Potion, common

Rumors say that the recipy for the drug come directly from the Demon Lord Dagon and was given to transfrom the people of the sea into servants and corrupt their lifes.

This very potent demonic Drug comes in the form of syringes that are being injected into an arm or equivalent body part upon use.
To use a syringe requires one action and can be used on yourself or a willing or unconcois creature.
Every syringe has 4 doses. You can use up to all 4 at a time in one action.

For non aquatic creatures the following effects apply on use depended on the total number of doses injected:

  1. The skin thickens and gills grow on the side of the neck.

    The creature gains:
    - The ability to breath under water and
    - Protection from water pressure up to a depth of 2 miles.
  2. Flippers grow in between the fingers, the skin thickes further and small fishy beard hairs grow from the face that feel the flow of water around.

    The creature gains:
    - A swimming speed equal to it's walking speed,
    - Protection from water pressure for up to 4 miles and
    - Blindsight of 20 ft. while under water
    - but looses the ability to breath on land.
  3. More Flippers grow all over the body, the skin grows harded skales, the beard hair grows longer and teeth transform into fangs and gain stronger muscles.

    The creature gains:
    - An additional 15 ft. of swimming speed,
    - Protection from water pressure at any depth,
    - A natural AC of 14 + dex
    - Blindsight of 40 ft. while under water
    - A new attack: Bite. Melee Weapon Attack: (your str. mod. + prof. mod.) to hit, reach 5 ft., one target. Hit: (2d8 + str) piercing damage.
  4. The body becomes adept to the movement under water, the skales harden, the entire bode becomes receptive to movement in water, the fangs grow stronger. In addition you gain a magical demonic aura that stengens everything and protects you with an active connection to the abyss.

    The creature gains:
    - An additional 15 ft. of swimming speed (in total 30 ft. extra movement with the 15 ft. from stage 3 included),
    - A natural AC of 16 + dex
    - Blindsight of 60 ft. while under water
    - The bite attack deals an additional 1d8 of dmg (so 3d8 + str in total now)
    - +2 to all Stats, also increasing the natural stat cealing by 2 to 22
    - +2 to all saving throws
  5. Overdose

    The creature gains:
    - Unconsciousnes

All effects are additive so if you have 4 doses of the drug in you also gain all abilities from stage 1, 2 and 3.
One dose lasts 6 hours. If you have more then one dose in you instead go down by one stage every 6 hours

The drug has some downsides that take form in a high liklyhood of an addiction after stage 1.
Everytime a creature gets a dose it has to make con save to not get an addiction. The save gets harder for every dose that has been injected within the last 24 hours:
- First dose within 24 hours: DC 0 (Save to take in, no risk of addiction)
- Second dose and beyond: DC 15 + 5 for every dose beyond the second
If you take in multiple doses at one time you have to make all saves seperatly (for ex.: If you take in 3 doses at once you have to make a DC 15 and a DC 20 Save)

Every time you fail Con save for addiction you get deeper in to the addiction. There are 6 stages:

  1. If you failed once you feel the graving of more of the drug and feel down and unenergetic without it. You gain one level of exhaustion if you didn't had a dose active within the past 24 hours. (So 24 hours from the point where the effect wore off. If you hade only dose it's 30 hours from the point of taking it)
  2. If you failed 2-3 times you feel slower without it and the symtoms are stronger. You gain one level of exhaustion if you didn't have a dose active within the past 12 hours.
  3. At 4-5 failed saves you become willing to commit small crimes to satisfy your need and become jittery if you don't get it.
    - You gain one level of exhaustion if you didn't have a dose active within the past 6 hours.
    - After 24 hours, and every full 24 hours after that, you have to do a wis save of DC 5*(Addiction Stage) or loose yourself in an attempt to get a drug dose.
    (If you fail that save the DM takes over your PC and will try to get a dose within one hour by any means that don't involve hard crimes (like murder). You may cooperate with your DM in that crime if you're willing to rollplay or leave that part completly in the hands of your DM. If your PC in unable to get something within 1 hour, the PC gives up and you regain controll) You can not loose controll of your PC within a stressfull situation, like a fight.
  4. At 6-8 failed saves you feel weak and you willingness to get the drug surpasses all other needs.
    - You gain one level of exhaustion while no dose is active.
    - Same as stage 3 but now you are willing to kill for drugs. No crime is deep enouth to keep you from what you NEED!
  5. At 9-11 failes you feel your body drained from everything.
    - You gain one level of exhaustion while less then 2 doses of drugs are active in you.
    - You can now loose controll even within a fight and have to make the save every time you see dose of drugs or just know it is there. This save for drug on sight has a cooldown of one hour
  6. At 12 or more failes you are so physically dependent on the drug that you would die without it.
    - You gain one level of exhaustion while less then 3 doses of drugs are active in you
    - You persue every opportunity to get the drugs. If you parties path does not lead directly to drugs, you abandon them

Like before all stages are additive so at addiction level 2 you have one level of exhaustion after 12 hours and two levels after 24 hours.
For every 3 Days that you go without taking in the drug, one failed save gets canceled. If the spell Greater Restoration gets cast on you, you go down one stage of addiction. The fails are getting set to the highes number of fails within the range of that stage.

TheStrongWill

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