Wondrous Item, rare

(8 Charges – Consumable, single-use, does not recharge)

"Zin: Citrus hums with tangy effervescence, sharp enough to cut through fog, fear, and fatigue. Each pouch is a spark of clarity, meant for the pathfinder who ventures where even maps dare not. Bright, sharp, electric clarity. Citrus Zin is used by explorers, scouts, mages, and researchers—those who seek knowledge, awareness, and insight while surviving harsh, unknown environments."

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 (1 hour):

  • +5 to Passive Perception and Passive Investigation

  • You can read all written languages

  • You have advantage on Wisdom (Survival) and Intelligence (Nature) checks

  • You leave no tracks and can’t be tracked except by magical means

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, roll a DC 14 Constitution saving throw (increased by +2 per additional pouch):

  • Success: No adverse effects.

  • Failure: You suffer a drawback for 2 hours (roll a d4):

    1. Overstimulated: Disadvantage on initiative rolls and checks involving focus (Arcana, History).

    2. Vertigo: Movement speed is halved and you have disadvantage on Acrobatics.

    3. Fogged Memory: Disadvantage on Intelligence and Charisma ability checks.

    4. Anxious Chill: Disadvantage on all saving throws against fear or confusion effects.

Full Zin Burn – Horizon Clarity (Exploration Ascendancy, lasts 1 hour)*

If you consume all 8 charges at once:

  • You do not need to eat, drink, or sleep

  • Gain Darkvision 120 ft (or +60 ft if you already have it)

  • Gain proficiency in all tools and languages for the duration

  • You can cast Speak with Animals, Detect Magic, and Comprehend Languages at will

  • You have advantage on all ability checks and saving throws related to investigation, perception, insight, and survival

At the end of the hour, 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: 8 Charges, Consumable. Does not Reset, Exploration, Consumable

Previous Versions

Name Date Modified Views Adds Version Actions
7/16/2025 12:43:36 AM
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Coming Soon
7/16/2025 12:45:37 AM
2
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Coming Soon
7/16/2025 12:50:00 AM
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Coming Soon

Item Tags: Exploration Consumable

questmasterqwolliver

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