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)
Try to tie the drug use to your character's story, whether through their flaws, traits, bonds, or their ideals. If you plan for your character to tragically fall, their spiral into addiction can be a real mechanical way to track that and roleplay accordingly. The process of withdrawal can also be treated as a path to redemption in your story arc. The temptation of drugs after freeing oneself from addiction can be used to represent the character's past, bringing up memories when that temptation arises once more.
As a DM, introducing a character that uses or abuses drugs can hint that something in that NPC's past might be the culprit. It adds a layer of depth ranging from a hint of mystery to a sea of tragedy. Offering drugs to player characters (through NPCs or simply acknowledging their existence in your setting) could be symbolic of temptation or looming evil. Any player that takes this offer is giving you, as a DM, a great opportunity to tilt that PC's story arc. Single out that character for moral decisions or climactic moments and see whether the player's choices or die rolls cause them tragically fall or be redeemed. It sounds sadistic, but it will add drama to your story.
From a symbolic standpoint, drugs represent evil, vice, and pleasurable temptation. Throughout history, they have also come to be associated with magic and witchcraft. The visions presented through hallucinogens, the euphoria of uppers, and the meditative state of downers could often be seen as magic. Weaker drugs might be used by religious figures in your campaign world. Stronger drugs are more likely to be used in evil rituals to dark or forbidden gods. The use of drugs in magic, metaphorically, represents that magic is greater than mortals. The drugs help the caster reach an "enhanced" mental or physical state to be able to channel the magic. Thus, drugs in magic in D&D heightens the drama of particularly meaningful or powerful spells. Again though, this is usually associated with evil. I mean, it's from the Book of Vile Darkness, after all.
Addiction Table for D&D 5e
Addiction Rating: How addictive the drug is.
CON DC: The Difficulty Class of the Constitution saving throw made to resist addiction and withdrawal symptoms. When resisting withdrawal, this DC increases by 3 every day after the first satiation period.
Satiation: How much time can pass without the drug before an addicted character must make a saving throw to resist withdrawal symptoms.
Withdrawal Effects: When the character fails their first withdrawal saving throw, they become affected by the effects here until they can get access to the drug once more. For effects that grant multiple levels of exhaustion, this only counts for the first failed withdrawal save. After that, each failed save only imparts one level of exhaustion.
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.
Agony (Liquid Pain): This thick, reddish-brown liquid is the distilled essence of pain, captured through special magical processes. It is sought after by outsiders and extreme masochists, as well as torturers seeking to ply their trade more efficiently.
Delivery: Ingested
Addiction DC: 17
Addiction Rating: Extreme
Primary Effect: User is stunned for 1d4+1 rounds and can’t move except by using their Action for 1d6 minutes afterward. The character then gains advantage on CHA checks for 1 hour.
Side Effects: Feelings of intense pleasure that last for 1d4 hours.
Overdose: If more than one dose is taken in a 24-hour period, the user must make a DC 17 CON saving throw or fall unconscious for 1d4 hours.
Crafting DC: 20
Price: 200 gp
Baccaran: A pasty substance that is dried and kept as a powder or sometimes as a paste. It has numerous, difficult to obtain ingredients, and acts as a mild hallucinogen.
Delivery: Ingested
Addiction DC: 13
Addiction Rating: Low
Primary Effect: Disadvantage on STR checks until you finish a long rest. You gain advantage on WIS checks for 30 minutes.
Side Effects: You have a -3 penalty on saving throws against illusions for 2d4 hours after using this mild hallucinogen.
Overdose: If more than one dose is taken in a 24-hour period, the user immediately takes 2d6 psychic damage and the side effect is doubled in penalty and duration.
Crafting DC: 18
Price: 10 gp
Devilweed: Wyssin plant leaves are dried and rolled for smoking like tobacco.
Delivery: Inhaled
Addiction DC: 14
Addiction Rating: Low
Primary Effect: The creature’s WIS score is decreased by 1 until they finish a long rest. The creature’s STR score is increased by 2 for 1d3 hours. If this would bring a character’s STR above their normal maximum of 20, it is increased by 1 instead.
Side Effects: Creatures under the effects of devilweed becomes skittish and has disadvantage on attack rolls, saving throws, and skill checks.
Overdose: None.
Crafting DC: 18
Price: 6 gp
Luhix: Luhix is made from the powdered stalks of luhix plants, which only grow in the Abyss. It is normally sprinkled onto bleeding wounds, which are then sealed with bandages or magical healing.
Delivery: Injury
Addiction DC: 22
Addiction Rating: Vicious
Primary Effect: For the first minute, the creature gains disadvantage on all rolls. After that, the creature then gains a +2 bonus to all ability scores for 1d2 hours, even if this would increase an ability score beyond the normal maximum of 20.
Side Effects: The user is afflicted with intense, wracking pain for the first minute after application. After this, the user is then immune to all pain (including magical effects). The user takes damage as normal, but may not react normally to that damage.
Overdose: Users who take more than one dose of luhix in 24 hours must make a DC 20 CON save or die in indescribable agony.
Crafting DC: 25
Price: 2,000 gp
Mordayn Vapor (Dreammist): Made from the ground leaves of a rare herb found deep in tropical forests, the highly potent mordayn is taken by steeping a small amount in hot water, and then inhaling the vapors from the resultant tea. Raw mordayn powder and mordayn-tainted water are a deadly poison, and taking either immediately results in the effects of an overdose. Dreammist is well-known for the beautiful visions it induces and the deadly peril that can come from its sinister embrace.
Delivery: Inhaled
Addiction DC: 15
Addiction Rating: High
Primary Effect: Visions of incredible, mind-boggling beauty enthrall the user for 30 minutes. During this time, the user has a 50% chance to lose any attempted action. For 24 hours afterward, the creature gains disadvantage on WIS and CON saving throws and skill checks.
Side Effects: Compared to the poignant beauty of the visions induced by dreammist, a user's normal life seems drab and futile in comparison, leading users to desire more doses as quickly as possible. When the visions wear off, the user must succeed at a DC 15 WIS save or be compelled (similar to the effects of a suggestion spell) to do whatever is necessary to obtain another dreammist dose. This compulsion lasts for 1d4 hours before fading.
Overdose: If two doses are taken within the space of an hour, or if raw mordayn or mordayn tea are ingested, the drug becomes a deadly poison (Creature must make a DC 17 CON saving throw each round. If the creatures fails a total of three saving throws, they die. If the creature succeeds at three saving throws, the creature survives but becomes poisoned for 2d4 days). Regular Mordayn users regularly throw out the tea immediately after inhaling to be sure to prevent an overdose.
Crafting DC: 18
Price: 200 gp
Mushroom Powder: Derived from a rare blue mushroom, this powder is inhaled to produce a state of mild hallucination and heightened awareness. Many magic users favor mushroom powder.
Delivery: Inhaled
Addiction DC: 13
Addiction Rating: Medium
Primary Effect: The creature gains a +2 bonus to their INT and CHA scores for 1 hour.
Side Effects: As a mild hallucinogen, the creature gains disadvantage on WIS, STR, and CON checks for 2d4 hours.
Overdose: If more than one dose is taken in a 12-hour period, the user takes 2d6 points of psychic damage. Using it more than three times in any 24-hour period deals 4d6 points of psychic damage and paralyzes the user for 2d4 hours.
Crafting DC: 21
Price: 100 gp
Redflower Leaves: These crushed leaves from a tiny red bog flower are known for their ability to heighten hand-eye coordination.
Delivery: Ingested
Addiction DC: 10
Addiction Rating: Low
Primary Effect: A creature under the effects of redflower leaves may spend all of their movement during their turn focus total attention on a single target. The user’s next attack made that round against the focused creature has a +2 bonus to the attack roll. This ability lasts for 10 minutes.
Side Effects: None.
Overdose: Taking a second dose before the effects of the first has worn off causes the user to be poisoned for 10 minutes.
Crafting DC: 22
Price: 300 gp
Sannish: A bluish liquid distilled from the milk of wolves and a powdered desert plant. Sannish is known to cause a pleasant state of euphoria, which, along with its relatively cheap price, makes it rather popular. Addicts are easily spotted by the permanent blue stains on their lips.
Delivery: Ingested
Addiction DC: 9
Addiction Rating: Â Medium
Primary Effect: The creature gains disadvantage on WIS checks until they finish a long rest. The user becomes numbed to pain for 1d4 hours, and is immune to pain-induced penalties (magic or otherwise) and the Stunned condition.
Side Effects: While the drug is in effect, the user has disadvantage on all initiative checks.
Overdose: A second dose taken while the first is still in effect causes a numbing stupor for 2d4 hours. Until this stupor wears off, the user has their movement speed halved and is poisoned.
Crafting DC: 16
Price: 15 gp
Terran Brandy: A potent magical alcohol distilled from the essence of dying fey. It is favored by the most heartless of spellcasters of all types.
Delivery: Ingested
Addiction DC: 17
Addiction Rating: Low
Primary Effect: The user gains +1 on spell attacks and their spell save DC is increased by 1 for 30 minutes. The creature gains disadvantage on CON saving throws until they finish a long rest.
Side Effects: None.
Overdose: If more than one dose is taken in an 8-hour period, the user’s max HP is reduced by 2d6. A Greater Restoration or similar spell will end this effect.
Crafting DC: 25
Price: 500 gp
Vodare: An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute its awful taste. It is made from the crushed petals of the vodare flower, which grows only on the graves or in places of death. It creates a sense of mild euphoria and fierce confidence in those who ingest it.
Delivery: Ingested
Addiction DC: 12
Addiction Rating: High
Primary Effect: for 1d4 hours, the user gains advantage on Intimidation checks and saving throws against effects that would impose the Frightened condition. The creature also gains disadvantage on Persuasion and Deception checks for 2d4 hours.
Side Effects: None besides the mild euphoria and fierce confidence, which may lead users to more extreme, foolhardy actions than normal.
Overdose: If more than one dose is taken in a 4-hour period, the user becomes paralyzed indefinitely unless a DC 14 CON save is made.
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More Experiments, Less Shenanigans. Also, More Slender.
My last few posts, which I took the time to type instead of just looking for interesting content (pftt, effort? Not ever day) and reblogging, were summaries of the characters I've played enough to really get to know as well as a couple other characters who seemed significant. Many of my favourite characters and/or builds I've never been able to play. Perhaps my favourite would be a character I built to resemble Slenderman. This was another 3e build.
I started with a human for the bonus feat. Knowing I might become useless in many regions due to specialization I wasn't afraid to use some Unearthed Arcana flaws to pick up the extra two feats I needed. If I remember correctly most of the feats were from the Book of Vile Darkness (such a beautiful book, 3.0 unfortunately but we were playing with any books available) and a couple from the 3.5 upgrade Hero's of Horror. There was the mutilation feat, which allowed for other mutilation feats. One was my body had been stretched well over seven feet tall, and my arms as well. This gave me a longer reach. My hands had been broken, graphed, altered and made into a tool; essentially claws in exchange for a negative on Dex checks. This also turned my hands into an effective weapon dealing 1d6 damage. Improved trip was in there too, I'm feeling I'm going to need to find my paper for this character to post the other feats for that's all that's coming to mind.
As for an outfit and general appearance: pale skin, dark eyes, and black fine clothes. A small black backpack held a few visible toys such as a sickle, while my hand held a scythe (what's more evil than a sickle and a scythe?). When I spoke for this character I used a voice which accentuated 's' 'c' 'k' 'x' and elongated vowels when it seemed appropriate. My speech mannerism was built on getting the job done, suggesting morally terrible actions, and murmuring possible threats. The rest was left open ended as I could leave it. My goal was for the other characters to build an image, which was rather uniform after discussing it with them. I feel I succeeded in building a character and not just a character build.
As for class I was a Cleric of Darkness and Artifice. This made for some nice 'n evil resembling magic and easier crafting, which came in handy for one of my specializations which I'll mention soon. The cleric spells were a nice bonus for many of them were touch spells. What happens when you have touch spells, improved trip, reach, and an effective unarmed attack? Attacks of opportunity for days. When someone got close and I didn't swing at them with the extra range granted by having reach and a reach weapon, I could make an opportunity attack. Inflict 'x' wounds, +1d6 slashing, plus a free trip attempt (I'm not sure if this is a situation where the free trip was permitted according to RAW but the DM allowed it). Not much got close to me.
Now that I've built an appearance, mannerism, weapon set, series of feats, and picked a class which would allow me to exersize these all well, there was still lots of room for specialization of skills. Craft (Poison) was an easy choice. Not only is poison crafting the best crafting for money making, but it seemed to be just one more potentially evil feature to add. Finding all the rules in one place in a book was difficult but a few guides exist across popular forums. Lots of notes, double checking books, and asking the DM what I could and couldn't reasonably expect to find if I were to look for (this was one of the big flaws of poison which I'll discuss in another post dedicated more to the topic) lead to a good understanding of the aspect of game; which became more and more disappointing with more research. I stuck to it however, and carried around what was needed to whip up a mean brew (given I had four to eight hours of free time, could hit the target, and not kill it before the poison was actually useful).
Actual events from this character are few and far between. In fact there may be more content in the introductory write up I created for him than there was actual game play. I'll dig up that write up one day soon. Until then, how many characters have you poured hours into only to use for one session?
Crunchwise, I found the Book of Vile Darkness kinda disappointing. Not in the sense that there wasn't anything powerful, but that there was nothing especially exciting in it, mechanically, other than vile damage, which came in pitiful quantities.
That said, the soul eater PRC was pretty damn cool.