Awesome Stuff, All the Time
Drugs & Narcotics
Saving Throws
- Each time a player consumes a narcotic, they must make a Constitution saving throw.
- DC: Determined by the specific narcotic, increases by +1 cumulatively with each use.
- Narcotics count as poisons for racial traits and resistances.
Dependence Stages
| Stage | Effect |
|---|---|
| 1 | None |
| 2 | Disadvantage on all Constitution-based checks, saves, and skills until the next short rest |
| 3 | Disadvantage on all Constitution-based checks, saves, and skills until the next long rest |
| 4 | Dependence: While not under the effects of a narcotic, the creature suffers disadvantage on all Constitution-based checks, saves, and skills. Certain narcotics may add extra penalties. |
- Each failed save advances the stage.
- Passing prevents advancement but does not reset DC.
Recovery from Dependence
- Stage 4 requires a Full Rest (multiple long rests, DM decides).
- At the end, roll a Constitution save.
- DC = Base DC + total consumed – 1 per full day since last use.
- Success: reduce by 1 stage.
- Failure: remain the same; may retry after next Full Rest.
Addiction
Whenever a character consumes a drug, they must make a saving throw to resist addiction.
- Save Type & DC: Listed in the drug description.
- Success: No addiction; effects as normal.
- Failure: Character contracts Minor, Moderate, or Severe Addiction.
Multiple Doses
- Each additional dose while still damaged raises DC by +2 per dose.
- Applies even if already addicted.
Addiction Effects
- Minor: Ongoing ability penalties.
- Moderate: Same as Minor, plus cannot heal drug-caused damage.
- Severe: Same as Moderate, but harsher — often requires magic or long downtime.
Temporary Relief
Addiction Severity
| Severity | Save | Onset | Frequency | Effects | Cure |
|---|---|---|---|---|---|
| Minor | Variable | 1 day | 1/day | –2 Constitution | 2 consecutive saves |
| Moderate | Variable | 1 day | 1/day | –2 Constitution & Strength; cannot heal drug damage | 3 consecutive saves |
| Severe | Variable | 1 day | 1/day | –2 Dexterity, Constitution, Strength, Wisdom; cannot heal drug damage | 3 consecutive saves |
Curing Addiction
- Magic:
- Lesser Restoration, Remove Disease, or similar magic may cure addiction.
- Constitution Saves:
- Attempt after 1 day abstinence.
- DC = highest addiction DC reached.
- DC lowers by –2 per day of abstinence (to base DC).
- Failures reset progress.
Recovery:
- Mild: 2 consecutive saves.
- Severe: 3+ consecutive saves.
Relapse:
- Using the drug again resets DC and wipes all recovery progress.
