"Infused with the essence of reckless valor and battle-ready adrenaline, Code Red Zin Packs turn your body into a living weapon. Fiery, invigorating, and very likely illegal."
Each flavor of Zin Pack is crafted with a distinct magical infusion and purpose. While all carry risk, each is treasured for the specific strengths it offers. Experienced adventurers often learn to tell the difference by scent alone—just before slipping one in and stepping into the storm.
Usage
As a Bonus Action, you can place 1 to 8 pouches (charges) under your lip to activate Zin effects. Effects last 1 minute. Only one Zin Pack can be active at a time, but you may stack multiple pouches at once to increase potency—at a risk.
Base Effect (1 Pouch)
Gain one of the following for the duration:
-
+3 to AC
-
+20 feet movement speed
-
+2d6 temporary hit points
-
+1d6 to spell attack rolls and spell save DCs
-
Advantage on Constitution saving throws and immunity to being stunned
You choose the benefit upon use. You may not select the same benefit multiple times.
Stacking Zin (2 to 7 Pouches at Once)
For each additional pouch used simultaneously:
-
Choose an additional unique benefit from the list above.
-
Each pouch beyond the first increases the DC of a Constitution saving throw made after the effect ends by +2.
After the effects end (or if you drop to 0 HP while active), roll a DC 16 Constitution saving throw (increased by +2 per additional pouch used beyond the first):
-
Success: No adverse effects.
-
Failure: You suffer a drawback for 2 hours (roll a d4):
-
Mental Fog: Disadvantage on Intelligence, Wisdom, and Charisma checks.
-
Tremors: Disadvantage on Dexterity checks and attack rolls.
-
Collapse: Gain 2 levels of exhaustion.
-
Spellburn: Whenever you cast a spell, you take force damage equal to the spell's level.
-
Full Zin Burn – Wrathburn Surge (Combat Ascendancy)
If you consume all 8 charges at once:
-
+5 AC, +60 feet movement speed, resistance to all damage, and immunity to being paralyzed or restrained
-
Advantage on all saving throws, ability checks, and attack rolls
-
Your spells and attacks deal an additional 3d10 force damage and ignore resistance
-
You regain all expended spell slots of 5th level or lower and all sorcery or ki points
-
You gain one additional Action per turn. This action may be used as a normal action. With this action you gain the ability to cast one additional leveled spell per turn (ignoring normal casting restrictions). You take psychic damage equal to twice the level of the spell cast using this action due to mental strain. This damage bypasses resistance and immunity.
At the end of the minute, roll a DC 22 Constitution saving throw:
-
Success: You fall unconscious for 1d6 hours, immune to all healing during this time.
-
Failure: You are reduced to 0 hit points, gain 3 levels of exhaustion, and suffer a Long-Term Madness (DMG rules) for 24 hours.
Notes: Combat, Consumable
Comments