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Burn

Drug, illegal

Description: Burn appears as a fine, crystalline powder that emits a constant green glow. When jareth and mareth are combined through dangerous alchemical processes, they create this highly addictive narcotic that has become the economic backbone of Luminar's criminal underworld.

Usage: A creature can consume Burn by inhaling, placing it under the tongue, drinking it dissolved in liquid, or applying it topically. The method of consumption affects the intensity and duration of effects.

Effects: When a creature consumes Burn, they experience an intense burning sensation throughout their body along with by euphoria. For the next 2d4 hours, the creature gains the following effects:

  • Advantage on saving throws against being frightened
  • Resistance to cold damage
  • The creature's eyes glow with green light, providing dim light in a 5-foot radius
  • The creature feels no pain from existing injuries (does not restore hit points)

Side Effects: During the effect duration, the creature has disadvantage on Wisdom (Perception) checks and Constitution saving throws.

Addiction: Each time a creature uses Burn, they must make a DC 15 Constitution saving throw. On a failure, they become addicted. The DC increases by 1 for each previous use within the past month.

Withdrawal: An addicted creature that goes 24 hours without Burn must make a DC 15 Constitution saving throw each day. On a failure, they suffer one level of exhaustion that cannot be removed by rest until they consume Burn or succeed on three consecutive saves.

Cost: 5-50 gp per dose depending on quality and availability

Rarity: Common in Luminar's Undercity, rare elsewhere


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