Are there any consumables that function as addictive (psychedelic) drugs?





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Long story short



Today a PC in a homebrew campaign that I DM tried out a natural drug that he found and heard about: Flashberries. In my world it's believed to be a psychedelic drug and those who use it, become delusional: they claim to "see magic" and some say they can even interact with it. The use of arcane arts is commonly believed to not exist at all, while in actuality, arcane magic is very real (but successfully propagated against). When you consume a berry you actually are able to see the weave very clearly, and possibly even interact with it.



The party and a select few NPCs are aware of the reality of magic's existence. So after today's events, it's looking like Flashberries will play a big role in my campaign.



Question



Does D&D 5e cover any consumables that function as addictive (psychedelic) drugs? If so, does it mention positive and negative effects?



If addictive drugs already exist in any of the books I could use (some of) the mechanics as inspiration while homebrewing these Flashberries. For now I'm only interested in what the books already have to offer.










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  • $begingroup$
    The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
    $endgroup$
    – GcL
    4 hours ago










  • $begingroup$
    @GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
    $endgroup$
    – Vadruk
    3 hours ago




















6












$begingroup$


Long story short



Today a PC in a homebrew campaign that I DM tried out a natural drug that he found and heard about: Flashberries. In my world it's believed to be a psychedelic drug and those who use it, become delusional: they claim to "see magic" and some say they can even interact with it. The use of arcane arts is commonly believed to not exist at all, while in actuality, arcane magic is very real (but successfully propagated against). When you consume a berry you actually are able to see the weave very clearly, and possibly even interact with it.



The party and a select few NPCs are aware of the reality of magic's existence. So after today's events, it's looking like Flashberries will play a big role in my campaign.



Question



Does D&D 5e cover any consumables that function as addictive (psychedelic) drugs? If so, does it mention positive and negative effects?



If addictive drugs already exist in any of the books I could use (some of) the mechanics as inspiration while homebrewing these Flashberries. For now I'm only interested in what the books already have to offer.










share|improve this question











$endgroup$












  • $begingroup$
    The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
    $endgroup$
    – GcL
    4 hours ago










  • $begingroup$
    @GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
    $endgroup$
    – Vadruk
    3 hours ago
















6












6








6





$begingroup$


Long story short



Today a PC in a homebrew campaign that I DM tried out a natural drug that he found and heard about: Flashberries. In my world it's believed to be a psychedelic drug and those who use it, become delusional: they claim to "see magic" and some say they can even interact with it. The use of arcane arts is commonly believed to not exist at all, while in actuality, arcane magic is very real (but successfully propagated against). When you consume a berry you actually are able to see the weave very clearly, and possibly even interact with it.



The party and a select few NPCs are aware of the reality of magic's existence. So after today's events, it's looking like Flashberries will play a big role in my campaign.



Question



Does D&D 5e cover any consumables that function as addictive (psychedelic) drugs? If so, does it mention positive and negative effects?



If addictive drugs already exist in any of the books I could use (some of) the mechanics as inspiration while homebrewing these Flashberries. For now I'm only interested in what the books already have to offer.










share|improve this question











$endgroup$




Long story short



Today a PC in a homebrew campaign that I DM tried out a natural drug that he found and heard about: Flashberries. In my world it's believed to be a psychedelic drug and those who use it, become delusional: they claim to "see magic" and some say they can even interact with it. The use of arcane arts is commonly believed to not exist at all, while in actuality, arcane magic is very real (but successfully propagated against). When you consume a berry you actually are able to see the weave very clearly, and possibly even interact with it.



The party and a select few NPCs are aware of the reality of magic's existence. So after today's events, it's looking like Flashberries will play a big role in my campaign.



Question



Does D&D 5e cover any consumables that function as addictive (psychedelic) drugs? If so, does it mention positive and negative effects?



If addictive drugs already exist in any of the books I could use (some of) the mechanics as inspiration while homebrewing these Flashberries. For now I'm only interested in what the books already have to offer.







dnd-5e






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share|improve this question













share|improve this question




share|improve this question








edited 3 hours ago









Rubiksmoose

60.8k10292448




60.8k10292448










asked 4 hours ago









VadrukVadruk

2,91311565




2,91311565












  • $begingroup$
    The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
    $endgroup$
    – GcL
    4 hours ago










  • $begingroup$
    @GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
    $endgroup$
    – Vadruk
    3 hours ago




















  • $begingroup$
    The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
    $endgroup$
    – GcL
    4 hours ago










  • $begingroup$
    @GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
    $endgroup$
    – Vadruk
    3 hours ago


















$begingroup$
The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
$endgroup$
– GcL
4 hours ago




$begingroup$
The question section here is three paragraphs long. Could you narrow down to a single specific question you want answered?
$endgroup$
– GcL
4 hours ago












$begingroup$
@GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
$endgroup$
– Vadruk
3 hours ago






$begingroup$
@GcL I removed the less relevant info and added a detail to the Q itself. Is it now more clear?
$endgroup$
– Vadruk
3 hours ago












1 Answer
1






active

oldest

votes


















2












$begingroup$

Not in the official rules



The closest that 5e has to drug rules are those for poisons, where they give some example poisons. Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start.



In addition to this the madness rules laid out in the DMG state:




Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness.




A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:




The character experiences vivid hallucinations and has disadvantage on ability checks.




and




The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.




and




The character loses the ability to speak.




Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol (eg you are unable to communicate intelligibly with others, etc)



Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides.



The third party product Tal'Dorei Campaign Setting contains some rules for three drugs



While not an official Wizards of the Coast product it has been written by a well regarded DM who has consulted for WoTC on a number of their D&D products in the past.



On page 55 of the Tal'Dorei Campaign Setting there is a block of rules for three homebrewed drugs (in the Dangerous Contraband sidebar)



In particular the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the weave" drug.






share|improve this answer











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  • $begingroup$
    Remember, if you attempt to acquire Suude, you have to get it by saying "Do you spice?" to random passersby.
    $endgroup$
    – iMalinowski
    1 min ago












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1 Answer
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1 Answer
1






active

oldest

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active

oldest

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active

oldest

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2












$begingroup$

Not in the official rules



The closest that 5e has to drug rules are those for poisons, where they give some example poisons. Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start.



In addition to this the madness rules laid out in the DMG state:




Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness.




A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:




The character experiences vivid hallucinations and has disadvantage on ability checks.




and




The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.




and




The character loses the ability to speak.




Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol (eg you are unable to communicate intelligibly with others, etc)



Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides.



The third party product Tal'Dorei Campaign Setting contains some rules for three drugs



While not an official Wizards of the Coast product it has been written by a well regarded DM who has consulted for WoTC on a number of their D&D products in the past.



On page 55 of the Tal'Dorei Campaign Setting there is a block of rules for three homebrewed drugs (in the Dangerous Contraband sidebar)



In particular the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the weave" drug.






share|improve this answer











$endgroup$













  • $begingroup$
    Remember, if you attempt to acquire Suude, you have to get it by saying "Do you spice?" to random passersby.
    $endgroup$
    – iMalinowski
    1 min ago
















2












$begingroup$

Not in the official rules



The closest that 5e has to drug rules are those for poisons, where they give some example poisons. Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start.



In addition to this the madness rules laid out in the DMG state:




Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness.




A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:




The character experiences vivid hallucinations and has disadvantage on ability checks.




and




The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.




and




The character loses the ability to speak.




Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol (eg you are unable to communicate intelligibly with others, etc)



Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides.



The third party product Tal'Dorei Campaign Setting contains some rules for three drugs



While not an official Wizards of the Coast product it has been written by a well regarded DM who has consulted for WoTC on a number of their D&D products in the past.



On page 55 of the Tal'Dorei Campaign Setting there is a block of rules for three homebrewed drugs (in the Dangerous Contraband sidebar)



In particular the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the weave" drug.






share|improve this answer











$endgroup$













  • $begingroup$
    Remember, if you attempt to acquire Suude, you have to get it by saying "Do you spice?" to random passersby.
    $endgroup$
    – iMalinowski
    1 min ago














2












2








2





$begingroup$

Not in the official rules



The closest that 5e has to drug rules are those for poisons, where they give some example poisons. Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start.



In addition to this the madness rules laid out in the DMG state:




Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness.




A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:




The character experiences vivid hallucinations and has disadvantage on ability checks.




and




The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.




and




The character loses the ability to speak.




Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol (eg you are unable to communicate intelligibly with others, etc)



Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides.



The third party product Tal'Dorei Campaign Setting contains some rules for three drugs



While not an official Wizards of the Coast product it has been written by a well regarded DM who has consulted for WoTC on a number of their D&D products in the past.



On page 55 of the Tal'Dorei Campaign Setting there is a block of rules for three homebrewed drugs (in the Dangerous Contraband sidebar)



In particular the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the weave" drug.






share|improve this answer











$endgroup$



Not in the official rules



The closest that 5e has to drug rules are those for poisons, where they give some example poisons. Now obviously poisons do not give upside effects that you might expect some drugs would but they can potentially be a good place to start.



In addition to this the madness rules laid out in the DMG state:




Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness.




A number of the short and "long-term" madness effects would be thematically appropriate for creating drug rules. For example:




The character experiences vivid hallucinations and has disadvantage on ability checks.




and




The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.




and




The character loses the ability to speak.




Each of these could thematically be reappropriated or tweaked to provide a flavourful downside. For example losing the ability to speak could be a downside to becoming too drunk on alcohol (eg you are unable to communicate intelligibly with others, etc)



Obviously for both of these starting points you would need to come up with some appropriate benefits to counteract these downsides.



The third party product Tal'Dorei Campaign Setting contains some rules for three drugs



While not an official Wizards of the Coast product it has been written by a well regarded DM who has consulted for WoTC on a number of their D&D products in the past.



On page 55 of the Tal'Dorei Campaign Setting there is a block of rules for three homebrewed drugs (in the Dangerous Contraband sidebar)



In particular the drug Suude in that sourcebook may be something you would wish to look at for inspiration for your "seeing the weave" drug.







share|improve this answer














share|improve this answer



share|improve this answer








edited 2 hours ago

























answered 3 hours ago









illustroillustro

8,80622673




8,80622673












  • $begingroup$
    Remember, if you attempt to acquire Suude, you have to get it by saying "Do you spice?" to random passersby.
    $endgroup$
    – iMalinowski
    1 min ago


















  • $begingroup$
    Remember, if you attempt to acquire Suude, you have to get it by saying "Do you spice?" to random passersby.
    $endgroup$
    – iMalinowski
    1 min ago
















$begingroup$
Remember, if you attempt to acquire Suude, you have to get it by saying "Do you spice?" to random passersby.
$endgroup$
– iMalinowski
1 min ago




$begingroup$
Remember, if you attempt to acquire Suude, you have to get it by saying "Do you spice?" to random passersby.
$endgroup$
– iMalinowski
1 min ago


















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