A small baggie of pristine white powder, contained in a transparent membrane. Holds enough for 10 doses.
You pour part of the small bag’s contents on a flat surface. You gather it into a thin line of pure white material. Snorting that line into your nasal cavity. you immediately feel invigorated, like you can move faster and see better… and all this extra energy! You feel revitalized.
Snorting a line of cocaine takes one action, and a cocaine kit. (The cocaine comes with a small kit, weighing one pound.)
Effects. The effects of the cocaine last for four hours, during which time the creature that ingested the cocaine has doubled movement, and +3 to all Perception checks made while under the influence of the powder, in addition to a -2 to Wis saves and -3 to Int saves. They also receive advantage on all ability checks (aside from Int checks and Wis checks) and attack rolls.
Upon ingesting the cocaine, make a CON save. (DC 15) On a save, you don’t gain a level of exhaustion when the effects of the cocaine end. On a fail, you do.
If you ingest more than one dose within the day, please check the cocaine table below.
Also, this is not a good idea. Please contact a cleric that can case Cure Poison or Lesser Restoration.
Cocaine Table.
Two doses. Upon ingesting two doses within the day, roll a d100. You have a 20% chance to be immediately addicted*. Make a CON save. (DC 18) On a success, you take a level of exhaustion after the cocaine wears off. On a fail, you take two levels.
Three doses. Upon ingesting three does within the day, roll a d100. You have a 50% chance to be immediately addicted*. Make a CON save. (DC 21) On a success, you take two levels of exhaustion. On a fail, you take three.
Four doses. If you take four doses within the day, roll a d100. You have a 90% chance to be immediately addicted*. Make a CON save. (DC 24) On a success, you take three levels of exhaustion. On a fail, you take four, and are unable to cast any spells with somatic or verbal components.
Your hands shake. You can’t speak, can barely move. You’re forced to sit on the ground, regardless.
Five doses. (I would stop now. Please don’t take this dose.) If you take five doses within the day, you’re immediately addicted by dose five. There’s no stopping it, no cure, except Cure Poison and Lesser Restoration. Make a CON save. (DC 27) On a save, take four levels of exhaustion. On a fail, take five levels.
Overdose. This is it. You’re on death’s door. If you take six doses within the day, roll a d100. On an odd number, you immediately die. On an even number, you fall unconscious with 1HP. You have overdosed on cocaine. Make your death saves. If you live, you permanently lose 2 INT points.
The deadly effects of an overdose can only be reversed with healing magic. The INT loss is permanent, regardless.
*When addicted, you must take a dose of cocaine once every day. On day 2 without it, you gain one level of exhaustion. Each successive day you go without it, you gain another level of exhaustion. On day 7, you immediately die at dawn. Addiction can be cured by a casting of either Cure Poison or Lesser Restoration during the week-long addiction period.
The baggie is reusable. It has a capacity of 1/4 of a pound.
Notes: Advantage: Ability Checks, Advantage: Melee Attacks, Advantage: Dexterity Attacks, Advantage: Ranged Attacks, Advantage: Spell Attacks, Advantage: Strength Attacks
Previous Versions
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