Addictive Property
This item is addictive, using or consuming it means that there is a chance that you develop a NEED to have this type of item more. Five minutes after you use one you must make a Will Save to not become addicted. Failing this saving throw means that you must add the name of the drug to your ideals and it now is something your character desires to have as much as what they normally desire. There are also serious health problems that can arise from having these substances too often.
The DC is set by the rarity of the item, a common drug would have a DC 12, and a fabled drug would have a DC 20. If a drug has cursed rarity, then the DC is increased by 10.
Perishable Property
It means that the item is depleted after a limited number of uses. After that use, the item is useless and cannot be utilized again.
Long Lasting Property
An effect that lasts until your next long rest. However, you can’t have two of these types of effects at once. If you use an item that has an effect that lasts until your next long rest and then use another, the new effect will replace the previous potion effect.
Healing Pill - Cost Varies Between 30 to 30,000+ Currency - Varying Rarity
As an interaction, you can take this pill and regain hit points. The common rarity variant of this item gives 1d4 + 1 health back. The dice and bonus increase by 2 for every rarity above common. (EX: A fabled variant would give 9d4 + 5)
Perishable, 1 Use
Rage Pill – 60 Currency - Common
As an interaction, you can take this pill and feel a whirlwind of powerful anger. You gain resistance to non-magical physical damage and advantage on strength skill checks.
Perishable, Long Lasting, 1 Use
Haste Pill - 100 Currency - Uncommon
As an interaction, you can take this pill to double your walking, climbing, and swimming speed until your next long rest.
Perishable, Long Lasting, 1 Use
Charged Pill – 110 Currency - Uncommon
As an interaction, you can take this pill to increase your damage until your next long rest. When you are rolling for damage, add +10 to the total.
Perishable, Long Lasting, 1 Use
Poison Pill – 110 Currency - Uncommon
As an interaction, you can take this pill to instantly gain the poisoned condition. This can only be cured with multiple long rests or the use of some kind of magical antidote.
Perishable, 1 Use
Curing Pill - 350 Currency - Rare
As an interaction, you can take this pill to cure yourself of a poison, disease, or curse.
(This counts as a curse removal effect)
Perishable, 1 Use
Sleep Pill - 450 Currency - Rare
As an interaction, you can take this pill and instantly fall unconscious.
Perishable, 1 Use
Focus Pill - 1500 Currency - Legendary
As an interaction, you can take this pill and gain an additional +10 to all combo skill check rolls.
Perishable, Long Lasting, 1 Use
Brain Pill - 1500 Currency – Legendary
As an interaction, you can take this pill and gain an additional +10 to all will saving throws.
Perishable, Long Lasting, 1 Use
Deadly Pill - 666,666 Currency - Fabled, Cursed
As an interaction, you can take this pill and you will instantly die.
Perishable, 1 Use
Scam Products – 3 Currency – Less Than Common, Cursed
There are drug manufacturers that make bootlegs of the most popular products that the general population frequently use. Without successful skill checks to verify the product, any other drug on this list can be this item and thanks to the cursed rarity be even more addictive. Scam versions of other drugs are either less effective or don’t grant any benefit.
Variants: Pyrite INC | Perishable, Addictive, 3 Uses
Pain Killer – 12 Currency - Common
As an interaction, you can take this drug. For the next 3 minutes you temporarily ignore the debuffs given by grievous and critical wounds, you also gain overhealth equal to a fourth of your maximum hit points. Nothing bad happens after the drug wears off, however if you take another drug before a long rest then at the end of those three minutes of the second use and beyond you gain the sick condition.
Perishable, Addictive, 3 Uses
Sleep Aid - 15 Currency - Common
You can take this drug when you’re about to take a long rest to counter non-magical effects that are preventing you from sleeping or would prevent you from the benefits of a long rest. However when you wake up you gain the disoriented condition for an hour.
Variants: Melatonin| Perishable, Addictive, 3 Uses
Depressant - 32 Currency - Common
As an interaction, you can take this drug. If you have conditions that are similar to fear, rage, or another type of heightened emotion it instantly ends. Nothing bad happens afterward however if you take another drug before a long rest then you can gain conditions like sick, disoriented, and possibly unconscious.
Perishable, Addictive, 3 Uses
Hallucinogenic - 105 Currency- Uncommon
As an interaction, you can take this drug. If you have conditions similar to bewitched or controlled, the next time you roll a saving throw against the effect you have the effect of an inspiration without having to spend one. Nothing bad happens afterward however if you take another drug before a long rest then you can gain conditions like fear, poisoned, and stunned.
Perishable, Addictive, 3 Uses
Focus Medication - 112 Currency - Uncommon
As an interaction, you can take this drug. For the next 3 minutes all concentration combo rolls are made with the effect of an inspiration without having to spend one. Nothing bad happens afterward, however if you take another drug before a long rest then you can gain conditions like poisoned, stunned, or possibly unconscious
Variants: Adderall, Focalin | Perishable, Addictive, 3 Uses
Stimulant - 871 Currency - Rare
As an interaction, you can take this drug. For the next 3 minutes you passively benefit from the dash action. Nothing bad happens afterward, however if you take another drug before a long rest then you can gain conditions like exhaustion levels, stunned, or possibly unconscious
Variants: Crack Cocaine, Ketamine | Perishable, Addictive, 3 Uses
Steroid - 872 Currency - Rare
As an interaction, you can take this drug. For the next 3 minutes all strength skill checks and saving throws are made with the effect of an inspiration without having to spend one, the use of this drug also affects strength based training. Nothing bad happens afterward, however if you take another drug before a long rest then you can gain conditions like sick, exhaustion, stunned, and shrinkage in certain areas.
Perishable, Addictive, 3 Uses