The watchers help (WH) is a popular plant used among watchmen and solders to keep them awake and attentive. also popular among assassins. Chewing one seed is enough to keep a man awake for 3 hours or a soldier in the middle of a battle fighting for 30 minuets.
The WH has a thin green bamboo like stem with small branching arms leading to the seeds. It is only found in the desert lands which explains its form of reproduction (see life cycle). the stem and roots are inedible and are similar to bamboo in their structure. the seeds are dark green and are egg shaped.
The seeds of the WH are found on the end of its shoots. The seed are dark green and are very attractive to animals. Once the seeds are bitten into it releasing a solution made of pure energy which will cause a small animal to become hyper and overexert themselves causing exhaustion and dehydration and the added desert environment causes small animals to die.
once the animal is dead the plant will start to sprout its roots and grow through the animals carcass and into the ground. The WH will then leach of the body until it can grow its seeds and runs out of nutrients. The stem will then dry out and will hold the seeds in the air. the plant will die out if it no longer has access to nutrients. However the seeds will stay dormant until they are eaten.
when planting WH the seed can be fed to a small animal which will then tire itself out and die of exhaustion at which time the seed will begin to sprout its roots through the corpse and into the ground. Alternatively the seed can be placed into meat and the seed will immediately begin sprouting roots and can be planted into the ground.
Once planted the WH plant no longer needs to gain its nutrients from meat and will instead use photosynthesis and the water from the ground to gain its nutrients.
The WH has evolved to keep producing seeds until its nutrients runs out so it will often grow up to 10 seeds at a time. If it has grown 10 and still has nutrients it will 'drop' its seeds and begin to grow more. Once WH is fully grown it only needs access to water and sunlight to keep producing seeds which means WH is very easy to farm.
A single WH seed has enough energy in it to keep a human awake for 3 hours when chewed and the body will naturally absorb and store the energy over time. Using the seeds to remain awake holds no risk to a human however continued use is not advised.
During extreme sports or during fights the WH has enough energy for the user to go 30 minuets before feeling tiered
The only person to have access to enough WH to stay awake almost indefinitely is Cassius Lohef. The side effects of staying awake that Cassius exhibits is a pronounced paranoia and mistrust of people as well as terrible eyesight meaning he cannot remember peoples faces but he can remember names just fine. it is unsure currently how long Cassius Lohef has gone without sleep, he cant remember himself. in the past however he has lasted round 10 days before he has passed out and been taken back to his home and treated. The repetition of this cycle has left him with his current neurological conditions.
He also tested WH on a small number of his slaves who were able to work harder for longer. Cassius forced them to continue to use WH and due to the lack of rest and the desert climate many of them died of exhaustion often lasting no longer than 3 days.
WH is not addictive however the affects it gives can be addictive.
In world use
currently WH is cultivated by Cassius Lohef who has a monopoly of the growing and distribution of WH. It is possible for the player characters to grown and sell WH. however after a certain amount of time Cassius Lohef will find out and can send a assassin or bounty hunter to ensure he keeps the monopoly on the plant.
In game use
(I am very new to DND and do not know all the rules so these are more guidelines then rules)
Using the WH during combat allows a character to take an extra action each turn.
If the character uses magic they may pick to gain either a extra action or a level spell slot (which levels are up to DM's discretion) .
once: The player is not able to use a short rest for the next 3 hours if they were out of combat and are not partaking in strenuous activity(E.G. hiking, running, sports etc.) if the character is partaking is strenuous activity then they cannot use a short rest for 30 minuets after the activity has begun.
2-3 times consecutively:
same as above however they may not be able to use a long rest due to being 'buzzed' up (DM's discretion.
If a character continues to use WH they may show symptoms of sleep deprivation. The next part is up to the DM but I suggest the effects of continuously using WH are shown as negative. Some examples are shown below and are based on various symptoms of sleep deprivation. However all symptoms can be cured by stopping use of WH and , depending on how long the character has been using WH, partaking in one or 2 long rest to remove all symptoms.
Continuous use of the WH may cause sight problems causing the player to roll at a disadvantage for all perception checks and any check needing eyesight.
The characters brain may become cloudy causing the to roll disadvantage on intelligence and wisdom checks.
The character may find it difficult to be able to feel things they are touching causing them to roll a disadvantage for dexterity checks.