Are there any consumables that function as addictive (psychedelic) drugs?Are there any guidelines for...

Download, install and reboot computer at night if needed

Are there any consumables that function as addictive (psychedelic) drugs?

Is Social Media Science Fiction?

Compute hash value according to multiplication method

Why is an old chain unsafe?

Is it tax fraud for an individual to declare non-taxable revenue as taxable income? (US tax laws)

A Journey Through Space and Time

Why is this code 6.5x slower with optimizations enabled?

What makes Graph invariants so useful/important?

Should I join office cleaning event for free?

Why don't electromagnetic waves interact with each other?

How is it possible to have an ability score that is less than 3?

The use of multiple foreign keys on same column in SQL Server

Do airline pilots ever risk not hearing communication directed to them specifically, from traffic controllers?

Email Account under attack (really) - anything I can do?

Modification to Chariots for Heavy Cavalry Analogue for 4-armed race

When blogging recipes, how can I support both readers who want the narrative/journey and ones who want the printer-friendly recipe?

"which" command doesn't work / path of Safari?

Why has Russell's definition of numbers using equivalence classes been finally abandoned? ( If it has actually been abandoned).

N.B. ligature in Latex

Why CLRS example on residual networks does not follows its formula?

Copenhagen passport control - US citizen

TGV timetables / schedules?

How to type dʒ symbol (IPA) on Mac?



Are there any consumables that function as addictive (psychedelic) drugs?


Are there any guidelines for awarding inspiration?Are there any rules that specify a class' alignment?Are there any rules that specify that a player must roleplay their characters stats?Are There Any Mechanics for Removing Possession?Are there any official adventures that are supposed to end on level 20?Are there any non-evil Faerûnian deities that are against dragons?Are there any spells that do not have any components?Are there any spells or other effects that remove intoxication?Are there any spells that can invoke multiple concentration checks?Are there any monsters that consume a player character?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{ margin-bottom:0;
}







6












$begingroup$


Long story short



Today a PC in a homebrew campaign that I DM tried out a natural drug that he found and heard about: Flashberries. In my world it's believed to be a psychedelic drug and those who use it, become delusional: they claim to "see magic" and some say they can even interact with it. The use of arcane arts is commonly believed to not exist at all, while in actuality, arcane magic is very real (but successfully propagated against). When you consume a berry you actually are able to see the weave very clearly, and possibly even interact with it.



The party and a select few NPCs are aware of the reality of magic's existence. So after today's events, it's looking like Flashberries will play a big role in my campaign.



Question



Does D&D 5e cover any consumables that function as addictive (psychedelic) drugs? If so, does it mention positive and negative effects?



If addictive drugs already exist in any of the books I could use (some of) the mechanics as inspiration while homebrewing these Flashberries. For now I'm only interested in what the books already have to offer.










share|improve this question











$endgroup$












  • $begingroup$
    The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
    $endgroup$
    – GcL
    3 hours ago










  • $begingroup$
    @GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
    $endgroup$
    – Vadruk
    3 hours ago




















6












$begingroup$


Long story short



Today a PC in a homebrew campaign that I DM tried out a natural drug that he found and heard about: Flashberries. In my world it's believed to be a psychedelic drug and those who use it, become delusional: they claim to "see magic" and some say they can even interact with it. The use of arcane arts is commonly believed to not exist at all, while in actuality, arcane magic is very real (but successfully propagated against). When you consume a berry you actually are able to see the weave very clearly, and possibly even interact with it.



The party and a select few NPCs are aware of the reality of magic's existence. So after today's events, it's looking like Flashberries will play a big role in my campaign.



Question



Does D&D 5e cover any consumables that function as addictive (psychedelic) drugs? If so, does it mention positive and negative effects?



If addictive drugs already exist in any of the books I could use (some of) the mechanics as inspiration while homebrewing these Flashberries. For now I'm only interested in what the books already have to offer.










share|improve this question











$endgroup$












  • $begingroup$
    The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
    $endgroup$
    – GcL
    3 hours ago










  • $begingroup$
    @GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
    $endgroup$
    – Vadruk
    3 hours ago
















6












6








6





$begingroup$


Long story short



Today a PC in a homebrew campaign that I DM tried out a natural drug that he found and heard about: Flashberries. In my world it's believed to be a psychedelic drug and those who use it, become delusional: they claim to "see magic" and some say they can even interact with it. The use of arcane arts is commonly believed to not exist at all, while in actuality, arcane magic is very real (but successfully propagated against). When you consume a berry you actually are able to see the weave very clearly, and possibly even interact with it.



The party and a select few NPCs are aware of the reality of magic's existence. So after today's events, it's looking like Flashberries will play a big role in my campaign.



Question



Does D&D 5e cover any consumables that function as addictive (psychedelic) drugs? If so, does it mention positive and negative effects?



If addictive drugs already exist in any of the books I could use (some of) the mechanics as inspiration while homebrewing these Flashberries. For now I'm only interested in what the books already have to offer.










share|improve this question











$endgroup$




Long story short



Today a PC in a homebrew campaign that I DM tried out a natural drug that he found and heard about: Flashberries. In my world it's believed to be a psychedelic drug and those who use it, become delusional: they claim to "see magic" and some say they can even interact with it. The use of arcane arts is commonly believed to not exist at all, while in actuality, arcane magic is very real (but successfully propagated against). When you consume a berry you actually are able to see the weave very clearly, and possibly even interact with it.



The party and a select few NPCs are aware of the reality of magic's existence. So after today's events, it's looking like Flashberries will play a big role in my campaign.



Question



Does D&D 5e cover any consumables that function as addictive (psychedelic) drugs? If so, does it mention positive and negative effects?



If addictive drugs already exist in any of the books I could use (some of) the mechanics as inspiration while homebrewing these Flashberries. For now I'm only interested in what the books already have to offer.







dnd-5e






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 2 hours ago









Rubiksmoose

60.8k10292448




60.8k10292448










asked 3 hours ago









VadrukVadruk

2,91311565




2,91311565












  • $begingroup$
    The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
    $endgroup$
    – GcL
    3 hours ago










  • $begingroup$
    @GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
    $endgroup$
    – Vadruk
    3 hours ago




















  • $begingroup$
    The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
    $endgroup$
    – GcL
    3 hours ago










  • $begingroup$
    @GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
    $endgroup$
    – Vadruk
    3 hours ago


















$begingroup$
The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
$endgroup$
– GcL
3 hours ago




$begingroup$
The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
$endgroup$
– GcL
3 hours ago












$begingroup$
@GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
$endgroup$
– Vadruk
3 hours ago






$begingroup$
@GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
$endgroup$
– Vadruk
3 hours ago












1 Answer
1






active

oldest

votes


















2












$begingroup$

Not in the official rules



The closest that 5e has to drug rules are those for poisons, where they give some example poisons. Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start.



In addition to this the madness rules laid out in the DMG state:




Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness.




A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:




The character experiences vivid hallucinations and has disadvantage on ability checks.




and




The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.




and




The character loses the ability to speak.




Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol (eg you are unable to communicate intelligibly with others, etc)



Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides.



The third party product Tal'Dorei Campaign Setting contains some rules for three drugs



While not an official Wizards of the Coast product it has been written by a well regarded DM who has consulted for WoTC on a number of their D&D products in the past.



On page 55 of the Tal'Dorei Campaign Setting there is a block of rules for three homebrewed drugs (in the Dangerous Contraband sidebar)



In particular the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the weave" drug.






share|improve this answer











$endgroup$














    Your Answer





    StackExchange.ifUsing("editor", function () {
    return StackExchange.using("mathjaxEditing", function () {
    StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
    StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
    });
    });
    }, "mathjax-editing");

    StackExchange.ready(function() {
    var channelOptions = {
    tags: "".split(" "),
    id: "122"
    };
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function() {
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled) {
    StackExchange.using("snippets", function() {
    createEditor();
    });
    }
    else {
    createEditor();
    }
    });

    function createEditor() {
    StackExchange.prepareEditor({
    heartbeatType: 'answer',
    autoActivateHeartbeat: false,
    convertImagesToLinks: false,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: null,
    bindNavPrevention: true,
    postfix: "",
    imageUploader: {
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    },
    noCode: true, onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    });


    }
    });














    draft saved

    draft discarded


















    StackExchange.ready(
    function () {
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f144746%2fare-there-any-consumables-that-function-as-addictive-psychedelic-drugs%23new-answer', 'question_page');
    }
    );

    Post as a guest















    Required, but never shown

























    1 Answer
    1






    active

    oldest

    votes








    1 Answer
    1






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    2












    $begingroup$

    Not in the official rules



    The closest that 5e has to drug rules are those for poisons, where they give some example poisons. Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start.



    In addition to this the madness rules laid out in the DMG state:




    Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness.




    A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:




    The character experiences vivid hallucinations and has disadvantage on ability checks.




    and




    The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.




    and




    The character loses the ability to speak.




    Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol (eg you are unable to communicate intelligibly with others, etc)



    Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides.



    The third party product Tal'Dorei Campaign Setting contains some rules for three drugs



    While not an official Wizards of the Coast product it has been written by a well regarded DM who has consulted for WoTC on a number of their D&D products in the past.



    On page 55 of the Tal'Dorei Campaign Setting there is a block of rules for three homebrewed drugs (in the Dangerous Contraband sidebar)



    In particular the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the weave" drug.






    share|improve this answer











    $endgroup$


















      2












      $begingroup$

      Not in the official rules



      The closest that 5e has to drug rules are those for poisons, where they give some example poisons. Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start.



      In addition to this the madness rules laid out in the DMG state:




      Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness.




      A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:




      The character experiences vivid hallucinations and has disadvantage on ability checks.




      and




      The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.




      and




      The character loses the ability to speak.




      Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol (eg you are unable to communicate intelligibly with others, etc)



      Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides.



      The third party product Tal'Dorei Campaign Setting contains some rules for three drugs



      While not an official Wizards of the Coast product it has been written by a well regarded DM who has consulted for WoTC on a number of their D&D products in the past.



      On page 55 of the Tal'Dorei Campaign Setting there is a block of rules for three homebrewed drugs (in the Dangerous Contraband sidebar)



      In particular the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the weave" drug.






      share|improve this answer











      $endgroup$
















        2












        2








        2





        $begingroup$

        Not in the official rules



        The closest that 5e has to drug rules are those for poisons, where they give some example poisons. Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start.



        In addition to this the madness rules laid out in the DMG state:




        Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness.




        A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:




        The character experiences vivid hallucinations and has disadvantage on ability checks.




        and




        The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.




        and




        The character loses the ability to speak.




        Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol (eg you are unable to communicate intelligibly with others, etc)



        Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides.



        The third party product Tal'Dorei Campaign Setting contains some rules for three drugs



        While not an official Wizards of the Coast product it has been written by a well regarded DM who has consulted for WoTC on a number of their D&D products in the past.



        On page 55 of the Tal'Dorei Campaign Setting there is a block of rules for three homebrewed drugs (in the Dangerous Contraband sidebar)



        In particular the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the weave" drug.






        share|improve this answer











        $endgroup$



        Not in the official rules



        The closest that 5e has to drug rules are those for poisons, where they give some example poisons. Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start.



        In addition to this the madness rules laid out in the DMG state:




        Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness.




        A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:




        The character experiences vivid hallucinations and has disadvantage on ability checks.




        and




        The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.




        and




        The character loses the ability to speak.




        Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol (eg you are unable to communicate intelligibly with others, etc)



        Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides.



        The third party product Tal'Dorei Campaign Setting contains some rules for three drugs



        While not an official Wizards of the Coast product it has been written by a well regarded DM who has consulted for WoTC on a number of their D&D products in the past.



        On page 55 of the Tal'Dorei Campaign Setting there is a block of rules for three homebrewed drugs (in the Dangerous Contraband sidebar)



        In particular the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the weave" drug.







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited 2 hours ago

























        answered 2 hours ago









        illustroillustro

        8,80622673




        8,80622673






























            draft saved

            draft discarded




















































            Thanks for contributing an answer to Role-playing Games Stack Exchange!


            • Please be sure to answer the question. Provide details and share your research!

            But avoid



            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.


            Use MathJax to format equations. MathJax reference.


            To learn more, see our tips on writing great answers.




            draft saved


            draft discarded














            StackExchange.ready(
            function () {
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f144746%2fare-there-any-consumables-that-function-as-addictive-psychedelic-drugs%23new-answer', 'question_page');
            }
            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            Popular posts from this blog

            “%fieldName is a required field.”, in Magento2 REST API Call for GET Method Type The Next...

            How to change City field to a dropdown in Checkout step Magento 2Magento 2 : How to change UI field(s)...

            變成蝙蝠會怎樣? 參考資料 外部連結 导航菜单Thomas Nagel, "What is it like to be a...