Drugs
Drugs as a Story Element
Although I will never support or condone the use of drugs, they can make for some awesome tragic story arcs or flawed characters. A character that uses drugs is potentially missing something else in their life that can only be filled with the drug. Reasons a character might take drugs:- To deal with strife, stress, or grief
- To deal with mental illness
- To fill their boredom; recreational use
- To chase the high (whether or not they are addicted)
- To fit in with others that do it (perhaps family or a social group)
- Religion/magic (especially in the world of D&D)
| Addiction Rate | Con DC | Satiation | Withdrawl |
|---|---|---|---|
| Negligible | 4 | 1 day | Disadvantage on DEX checks |
| Low | 6 | 10 days | Disadvantage on DEX checks |
| Medium | 10 | 5 days | One level of Exhaustion |
| High | 16 | 2 days | Two levels of Exhaustion initially, +1 level for each successive failed save. |
| Extreme | 20 | 1 day | Three levels of Exhaustion initially, +1 level for each successive failed save. |
| Vicious | 25 | 1 day | Four levels of Exhaustion initially, +1 level for each successive failed save. |
Using Drugs in D&D 5e
Taking a Drug: When a creature takes a drug, they must make a CON saving throw with a DC based on the drug’s Addiction DC as listed in the drug entry. On a failed saving throw, the creature becomes addicted. After this roll is made, the creature automatically becomes affected by the Side Effects of the drug. The creature may also make a CON saving throw to resist the primary effects of the drug, but the creature may opt to voluntarily fail this save if they wish. Withdrawal: When a character becomes addicted to a drug, they must make a CON saving throw with a DC based on the drug’s addiction rating (see the table above) at the end of the drug’s listed satiation period. On a failed saving throw, the character suffers symptoms of withdrawal based on the drug’s addiction rating. Every day thereafter that the character does not take the drug, the character must make another saving throw. Each new saving throw that the character makes has its DC increased by 3 each day, regardless of a previous roll’s success or failure. Withdrawal symptoms and saving throws end once the character takes another dose of the drug. Recovery: If a character makes two successful saving throws in a row for withdrawal saves, the character overcomes the addiction. However, the drug leaves a lasting impression on the character. The addiction rating for all drugs increase by one level permanently (just for that character). This represents how dangerous relapses can be, even if the character finds a new addiction.List of Drugs
All drugs here are taken from the D&D 3e Book of Vile Darkness (I didn’t add any new ones). I basically scaled their DCs down the higher they were and replaced ability damage with more 5e-friendly concepts. Drugs count as poisons for the purposes of determining immunity or resistance. Drugs can be crafted by spending half the drug’s price in materials and making an INT check using Alchemists Supplies. See a drug’s description for its crafting DC.Remove these ads. Join the Worldbuilders Guild




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