This coarse, dark red powder is refined from a rare cactus native to the deserts of Khelestris. It is typically carried in small vials, bone tubes, or waxed paper twists.
As a bonus action, you consume one dose of the powder (by inhaling it or rubbing it onto your tongue).
Primary Effect
For 1 minute, you gain the following benefits:
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You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
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You have advantage on Strength saving throws.
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You gain a +2 bonus to melee weapon damage rolls.
While these effects last, you suffer the following drawbacks:
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You can’t take reactions.
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You have disadvantage on Wisdom (Perception) checks.
Overdose: Thorn Frenzy
If you consume more than one dose within 5 minutes, you risk entering a violent frenzy.
At the end of each of your turns while the effect lasts, you must succeed on a DC 13 Constitution saving throw or enter a frenzied state for the remaining duration.
While frenzied, you gain the following additional benefits:
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You have advantage on melee attack rolls.
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You can make one additional melee weapon attack as a bonus action on each of your turns.
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You have resistance to all nonmagical damage.
However, while frenzied, you are subject to these restrictions:
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If a hostile creature is within reach, you must use your action to make a melee attack against a creature within range, if possible.
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You can’t cast spells or maintain concentration.
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You can’t take the Dodge or Disengage actions.
The frenzy ends early if you are incapacitated or unconscious.
Notes: Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Advantage: Ability Checks, Bonus: Melee Attacks, Disadvantage: Ability Checks
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