 minutes and has disadvantage on Intelligence checks during that time.
Addiction: DC 11 Wisdom save when the Haste wears off. +1 to DC for each additional dosage in a 24 hour period. While addicted must make a new Wisdom save after every short or long rest or feel compelled to take another dose, or seek out the drug if you don’t have any.
Addiction Effects: Lethargy - the Slow effect now lasts (1d4+1)x10 minutes. While under the effects of Slow the user feels dreamy and euphoric.
Fits and Starts - Out of combat you have a 25% chance of being under the effects of Haste instead of Slow every few seconds. Addicts move in a jerky, stop motion fashion as they alternately slow down and speed up.
Adrenaline Boost: Whenever you take damage, you are automatically under the effects of Haste until the end of your next turn.
Wasting Away - After the Slow effect ends, make a DC 11 Con save, +1 to the DC for every dose taken within the last 48 hours. On a failed save, take 1 point of Con damage. This damage is only healed with a Greater Restoration, or it heals 1 point for each week you abstain from the drug.
Dosage: Crystal: 10 doses at once (75 gp) ; Shard: 5 doses at once (40 gp); Sliver: 1 dose (10 gp)
A potential future plotline is going to concern alchemical drugs that are being used and abused by thugs and thieves in the city.
Here's my first attempt at one:
Drug Name: Chrono
Description:Temporarily alters the users sense of time, at first making them move and think faster, and then sluggish and confused as they come down.
Appearance: A small translucent crystal that breaks into sharp shards and slivers.
Usage: Bonus action. Dissolve the crystal under your tongue or stab yourself with the crystal and let it dissolve into your blood.
Effect: Each dose gives you the effect of the Haste spell for 1d4+1 rounds and advantage on Intelligence checks during that time. Multiple doses increase the duration. After the effect wears off the user is under the effects of Slow for 1d4+1 minutes and has disadvantage on Intelligence checks during that time.
Addiction: DC 11 Wisdom save when the Haste wears off. +1 to DC for each additional dosage in a 24 hour period. While addicted must make a new Wisdom save after every short or long rest or feel compelled to take another dose, or seek out the drug if you don’t have any.
Addiction Effects: Lethargy - the Slow effect now lasts (1d4+1)x10 minutes. While under the effects of Slow the user feels dreamy and euphoric.
Fits and Starts - Out of combat you have a 25% chance of being under the effects of Haste instead of Slow every few seconds. Addicts move in a jerky, stop motion fashion as they alternately slow down and speed up.
Adrenaline Boost: Whenever you take damage, you are automatically under the effects of Haste until the end of your next turn.
Wasting Away - After the Slow effect ends, make a DC 11 Con save, +1 to the DC for every dose taken within the last 48 hours. On a failed save, take 1 point of Con damage. This damage is only healed with a Greater Restoration, or it heals 1 point for each week you abstain from the drug.
Dosage: Crystal: 10 doses at once (75 gp) ; Shard: 5 doses at once (40 gp); Sliver: 1 dose (10 gp)