A small inhaler with 2 blue tubes sticking out. Inhaling the drug will have the following effects for 1 minute. You must first roll a CON saving throw of 10 for the addiction. Upon a success, increase the save DC by 1 for the next time you use an addictive drug. This will continue to stack until you either become addicted, or have waited 2 days since you last used an addictive drug.
While under the effects of X-Cell, any roll made with STR, DEX, CON (aside from Addiction Rolls), INT, WIS and CHA has advantage.
If you become addicted to X-Cell, then you have disadvantage on all STR, DEX, CON (aside from Addiction Rolls), INT, WIS and CHA rolls while addicted or not under the effects of X-Cell. This can be temporarily cured with Fixer, or can be permanently cured by Addictol, visiting a doctor and paying for treatment, or any effect that will get rid of a condition (such as Lesser Restoration)
Notes: Advantage: Intelligence Ability Checks, Advantage: Intelligence Saving Throws, Advantage: Wisdom Ability Checks, Advantage: Wisdom Saving Throws, Advantage: Strength Ability Checks, Advantage: Strength Saving Throws, Advantage: Dexterity Ability Checks, Advantage: Dexterity Saving Throws, Advantage: Constitution Ability Checks, Advantage: Constitution Saving Throws, Advantage: Charisma Ability Checks, Advantage: Charisma Saving Throws, Buff, Utility, Consumable
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