This is an amber-colored fluid, imbued with extremely dangerous magic. When under the effects of this drug the user feels invigorated and euphoric, making the user feel as if they are a hero of myth and a paragon of power and might.
As an action, a creature can inject this fluid into their body, which stays in their system for 1 hour. While this drug is in a creature's system, it gains double its movement speed, gains a +2 bonus to AC, gains 5 temporary hit points per character level, gains advantage on all ability checks, attack rolls, and saving throws, gains resistance to all non-magical damage, and gains an additional action, bonus action, and reaction on each of its turns.
Additionally, while under the effects of this drug, the user gains 1 temporary Sorcery Point per player level, which non-sorcerers can only use to create spell slots as a bonus action according to the table below, while Sorcerers can use these Sorcery Points normally. Some variants of this drug allow the user to use these points to cast one or more specified spells from the sorcerer spell list, even when they typically would be unable to (can allow a character to cast a spell they normally wouldn't be able to due to their class or allow a barbarian to cast a spell even while raging etc).
|
SPELL SLOT LEVEL |
SORCERY POINT COST |
|---|---|
|
1st |
2 |
|
2nd |
3 |
|
3rd |
5 |
|
4th |
6 |
|
5th |
7 |
When the drug's effects end, the creature falls unconscious for 1 minute, as a wave of lethargy sweeps over them.
Addiction. The euphoria caused by this substance can easily entrap even the most steadfast of individuals eventually. When a creature injects this substance into their body they must make a Constitution saving throw or else become addicted. When addicted, a creature will be satiated for 1 day, and then either need to take the drug again or suffer Withdrawl for the next 1d10 days.
Addiction Save DC = 15 + Total Doses Taken
Withdrawl. Resisting the temptation brought about by this arcane fluid can be difficult and costly. When suffering from Withdrawal a creature makes an Addiction Save once per day, taking a level of exhaustion per failure.
Overdosing. As the saying goes too much of a good thing can be a bad thing, and this holds especially true for this drug and its effects. When taking more than one dose within an 8-hour time span can cause a creature's body to overload. When Overdosing, a creature must make a Constitution saving throw or fall unconscious for 4 hours (during which you can not gain the benefits of a long or short rest) and take 1d6 levels of exhaustion.
Overdosing Save DC = 20 + Number of Doses Taken in 8-Hour Period
Notes: Buff, Combat, Consumable
Comments