Drugs & Addiction
Drugs are alchemical items that grant short-term benefits at the cost of ability damage and the risk of addiction. These rules cover everything from a drinking contest at a tavern to the soul-scouring depths of a severe dependency — useful for gritty campaigns, villain motivation, or encounters with decadent NPCs.
How Drugs Work
When a character takes a drug, three things happen simultaneously:
- They gain the drug's beneficial effect immediately.
- They take the listed ability damage (representing side effects and how long the drug remains active — 1 point of ability damage = ~1 day in the system).
- They make a Fortitude save to resist becoming addicted.
Taking multiple doses simultaneously rarely adds extra benefit, but stacking doses as the previous wears off renews the effect while increasing both ability damage and the addiction save DC (+2 per dose taken while still suffering ability damage from a previous one).
Craft (alchemy) can produce drugs. The DC to craft a drug equals its addiction DC. Rolling a natural 1 on the Craft check while making a drug exposes the crafter to it.
Alcohol follows simpler rules. A character can safely consume 1 + (Con modifier × 2) drinks. Each drink beyond that causes the sickened condition for 1 hour.
Exotic or unusually potent alcohol may be treated as a drug with its own stat block. Regular alcohol abuse can eventually cause a moderate addiction.
Addiction
Addiction is a disease with three severity levels. Each imposes a persistent ability score penalty that lasts for as long as the character has the disease. While actively benefiting from the drug, the addiction's penalties are suppressed — they return as soon as the drug's effect expires.
- Onset
- 1 day
- Frequency
- 1/day
- Effect
- −2 Con
- Cure
- 2 consecutive saves
- Onset
- 1 day
- Frequency
- 1/day
- Effect
- −2 Con, −2 Str; cannot naturally heal ability damage from the addicting drug
- Cure
- 3 consecutive saves
- Onset
- 1 day
- Frequency
- 1/day
- Effect
- −2 Dex, −2 Con, −2 Str, −2 Wis; cannot naturally heal ability damage from the addicting drug
- Cure
- 3 consecutive saves
Sample Drugs
Each drug entry lists: Type (how it's ingested) · Addiction (severity and base Fort DC) · Price (per dose) · Effect (duration and benefit) · Damage (ability damage taken). The Craft (alchemy) DC to make a drug equals its addiction DC.
| Drug | Type | Addiction | Fort DC | Price | Effect | Damage |
|---|---|---|---|---|---|---|
| Flayleaf | Inhaled or ingested | Minor | 12 | 10 gp | 1 hour; +2 alchemical bonus on saves vs. mind-affecting effects; fatigue | 1d6 Wis |
| Zerk | Injury | Minor | 18 | 50 gp | 1 hour; +1 alchemical bonus to initiative (addicted users also gain +1d4 alchemical bonus to Str while addicted) | 1d4 Con |
| Elven Absinthe | Ingested | Moderate | 16 | 500 gp | 1 hour; +1d4 Cha | 1d4 Wis |
| Aether | Inhaled | Moderate | 16 | 20 gp | 1d4 hours; must succeed at a caster level check (DC 15 + spell level) to cast spells | 1d6 Wis |
| Pesh | Ingested or inhaled | Moderate | 20 | 15 gp | After 1 hour; 1d2 hours of fatigue | 1d2 Str |
| Dwarven Fire Ale | Ingested | Moderate | 20 | 50 gp | 1 hour; cold resistance 5 | 1 Con |
| Shiver | Injury or ingested | Severe | 18 | 500 gp | Variable; 50% — sleep 1d4 hours; 50% — immunity to fear for 1d4 minutes | 1d6 Str |
| Opium | Inhaled, ingested, or injury | Severe | 20 | 25 gp | 1 hour; +1d8 temporary hp, +2 alchemical bonus on Fortitude saves; fatigue | 1d4 Con, 1d4 Wis |
| Scour | Ingested or inhaled | Severe | 24 | 45 gp | 3 hours; +1d4 alchemical bonus to Dex, −1d4 penalty to Wis | 1d6 Con |