Potion, very rare

This dust is gathered when the comet of Yahzick is closest to Lanaria.  Its mystical powers grant the imbiber one level of bard for one hour. Granting them the following spells and abilities, as well as only speaking in rhyme or song. If the user is already a bard they are treated as one level higher for the purposes of spells and abilities. This powder is also a narcotic and addictive, over use can lead to side effects and madness. This powder must also be snorted.

Bard-in-a-Box:  You gain the abilities of a 1st level bard, which includes the following.
Spellcasting: The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma and gain the following bard spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Song of Rest: The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra ld6 hit points if it spends any Hit Dice to regain hit points atthe end
of that rest. The bard can confer this benefit on itself as well.
Taunt (2/Day): The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.

Each of use of the powder costs one charge, you also will have to make a Constitution Saving Throw after so many uses equal to your Constitution modifier. (i.e. If you have a +1 modifier after one use you will then begin making saves against the drug.) After that your roll will be 10+ the number charges consumed in your lifetime. (If you have poison resistance or immunity these rules change. Apply resistance rolling rules to the saving throw.)

Power of Yahzick:  If you manage to take this drug every day for a year, you have become Enlightened, gaining a permanent level in bard as well as immunity to poisons other than this powder. (This can be done multiple times but you no longer can be cured of the addiction.)

 

Using a enchanted bottle, a person can collect up to 1d6 charges of the dust.

Addicition: Upon each dose roll for an addiction saving throw, Wisdom vs DC 10+number of doses previously not resisted (max 20) to resist. Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in +1 exhaustion.

DC 10-16 – works as expected. Permanent +1 to exhaustion for addicts at this stage. Roll on the Short-term Madness table (Each day at this level).
DC 17-23 – drug is less effective,  Feel small bursts of wild magic (Roll once on the wild magic table) and +2 to exhaustion for addicts at this stage.  Roll on the Long-term Madness Table (Each day at this level).
DC 23-30 – drug is less effective, Must take two doses to gain the benefits of the magic and +3 to exhaustion for addicts at this stage. Roll on the Indefinite Madness Table (Each day at this level). (At risk of an overdose)
Curing Addiction: For the low end addiction you must merely get your dc below the minimum of 10 and you are cured. You may take medicines to help boost the check such as a medicine check with the right herbs. For the mid tier and higher you require greater restoration and a wish spell.

Overdose: if you fail a dc save for the drug by 5 or more you overdose, this cause you to lose your connection with the Weave for 1d6 days. You also then sit at 4 exhaustion, if you are a magic user to begin with and fail by 10 or more you lose connection to the weave for 2d8 days. (If you roll a nat 1 you automatically fail and receive the maximum penalty)

JebusKrist