Enlightened Beans
Enlightened Beans are legal but are a controlled substance.
Enlightened Beans (Consumable Item)
Type: Rare
Consumption Time: 1 minute to eat a single bean
Duration: 1 hour
Effects:
- Caffeine Surge: Advantage on Dexterity (Acrobatics) and Constitution (Endurance) Checks: For the duration, the user has advantage on all Dexterity (Acrobatics) checks and Constitution checks related to endurance, such as maintaining a forced march or resisting exhaustion.
- Increased Movement Speed: The user’s walking speed increases by 10 feet for the duration.
- Enhanced Awareness: Advantage on Wisdom (Perception) Checks: The user has advantage on all Wisdom (Perception) checks, making them more alert to their surroundings.
- Focused Mind: Advantage on Intelligence Checks and Saving Throws: For the duration, the user has advantage on all Intelligence checks and saving throws, reflecting heightened mental acuity and focus.
- Caffeine Crash (Aftereffect): Exhaustion: After the effect wears off, the user must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
- Preparation: By brewing the beans into a special drink, the effects can be shared among up to 4 creatures. The preparation time is 10 minutes.
- Effect Duration: 1 hour
- Effects: Each creature that drinks the Enlightened Brew gains the same benefits as consuming a single bean, but the aftereffect Constitution saving throw DC is reduced to 13.
- Preparation: When used as an ingredient in cooking or potion-making, the beans can enhance the final product.
- Effects: Any consumable item made with the beans grants the user advantage on the next skill check or saving throw made within the next hour. Additionally, the item has a pleasant, invigorating taste.
- Addictive Potential: Frequent use of the Enlightened Beans can lead to dependency. After consuming the beans three times within a week, the user must make a DC 10 Wisdom saving throw or develop a craving for the beans, requiring another dose within 24 hours or suffer disadvantage on all skill checks and saving throws until they consume another bean or go a full week without it.
- Overdose Risk: Consuming more than one bean within an hour is dangerous. For each additional bean consumed, the user must make a DC 18 Constitution saving throw or suffer 2d6 poison damage and an additional level of exhaustion.
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