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<blockquote data-quote="Caliban" data-source="post: 7170203" data-attributes="member: 284"><p>I have a "City of Alchemists" called Kimera in my homebrew campaign setting. </p><p></p><p>A potential future plotline is going to concern alchemical drugs that are being used and abused by thugs and thieves in the city. </p><p></p><p>Here's my first attempt at one: </p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Drug Name: <em>Chrono</em></span></span></strong></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Description:</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">Temporarily alters the users sense of time, at first making them move and think faster, and then sluggish and confused as they come down. </span></span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Appearance:</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'"> A small translucent crystal that breaks into sharp shards and slivers.</span></span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Usage:</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'"> Bonus action. Dissolve the crystal under your tongue or stab yourself with the crystal and let it dissolve into your blood.</span></span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Effect: </span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">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. </span></span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Addiction</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'"><strong>: </strong>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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Addiction</strong> <strong>Effects</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'">: </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Lethargy </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">- the Slow effect now lasts (1d4+1)x10 minutes. While under the effects of Slow the user feels dreamy and euphoric.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><em>Fits and Starts </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">- 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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><em>Adrenaline Boost: </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> Whenever you take damage, you are automatically under the effects of Haste until the end of your next turn. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><em>Wasting Away</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - 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. </span></span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Dosage</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'"><strong>: </strong> Crystal: 10 doses at once (75 gp) ; Shard: 5 doses at once (40 gp); Sliver: 1 dose (10 gp)</span></span></p></blockquote><p></p>
[QUOTE="Caliban, post: 7170203, member: 284"] 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: [B][COLOR=#000000][FONT=Arial]Drug Name: [I]Chrono[/I][/FONT][/COLOR][/B] [B][COLOR=#000000][FONT=Arial]Description:[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]Temporarily alters the users sense of time, at first making them move and think faster, and then sluggish and confused as they come down. [/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Appearance:[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial] A small translucent crystal that breaks into sharp shards and slivers.[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Usage:[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial] Bonus action. Dissolve the crystal under your tongue or stab yourself with the crystal and let it dissolve into your blood.[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Effect: [/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]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. [/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Addiction[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial][B]: [/B]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial][B]Addiction[/B] [B]Effects[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial]: [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Lethargy [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]- the Slow effect now lasts (1d4+1)x10 minutes. While under the effects of Slow the user feels dreamy and euphoric.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial][I]Fits and Starts [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]- 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.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial][I]Adrenaline Boost: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] Whenever you take damage, you are automatically under the effects of Haste until the end of your next turn. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial][I]Wasting Away[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - 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. [/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Dosage[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial][B]: [/B] Crystal: 10 doses at once (75 gp) ; Shard: 5 doses at once (40 gp); Sliver: 1 dose (10 gp)[/FONT][/COLOR] [/QUOTE]
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