Medicines, Drugs, & Addictions - GM Binder

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The document discusses various drugs, medicines, alcohols and other substances, as well as their effects, uses, and legalities. It also covers medical training and skills.

The document is a guide to using and creating various drugs, medicines, alcohols and other substances in the Forgotten Realms setting of Dungeons & Dragons. It provides information on ingredients, crafting, effects, prices and more.

The document describes the Alchemist, Expert Poisoner, Iron Constitution, Medic, Master Herbalist and Naturalist medical feats on page 5.

Fear and Loathing in Faerûn

Table of Contents

An Enchiridion of Drugs - p. 3
Glossary - p. 4
Basic Medicine - p. 5
Medical Feats - p. 5
Alchemist
Expert Poisoner
Iron Constitution
Medic
Master Herbalist
Naturalist
The Nauseated Condition - p. 6
Making Drugs - p. 6
On the Dubious Legality of Drugs
Formulae
Ingredients - p. 7
Foraging
Buying and Selling Ingredients
Prices for Buying & Selling Ingredients
The Actual Crafting - p. 8
Time
Complications for Making Drugs
Buying and Selling Drugs - p. 8
Price Guidelines
Complications for Buying Drugs
Medicines as Poisons - p. 9
Magic Medicines - p. 9
Alcohol - p. 9
Hangovers
Hammered
Alcoholism and Drying Out
Some Well-Known Alcohols - p. 11
Ales, Beers, & Meads
Wines
Stronger Drinks
Addictive Substances - p. 13
Getting Off the Junk
Withdrawal
Withdrawal Levels
Relapsing
Some Addiction Examples
Scents and Perfumes - p. 16

Medicine List - p. 17
Full Descriptions - p. 21

Appendix A: The Arcane Apothecary Prestige Class - p. 70

Appendix B: Random Ingredient Tables - p. 75

Credits - p. 84

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
PART 1
An Enchiridion of Drugs

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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S
weaty, desperate, and trembling, the halfling Any sophisticated society will develop both medical and
stumbles into the Yawning Portal. He knows recreational drugs, even magic-using societies such as are
exactly who he's looking for, though he's never found in Dungeons & Dragons.
seen her, not really. Always in her cloak, always An adventurer wounded in battle might be able to depend
turned away from the light. Rumor has it she pays on a cleric in her party to heal her, but, depending on how
Durnan 50 gold a tenday to make sure the lamps common magic is in your world, a typical merchant,
are turned down around her table whenever she's tradesperson, pickpocket, or city guard may well never have
around. And tonight, she's around. access to magical healing. Who are they going to go to when
He doesn't exactly sit. It's more like his legs melt sick or injured? Doctors, of course, and those doctors are
underneath him and his butt manages to catch him. He looks going to need medicines.
at her pleadingly. She looks at him sympathetically. Furthermore, while PCs get to go out exploring, finding
'Oh, Nerlax,' she shakes her had at him. 'Look at yourself. grand treasures and fighting incredible monsters, most people
And just yesterday, your friend told me you were doing so well.' don't. And, just as in our world, people like to get high. Where's
'That was yesterday. I was doing well yesterday. I didn't there's a demand for psychotropics, there will be a supply.
need it yesterday. But today...' Finally, assassins have always had a fondness for poisons.
His voice trails off, but she completes his sentence. 'Today, They get the job done cleanly and it's a lot harder to get
you do. Don't worry. I've got what you're looking for. Problem caught as a poisoner than as a backstabber. But what are
is, it's getting harder to find the materials to make it. Costs me poisons, if not powerful medicines and drugs that have
more. And that means it costs you more, too. Sorry.' extremely dangerous side-effects?
The halfling gulps. 'How much more?' This handbook exists to provide rules for handling these
'Relax,' she soothes him. 'It's not going to cost you anything different substances.
at all... in gold.'
'It won't?' The halfling would be worried by this if he were Glossary
in his right mind, but he's not. He's got only one thing he can Abortifacient. A medication that pharmaceutically terminates
think about now, and it's driving him crazy that she's taking so a pregnancy.
long. Who needs conversation when you've got baccaran? Alchemist's Supplies. Proficiency with alchemist's
'Not one single copper. No, I'm going to need you to do supplies enables a character to produce useful concoctions,
something for me, instead. Before I can give you your precious such as acid or alchemist's fire. A standard kit includes glass
baccaran.' beakers, a metal frame to hold a beaker in place over an open
'What? Anything!' flame, a glass stirring rod, a mortar and pestle, and a selection
She holds a vial of liquid in front of him. No idea what it is, of common alchemical ingredients, such as salt, powdered
but it's not baccaran. He's damn sure of that. iron, and purified water.
'Nothing much. Nothing much at all. You see this? I need Anaesthetic. A drug used to produced a lack of sensation. It
you to slip it into someone's wine tonight. You'll like him. An can be eithr local or general
adventurer, like you used to me. That fool Volo's just given him Apothecary. A catch-all term used in this enchiridion to
the deed for the old Trollskull Tavern. And I want to send him refer to anyone, whether alchemist, poisoner, herbalist,
a... warm welcome to the neighborhood. Do that for me and physician, etc., who specialized in making drugs.
I'll make sure you're stocked in baccaran for days.' Brewer's Supplies. Proficiency with brewer's supplies
The halfling looks down at his hands. They're already allows a character to make fermented beverages. A standard
holding the vial, carefully putting it into a vest pocket. A part of kit includes a large glass jug, a siphon, several feet of tubing,
him wonders how he could possibly agree to poison a man and a variety of fermenting agents.
he's never met. But that part is far away and very quiet, and he Contact. Refers to medicines that are absorbed through the
walks to the door with a determined look on his face. He skin.
needs to get this done, as fast as he can. Drug. A nonmagic substance that has a significant effect on
The woman watches Nerlax go, smiling to herself. Then she the physiology of whatever person is exposed to it. Used
pinches a tiny bit of powder from a hidden pocket, whispers a synonymously here with medicine and substance.
few words to it, and throws it into the air, and suddenly where Elixir. A diluted tincture rendered pleasant to the taste by
she was sitting there's no one, no one at all. And nobody in the the addition of aromatic substanes and sugar or honey.
Yawning Portal notices the large, healthy rat that jumps off Extract. The soluble part of plants reduced to a semi-solid
her chair and follows the halfling out the door. The fool served or solid condition by evaporation; the soluble constituents
his purpose once upon a time, but now he's outlived it. Did he being taken from the plant by water or alcohol.
really think she wouldn't hear he'd been talking about her to Formula. The recipe or set of instructions that explains
the Zhentarim? She can't wait to see his face when he realizes how to make a drug.
his 'victim' isn't dead at all. He might make it to the door, but
she guesses he'll be dead before he can even turn around.
You can always count on adventurers when you need a
traitor killed. They're such goody two-shoes. And you don't
even need to pay them.
An Enchiridion of Drugs!

4
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Herbalism Kit. Proficiency with an herbalism kit allows one All drugs have a degree of scarcity. They can be basic,
to identify plants and safely collect their useful elements. A common, uncommon, rare, and very rare. Drugs that are
standard kit includes a variety of pouches to store herbs, classified as basic are home remedies that are rarely more
clippers and thick gloves for collecting plants, a mortar and complicated than knowing medicinal uses for a few local
pestle, and several small glass jars. herbs. As these require little skill to prepare beyond knowing
Infusion. Made by pouring boiling water on the crude drug what a particular plant is, it can be assumed that anyone with
and allowing it to stand for a short time until the water cools, proficiency in Medicine has learns a number of them equal to
after which the liquid is strained. 2 plus their Intelligence modifier as part of their proficiency.
Ingested. Refers to medicines that are eaten or drunk. Just like there are simple medicines that do not require
Inhaled. Refers to medicines that either are powders to be detailed knowledge to prepare, so there are also basic poisons
snorted or are vapors or gasses to be breathed in. that are easily made, though the materials may not be easily
Injury. Refers to medicines that must be introduced to the obtainable. The venoms of giant spiders and centipedes, for
body directly through the bloodstream. One typical way is for instance, work just as well when injected by a needle as when
a wound to be opened and the medicine put into the wound, as injected by a fang or stinger. Because such basic poisons do
with a needle syringe. Poisoned weapons use injury drugs. not require anything more than harvesting the natural poisons
Kyphi. A drug that is taken through inhalation and that has of dangerous monsters, they are not included in this
been augmented by magic. handbook.
Ointment. The mixture of some kind of fatty substance
with the medicine which it is designed to carry. Also known as Medical Feats
an unguent. Alchemist
Opodeldoc. A drug that is taken through skin contact and You have studied the secrets of alchemy and are an expert in
that has been augmented by magic. its practice, gaining the following benefits:
Poison. A drug that has no beneficial use.
Poisoner's Kit. A favored resource for thieves, assassins, Increase your Intelligence score by 1, to a maximum of 20.
and others who engage in skullduggery. Proficiency with the You gain proficiency with alchemist's supplies. If you are
poisoner's kit allows one to apply poisons and create them already proficient with them, you double your proficiency
from various materials, as well as treat their effects one bonus to checks you make with them.
oneself and on others. A standard kit includes glass vials, a As an action, you can identify one potion within 5 feet of
mortar and pestle, a glass stirring rod, and a selection of you, as if you had tasted it. You must see the liquid for this
reagents and components commonly used in the creation of benefit to work.
poisons. Over the course of any short rest, you can temporarily
Spagyric. A drug that is taken by mouth or introduced improve the potency of one potion of healing of any rarity.
directly into the bloodstream and that has been augmented by To use this benefit, you must have alchemist's supplies
magic. with you, and the potion must be within reach. If the potion
Spirit. An alcoholic solution of volatile substances. is drunk no more than 1 hour after the short rest ends, the
Syrup. A solution of sugar, honey, or gummy substances in creature drinking the potion can forgo the potion's die roll
water, used as a vehicle for the delivery of a drug. and regains the maximum number of hit points that the
Tincture. A solution of the active principle of a drug in potion can restore.
alcohol or a mixture of alcohol and water. Expert Poisoner
Basic Medicine You have studied the ignoble art of poisoning and your degree
of mastery of it has granted you the following benefits:
Most people in the Realms cannot rely on magical means
when they get injured or sick, but they are far from helpless. Increase your Intelligence or Wisdom score by 1, to a
Anyone growing up outside of one of the large cities no doubt maximum of 20.
has a cache of recipes to draw on for various herbal home You gain proficiency with the poisoner's kit.
remedies and knows what to do in the case of common You are able to disguise the poisons you make to appear
injuries and accidents. They can also rely on village or town innocuous. Anyone attempting to identify your poisons
healers who have more specialized knowledge. must roll with disadvantage.
In the cities, doctoring is a respected profession, and The DC for you to learn formulae for poisons is lessened
medicines and techniques are available that cannot be found by 2.
in rural areas. Iron Constitution
There is no germ theory of disease -- indeed, do microbes Prerequisite: Constitution 13, proficiency in the Medicine skill
and viruses exist in the Dungeons & Dragons world? -- but it's and the poisoner's kit
widely understood that open wounds need to be kept clean
and bandaged or infection will set in. Stitching and Your time in the laboratory, surrounded by dangerous
cauterization to close wounds are both known of, though the substances and vapors, has hardened you. You are immune to
former is far more delicate and requires training. The utility of the poisoned condition and have proficiency in Constitution
alcohol as an antiseptic is also common knowledge. saving throws.

5
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Medic On the Dubious Legality of Drugs
You master the physician's arts, gaining the following benefits: As in our world, the distinction between drugs that can be
freely traded and those that cannot is a fraught one. Because
Increase your Wisdom score by 1, to a maximum of 20. many religions, mage guilds, alchemists, doctors, and
You gain proficiency in the Medicine skill. If you are already apothecaries make use of and even produce substances that
proficient in the skill, you add double your proficiency can be mind-altering, can be misused as poisons, can
bonus to checks you make with it. significantly affect the body, it can be difficult for local laws to
During a short rest, you can clean and bind the wounds of make rigorous distinctions amongst those drugs that are to be
up to six willing beasts and humanoids. Make a DC 15 outlawed, those that are to be regulated, and those that are to
Medicine check for each creature. On a success, if a be openly sold without restriction.
creature spends a Hit Die during this rest, that creature Drugs that are clearly too dangerous for the general,
can forgo the roll and instead regain the maximum number untrained public to use and drugs that are clearly to be used
of hit points the die can restore. A creature can do so only in the service of committing crimes are rarely if ever allowed
once per rest, regardless of how many Hit Dice it spends. in the large cities except under tightly controlled conditions.
Master Herbalist Different societies have different laws regarding other
Prerequisite: Intelligence 13, proficiency in the Nature skill dangerous but useful medicines, perhaps quite similar to our
and the herbalism kit system of doctor's prescriptions.
Your knowledge of medicines and their effects on the body Formulae
is such that you can easily detect and identify illness and In order to make a drug, a character needs to know how to do
poisons wherever you see them. Treat as though you have it. The formulae for creating these medicines can be very
detect poison and disease permanently cast though this trait complicated, so practitioners of drugmaking need to take
isn't itself magical. careful notes and keep records of procedures and ingredients.
Naturalist If a character has already made a particular drug, attempting
Your extensive study of nature rewards you with the following to make it without one's notes has a chance of failure that
benefits: increases with the complexity of the drug.
Drug Rarity Chance of Failure Without Notes
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the Nature skill. If you are already Common 15%
proficient in the skill, you add double your proficiency Uncommon 25%
bonus to checks you make with it.
You learn the druidcraft and detect poison and disease Rare 40%
spells. You can cast detect poison and disease once Very Rare 65%
without expending a spell slot, and you regain the ability to
do so when you finish a long rest. Because of these risks of failure, most apothecaries guard
their notes and keep multiple copies of them, much like
The Nauseated Condition wizards guarding their spellbooks.
These rules occasionally make reference to a new condition, A character can learn a new formula in three ways: being
that of being nauseated. While a character is nauseated, they taught it by someone who already knows how to make the
cannot take any actions or reactions, move at half speed, and drug; researching the drug in an alchemical library or private
automatically fail all Strength, Dexterity, and Constitution collection; or through experimentation.
saving throws. In all three cases, a skill check must be made to see if the
character has succeeded in learning the new formula. The
Making Drugs relevant skill check would be either Medicine or Nature,
Characters with an entrepreneurial side may wish to make depending on the drug being researched. If the character is
their own drugs. As with any crafting activity, this takes time, proficient in both Medicine and Nature, then they roll with
money, and tools. Depending on what's being made and the advantage. When attempting to learn a new formula, the skill
laws of the realm, it may also require secrecy. check is made at the conclusion of the duration of time it
The primary tools are alchemist's supplies, brewer's takes to learn the formula.
supplies, the herbalism kit, and the poisoner's kit. It is Proficiency Proficiency Proficiency
possible others might be relevant as well, at the DM's Proficiency with 2 with 3 with 4
discretion, but almost all drugmaking benefits from Drug Rarity with 1 tool tools tools tools
proficiency with at least most of these. I recommend that in Basic DC 10 DC 8 DC 5 Automatic
order to make drugs, a PC must at minimum have proficiency
with one of them and either the Medicine or the Nature skill. Common DC 13 DC 10 DC 8 DC 5
As in most things, the more the better, though. Uncommon DC 15 DC 13 DC 10 DC 8
Rare DC 18 DC 15 DC 13 DC 10
Very Rare DC 20 DC 18 DC 15 DC 13

6
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If a character succeeds on their skill check, they will always be The guild does not share its secrets widely and unless a
able to make that particular drug so long as they have a copy member has reached a position of authority and trust in the
of the formula on hand. guild, the amount of research that person can do at a time will
If they fail the check by 3 or fewer points, they can make a be limited and under close supervision. The materials are
passable version of the drug, but their understanding of the fragile and often one-of-a-kind the guilds of different cities take
formula is flawed. The drugs they make from this formula pride in knowing formulae that other guilds do not.
have a chance of failure that increases with how badly they A basic formula can be learned by archival research in a
failed their skill check. day, and a common one in a tenday, an uncommon one in two
If they fail the check by more than 3, they failed to learn it at tendays, a rare one in four tendays, and a very rare one in
all. In either case, they can't try to learn it again until they gain eight tendays.
a level or acquire proficiency with another of the 4 primary Experimentation. Sometimes, an apothecary does not
tools. have the opportunity to learn a formula from a tutor or
through research. Perhaps their tutor doesn't know it or
Drug Rarity Failed by 1 pt. Failed by 2 pts. Failed by 3 pts. refuses to teach it. Perhaps the drug isn't mentioned in the
Basic 5 % failure 10 % failure 15 % failure guild archives, or the archives are inaccessible for some
reason. The only other option is to figure out the formula
Common 10 % failure 15 % failure 20 % failure oneself through direct experimentation.
Uncommon 15 % failure 20 % failure 25 % failure In order to do this, a sample of the drug must be available.
Rare 20 % failure 25 % failure 30 % failure
A basic formula can be learned by experimentation in three
days, a common one in ten days, an uncommon one in twenty
Very Rare 25 % failure 30 % failure 35 % failure days, a rare one in forty days, and a very rare one in sixteen
tendays.
Tutelage. Many characters learn under the tutelage of an
apothecary who serves as a mentor or master and agrees to Ingredients
take the character on as an apprentice or student. The novice Some drugs have a specific ingredient or ingredients
will be expected to pay their instructor for their training, t do mentioned in their description. For instance, to make unicorn
some menial work for their instructor, and might also be sent horn powder, you definitely need a unicorn's horn. Most,
out on ingredient-finding missions of various sorts in return however, give only vague hints of what they're made of. This is
for their training, and the instructor will almost always keep deliberate, done so that you can have maximum flexibility in
their most advanced formulae secret even from their students. incorporating one or more of these drugs into your games.
Most serious apothecaries take on only a small handful of
students, since their reputation is at stake should it become Drug Rarity Number of Ingredients
known that a student of their does poor work. Good-aligned
apothecaries will be unwilling to teach their students to make Basic 1 (1d2)
poisons, even if they know how to do it themselves, and evil- Common 2 (1d4)
aligned apothecaries will likely demand much more of their Uncommon 4 (1d4 + 2)
students and be willing to share much less than their neutral
or good counterparts. Rare 5 (2d4)
Because of the one-on-one tutoring, the DC to learn a new Very Rare 7 (2d6)
formula from a mentor is reduced by 3. A basic formula can be
learned by tutelage in a day, and a common one in three days, Should a trip be required to obtain the makings of a drug,
an uncommon one in a tenday, a rare one in two tendays, and the tables in Appendix B should be of use.
a very rare one in four tendays. It should take at least a modicum of effort to acquire the
Research. There is a fair degree of competition amongst ingredients for a drug. The more difficult the formula, the
professional apothecaries, and those who earn their livings more difficult the task. Of course, it's reasonable to presume
through making drugs have a strong incentive not to share that a large city like Neverwinter or Waterdeep would have
their learning too widely. However, there are active many of the more obscure ingredients for sale, though it might
apothecary's guilds in all the urban centers along the Sword take some searching through the city to find them, and some
Coast and it is to the benefit of all members that those who do careful haggling and convincing of shopkeepers to acquire
business selling medicines not embarrass the profession them.
through shoddy work. With that in mind, membership in an
apothecary's guild entitles one to limited access to the guild's Foraging
private archive, which will contain: If your PCs have developed an interest in drugmaking, it's not
Drug Rarity Number of Formulae unlikely that they will want to look for possible ingredients
wherever they go, not because they're looking for anything in
Basic All particular but because they're thinking ahead.
Common All Anyone with proficiency with the herbalism or the
poisoner's kit can forage for potentially-useful plants while out
Uncommon 4d4 + 2 in the world. A successful DC 15 Medicine or Nature check
Rare 2d4 + 2 will find a small amount of a random, environment-
Very Rare 1d4 + 2
appropriate ingredient. Proficiency with both kits or in both
skills grants advantage on this check. Foraging in this manner
takes a full hour.

7
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Finding a random ingredient does not mean that the Time
character knows how to make drugs that use it, just that they Unlike crafting regular items, making drugs is quick. The
recognize it as something that could be useful. Any exact time necessary varies with the drug (fermented
ingredients found by foraging should be useful only for substances will necessarily take longer than powders, for
making basic, common, or uncommon drugs. The ingredients instance) and the DM should determine these on an ad hoc
for rare and very rare drugs must be sought for by name. basis, but only in rare cases should it take more than a few
Buying and Selling Ingredients days to make anything.
Of course, people don't always need to go searching through Complications for Making Drugs
the world (or other planes) for their ingredients, especially if Even in the best of circumstances, buying or making
they are in one of the larger, more cosmopolitan cities. Any medicines is a delicate business. When the substances in
decently-sized town will have at least a few shops devoted to question are illegal, it can get downright exciting.
supplying apothecaries, alchemists, and even poisoners, The likelihood of complications involved in making drugs
perhaps, and with a bit of luck and some good haggling, a lot should depend on the skill of the alchemist. A neophyte is
of things can be found. For a price, of course. more likely to make mistakes than an experienced master.
PCs who have gone foraging can also sell their findings to Additionally, it stands to reason that the more complicated the
such stores, but are unlikely to get a good price if they don't substance being made, the more likely a complication will
know what drug the ingredient is for. arise in its creation. That said, no matter how good the
The following table has some price guidelines for selling alchemist is, there should always be at least some chance of
and for purchasing ingredients. It assumes the transaction failure.
takes place in a medium-sized city and that the character
doing business with the shopkeeper knows how to use what d8 Drug Making Complication
they're selling. If the character doesn't know any formulae that
the ingredient can be used with, I recommend halving the 1
Rumors circulate that you're doing something
dangerous or unhealthy.
price the shopkeeper is willing to offer. If the ingredient can
be used for multiple drugs, use the drug's most common 2 Your laboratory is burgled.
frequency. 3 A local underworld figure wants to recruit you.
Prices for Buying & Selling Ingredients 4
An unscrupulous noble wants to bankroll you in
Rarity Selling Price Purchase Price exchange for a large percentage of the profits.
Basic 2 (1d4) gp 4 (2d4) gp 5 An accident at your lab ruins your work.
Common 25 (2d4 x5) gp 50 (4d4 x5) gp 6 The authorities raid your place of business.
Uncommon 125 (2d4 x25) gp 175 (2d6 x25) gp You've attracted the interest of a corrupt officer of the
7
law who demands kickbacks.
Rare 350 (2d6 x50) gp 650 (2d12 x50) gp
8 You are betrayed by an accomplice.
Very Rare 10500 (4d20 x 50) gp 2100 (4d20 x50) gp

In a large metropolis like Waterdeep, it would likely easier Buying and Selling Drugs
and cheaper to find the materials, and might also be much The market for medicinal and recreational drugs is volatile.
easier to hide one's illicit activities, and in the middle of a Large fortunes can be made almost overnight by the bold and
wilderness, it might well be impossible to do either. On the ruthless, and lives can be ruined in an instant by the callous
other hand, the Xanathar Guild has eyes everywhere... and cruel.
Someone seeking to buy drugs makes a Charisma
The Actual Crafting (Persuasion) check to determine the quality of the seller
Once a character knows the formula and has the ingredients, found. Some deal might carry one drug, and some might be
they can finally craft the drug! Make a Medicine or Nature able to procure a wide variety... for a high price.
check and apply the following table. Make it with advantage if Similar to the guidelines for purchasing magic items in
the character is proficient in both Medicine and Nature. Xanathar's Guide to Everything, the character gains a +1
bonus to the check for every tenday spent looking for a dealer,
Proficiency Proficiency Proficiency and another +1 bonus for every 100 gp spent in the service of
Proficiency with 2 with 3 with 4 bribes, social lubrication, and the like. Of course, the more
Drug Rarity with 1 tool tools tools tools eager a buyer appears, the more suspicious a cautious
Basic DC 8 DC 5 Automatic Automatic criminal is of that buyer.
Common DC 10 DC 8 DC 5 Automatic Price Guidelines
Uncommon DC 13 DC 10 DC 8 DC 5 You can use the following table to help set prices for the
different drugs in this handbook, based on their rarity.
Rare DC 15 DC 13 DC 10 DC 8 Members of some factions such as the Zhentarim might find
Very Rare DC 18 DC 15 DC 13 DC 10 such substances considerably easier to procure and of a much
more reasonable price.

8
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These prices should be considered only very rough guidelines, Magic Medicines
as everything becomes complicated when one considers that
buying things on the black market isn't always the easiest or If you use this enchiridion, eventually some especially sharp
safest thing to do. Depending on locale, the legal authorities player of your is going to wonder if there's a way to infuse
may consider such substances to be anywhere from magic into these drugs. They'll want to make a lorbalinth +1,
unimportant to gravely serious and may try to control their for instance, or an enhanced shadowbalm that also casts
distribution with methods that range from laissez-faire to silence on the user, etc. Awesome. Think carefully before you
draconian. open this can of worms, because by their nature, such drugs
Rarity Typical Asking Price
can be game-breakingly powerful. Use at your own risk.
The resulting concoctions have special names: spagyric (an
Basic 5 gp ingested or injury medicine that also contains a spell effect),
Common 150 gp
kyphi (an inhaled medicine that also contains a spell effect),
and opodeldoc (a contact medicine that also contains a spell
Uncommon 875 gp effect). The exact details of how to make magic drugs I leave
Rare 3,900 gp to the DM, but in essence they would have to involve casting
the desired spell into the drug during the time of manufacture.
Very Rare 16,800 gp As for the rest, treat the magical augmentation as the
equivalent of crafting a potion, with all the consequent
Complications for Buying Drugs difficulties and restrictions.
I recommend there be around a 10 percent chance of a
complication occurring when attempting to purchase drugs.
That percentage could be significantly increased or decreased
Alcohol
based on local laws, the enthusiasm of local law enforcement, Because alcohol is almost certainly going to be the most
any cooperation or shelter given by local underworld figures, commonly taken drug in any fantasy campaign, it has special,
the activities of rivals, and so on. simplified rules that should make it easy to run a drinking
contest, a night carousing or looking for information in a
d12 Drug Buying Complication tavern, or even help the DM should the PCs decide to open
1 Drug's a harmless fake. their own bar.
Every alcoholic drink has a strength level, which roughly
2
Drug's been cut with laxative. Effects are half as corresponds to the amount of alcohol in it, and as they
strong and user gets diarrhea. consume more and more alcohol, drinkers acquire different
3 Drug's too old. One of the effects doesn't occur. levels of drunkenness.
Every time someone has a drink of alcohol, they have to
4
The dealer's under investigation by the authorities. make a Constitution saving throw or acquire a level of
Now the buyer is, too. drunkenness. The DC for the saving throw is (8 + the number
5 The dealer's an undercover officer of the law. of levels of drunkness already acquired + the alcoholic
6 The dealer is killed by a rival.
strength of the beverage).
You can use the following chart as a guideline for
7 Drug's way too strong. User overdoses. determining how strong a drink is:
8 The dealer tries to rob the buyer. Drink Type Alcoholic Strength
9 Contaminated. One effect is replaced another drug's. Beer, Ale, Cider 1
10 User has the poisoned condition 1d4 hours. Wine, Mead 2
11 Dealer tries to kill the buyer. Dessert Wines, Brandy 3
12 User must roll on the short-term madness table. Hard Liquor 4

Medicines as Poisons, aka If the creature is smaller than size medium, they make their
Deliberately Overdosing Someone drunkenness saving throw with disadvantage, and if larger
than medium, with advantage. Creatures of giant size and
Most of the medicines found in this handbook can be used to above cannot get drunk by these rules, as the beverages that
deliberately provoke deleterious effects upon an unsuspecting puny creatures like dwarves and humans drink are far too
user. Effectively, this is done by overdosing one's victim. weak to affect them.
Anyone with proficiency with the poisoner's kit can make a It takes a number of drinks equal to a character's
DC 10 Medicine check to determine the dosage necessary to Constitution modifier minus one before that character is
do this. If a character has crafted the drug, no Medicine check visibly drunk. They may well have acquired some levels of
is necessary. drunkenness by then, but it would take a Wisdom
When someone has been poisoned with one of these (Perception) check to tell. The DC for the check is (10 plus the
medicines, treat it as though they have taken two doses of the drinker's CON modifier).
drug at the same time. In addition to the regular effects of the After someone has stopped drinking, each level of
drug, the overdose effects occur immediately. drunkenness takes one full hour to go away. The effects of
drunkenness levels stack.

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If a creature advances 3 or more drunkenness levels in an The drinker must make a DC 10 Charisma saving throw for
hour, they must make a Constitution saving throw or suffer every person within 30 feet, starting with the closest and
from alcohol poisoning. The DC for this save is (8 + their getting progressively farther away. The first person for whom
drunkenness level + the strength of their most recent drink). the drinker fails their saving throw becomes the drinker's best
friend in the world (temporarily).
Drunkenness
Level Effect
Treat this as though the person had cast the charm person
spell on the drinker with the exception that the drinker will
1
Wisdom (Perception) checks have not willingly leave that person's company under any
disadvantage circumstances.
All Dexterity saving throws and checks have If the drinker has a lengthy interaction with someone else,
2
disadvantage the charm effect may move to that person, at the DM's
discretion.
3
All Charisma saving throws and checks have Sad Drunk. If the drinker is a sad drunk, then during this
disadvantage stage of drunkenness they are morose and weepy, lamenting
4 Character becomes 'hammered' (see below). all the bad things that have happened to them, to their friends,
Character is unconscious and cannot be
and to the world in general. All effort is pointless, all
5 woken until at least two levels of
aspirations hopeless. For the duration of this stage, the
drunkenness have expired. drinker behaves as though they had acquired 4 levels of
exhaustion.
Moreover, even being around the drinker is enervating.
Hangovers Unless they have at least two drunkenness levels, anyone
Everyone's favorite part of drinking. After all drunkenness within 15 feet of the drinker or who significantly interacts
levels have been lost, the drinker probably feels pretty awful. with them (DM's discretion) must make a DC 10 Charisma
They must make a Constitution saving throw to avoid a saving throw every hour or acquire a level of exhaustion.
hangover. The DC is (10 plus the maximum drunkenness level Levels of exhaustion gained in this manner are lost much
acquired plus the strength level of the strongest drink they faster than normal: once out of the drinker's influence, they go
imbibed). away at a rate of 1 per hour.
Angry Drunk. If the drinker is an angry drunk, then during
Last night, Hermione drank wine until she became
this stage of drunkenness they are aggressive and bellicose.
hammered, so her DC to avoid a hangover is 16 (10 Every character within sight of the drinker must make a DC
plus 4 for becoming hammered plus 2 for drinking 10 Charisma saving throw, starting with the closest and
wine). getting progressively farther away. The first character to fail
the saving throw becomes the target of the angry drunk's ire.
The drinker is compelled to attack that character using only
Hangovers cause characters to move at half speed and have fists and improvised weapons. Fortunately for their intended
disadvantage on all attack rolls and Dexterity saving throws victim, the drinker has disadvantage on all attack rolls and all
and checks. If a hungover character completes a short rest, attacks made against them have advantage. The drinker will
they can make their saving throw again and, on a success, they continue to fight until victorious (the target flees or drops
shake off the hangover. unconscious), at which point a new target is found, or is
The hangover condition goes away on its own after a long knocked unconscious themselves.
rest. Stupid Drunk. If the drinker is a stupid drunk, then during
this stage they have great trouble following even simple
conversations and consider themselves to be the wisest, most
'Hair of the Dog' variant
knowledgable person in whatever room they happen to be in.
The drinker loses 2d4 points of Intelligence and 1d4 points
A variant rule is that a character has advantage on
their saving throw to avoid a hangover if they
of Charisma. Ability score damage acquired in this way goes
imbibe more of the drink that they were having
away entirely after a long rest.
before. Think carefully before introducing this They must then must make a DC 10 Wisdom saving throw
variant, as massive PC drunken high jinks may well for every person within 30 feet, starting with the closest and
ensue. getting progressively farther away. The first person for whom
the drinker fails their saving throw becomes the focus of the
drinker's undivided attention.
Hammered As far as the drinker is concerned, whoever it is they're
At drunkenness level 4, the drinker enters the 'hammered' focused on is wrong about something very, very important that
stage, also known as 'wasted,' 'sauced,' or 'knackered.' There the drinker is an expert on, and the drinker is compelled to
are four options for this, determined by the drinker's correct that person's misunderstandings.
personality. Treat this as though the drinker has had the suggestion
Happy Drunk. If the drinker is a happy drunk, then during spell cast on them with the command that they talk to the
this stage they consider everyone around them on the best person they've identified. If the drinker has a lengthy
possible terms. All jokes are funny. All people are generous interaction with someone else, the suggestion effect may
and worthy. All love is true and all enemies misunderstood. move to that person, at the DM's discretion.

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Alcoholism and Drying Out Ghost Ale: Ghost ale is brewed from barley and hops
If you use these rules for drunkenness, it may well be that harvested under the new moon—called the “no moon” by
there is no need for addiction rules for alcohol in your some -- and treated with a secret formulation that might
campaign. Depending on your setting, alcoholic drinks may be include a touch of formaldehyde. This dark brew has a
so common that very few non-alcoholic drinks are even spiritual impact on those who drink it. Those who imbibe too
available, and so everyone is going around on a permanent much of it report having out of body experiences. Few
semi-buzed level. (Something like drunkenness level 0.5, I breweries in the material world produce ghost ale, but the
suppose.) drink is more common in the Shadowfell, where it is easier to
However, if you want to apply the addiction and withdrawal make and its effects are less pronounced. In some regions of
rules in this handbook to alcohol as well, I recommend giving the Shadowfell, ghost ale is the local small beer, and it is
alcoholic beverages a save DC of 5 and 4 addiction dice. consumed at every meal.
When alcoholics drink alcohol, they have advantage on their Golden Light: A fine, lightweight beer with flowery accents,
saving throws to acquire drunkenness levels and lose their this is a favorite trade item with humans and halflings.
drunkenness levels at half speed. Hardcheese's Best: A blended beer made by the halfling
Fulbar Hardcheese in Daggerford that tastes like almonds.
Some Well-Known Alcohols Helmatoss: A sweet, oily, clear pale ale, helmatoss sits
heavily on the stomach. Some say it was named for the long-
Just a tiny sampling of the panoply of alcoholic beverages dead tavernkeeper Alanra Helmatoss, and others say it’s
available on the Sword Coast. named for the violent retching it induces in those who over-
imbibe. In smaller doses, it’s known to neutralize many
Ales, Beers, & Meads poisons and settle raging acidic stomachs -- Harpers have
Beer is made locally all over the Realms, and the flavor and tested both contentions and proven them true -- and is
appearance of brews vary widely. For many, it is a cheap, daily definitely an acquired taste. Those who have acquired that
drink often enjoyed with gusto. taste often drink great amounts and swear by it, whereas one
Annasker: Named for the family who first made it, large tankard will leave a first-timer spewing. Warning: highly
annasker is a sparkling, pinkish pale ale that tastes sweet but flammable!
tart, like lemonade mixed with several berry juices. Kragg: This spirit is popular among orcs and goblins. It is
Belbuck: A halfling-brewed beer, and by far the most extremely powerful and tastes dreadful to the non-goblinoid
popular, belbuck is sweet and a translucent green thanks to palate. Drinking a tankard of this foul brew nauseates anyone
fermented herbs that make it both strong and minty. Like who is not an orc, half-orc, goblin, or hobgoblin.
spearmint, it clears other tastes, and it chills the throat like Pulsch Brown Ale: A halfling creation, found among the
menthol. It’s deceptive; many a traveler has drunk deeply few permanent halfling settlements that have acquired the
before feeling the effects, and afterward been unable to rise taste of ale. It has a pleasant, nutty flavor.
and walk across a taproom unaided. Saerloonian Topaz: Although not normally famed for
Chichiatl. This strong, thick, milky-white alcohol is popular brewing, elves find exotic honey in their forest homes to
throughout the northlands of Faerûn. It is made from the hard, create this delightful mead. Even dwarves find its taste
starchy, normally-inedible roots of the yarrotreed bush, also appealing—though they are loath to admit it.
known as moosetongue, which must be boiled, sliced into thin Thudrud: Almost universally avoided by non-goblinoid
pieces, and then chewed to a pulp and spat into a bowl before races, thudrud has been described as having the taste and
fermentation can begin. Those who have never tasted it can smell of “a rotting cow that caught fire.” It is favored by some
rarely be convinced to do so once they find out how it is made, barbarians as the drink of choice.
but in the frozen lands chichiatl is a major part of the diet of Zeskorr: A dark brown pale ale, zeskorr tastes of salt and,
nearly all humans and quite a few orcs. It is said that three some say, fish; others just say it tastes strange. Apt to upset
glasses of chichiatl a day contain all the nutrition a full-grown the stomachs of the unwary, zeskorr is deeply enjoyed by
person needs and that anything else a person might eat is just those who have acquired a taste for it.
gravy, but this is a rumor yet to be successfully tested.
Darndarr: A sandy or nutty flavored beer, darndarr goes Wines
silkily well with both seared meats and fish. This ale keeps Faerûnian wines range from opaque, glossy black to clear and
well, even out in the sun. The small earthenware jugs it is nigh-colorless, from sugary sweet to “wrinklemouth” bitter,
served in collapse into powder if flung or swung against and from local “tath” (poor or very ordinary) to expensive, far-
something hard, making them into preferred “drench people” traveled “dance in your glass” vintages sought after by
missiles in pranks. Many locals have crocks and kegs of collectors, argued over by snobs, and unobtainable by the
darndarr around the house for casual drinking and for use as ordinary “jack in the street.” Literally thousands of vintages
a marinade or to “jug” perishables in, for longer keeping. exist, from the little-known and the local to those whose
Diamond Water Ale: Created and distilled in much the volume fills hundreds of casks that are shipped far across
same way as diamond water elixir, this thick, muddy ale has a Faerûn for local bottling. In particular, the production of
chokingly poppy taste (usually riddled with crunchy bits from Tethyr’s coastal vineyards has climbed steadily throughout the
its imperfect brewing process). 1300s DR and 1400s DR.
Dragonbite Bitter: The recipe for this exceptional dark
beer is centuries old, and only the Dragonbite Brewery has
been able to reproduce it.
Dwarfhead Stout: Found almost exclusively in dwarven
communities, this powerful brew is a “day- to-day” beer
favored by warriors.
11
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Elves, and to a lesser extent half-elves, can consume large Stonesulder wine is made by crushing the fruits and leaves
amounts of wine without becoming inebriated, whereas red of certain jungle and swamp plants found in many layers of
wines contain some substance not yet identified that leaves the Abyss to capture their sap or juice, which is then
gnomes reelingly imbalanced -- or puts them rapidly to sleep -- fermented in wooden barrels. The fermentation process takes
after they imbibe only a small amount. place either in the Abyss or in the Realms, and the barrels
Aleeian Wine: The grapes for this astounding wine are must be from a hardwood, or else the wine is soured, and the
picked from wild vines located deep in the forest. It takes aging should be in a damp and warm, rather than cold, place.
many tendays to find enough grapes to create even one batch. Utterdark: Has an almost salty taste. Few enjoy it, but
Fighting Cock Wine: A local brew from Luskan. Quite vile, those who take to it can't get enough. When used as a
but laced with spirits to make it raw and strong. It burns marinade, its powerful flavor can cover the taste of spoiled
readily in any flame. food, and that and its potency make it a favorite with the
Frostwine: This delicate white wine is created from an quartermasters of many ships plying the waters of the Sea of
exotic blend of grapes that grow only in extreme northerly Fallen Stars.
climes. Frost worms in particular are drawn to the scent of
frostwine grapes in bloom, making it dangerous to harvest. Stronger Drinks
Garnet Wine: Made from grapes found high in the Increasingly, among humans, spirits aren’t drunk straight, but
mountains, this fine, if bold, wine includes at least 10 gp worth are mixed with other drinks to increase the potency of the
of ground of garnet “for flavor.” secondary drink. Generally, in the warmer climes, and as far
Mushroom Wine: Created by several different species that north as Amn, intoxicating drinks are blended for taste
live below ground, there are many types of this wine. Prices reasons, sometimes mixed with fresh fruit juices. However,
range widely. they are almost never deliberately made stronger by
Sonata Wine: A cultivar of grape in the vineyards of eladrin combining one alcoholic drinkable with another.
nobility tastes of potential. Vintners throughout the Feywild That said, from Westgate northward, and Beregost
considered it a mediocre grape until Hebaru Tonaro northward on the Sword Coast, most inns and taverns serve
discovered the grape’s secret quality: It loves song. If the vine fortified drinkables. These are of two sorts: the booze that the
is cared for with melodious song throughout its life, it house waters down habitually and every patron knows about,
develops into a unique fruit from which expert winemakers of and the mixed drinks that are done on the spot, at the request
the eladrin nobility can make an exceptional wine. of a patron or when a patron accepts an offer to “warm” his or
The amount of work that goes into singing a grape to her drink.
greatness makes bottles of sonata wine rare. What’s more, the The first group of warmed drinks includes zzar
quality of song dictates the quality of the resulting grape, and (Waterdhavian fortified wine) and what’s called deep ale or
the finest singers prefer to perform for crowds of appreciative fire ale (beer to which a grain-based spirit has been added).
people rather than for silent, impassive fruit. Still, many These beverages might be watered to make them go farther if
singers have earned small fortunes by dedicating themselves the taste is harsh (and to save some coins), and are often
to the vine for a season. fortified with distilled spirits. These spirits are usually potato-
Some vintners prefer to use mortal vocalists rather than based, akin to real-world vodka: essentially clear, colorless,
eladrin for their grapes. They enchant the greatest voices from and tasteless.
the mortal world and take them away for a year and a day that The second group of warmed drinks includes those that
they will not remember, until the day when a properly aged approach the elaborate recipes of realworld cocktails, but
bottle appears as thanks. such beverages are found only in places like Waterdeep,
Spiderblood: A slight misnomer, this mushroom wine Silverymoon, Luskan, Neverwinter, Sembia, Westgate, and
crafted by the drow includes a substantial dose of venom from the coastal ports of the Dragon Reach. Usually this kind of
poisonous spiders. Its taste is remarkable and unlike anything warmed drink is a simple “Warm your wine by stirring in a
encountered on the surface world. Anyone not used to little throatslake, goodsir?” concoction (“throatslake” here
drinking this wine (usually a nondrow) makes their meaning an unspecified distilled spirit). If the throatslake’s
intoxication saving throw with disadvantage. strong taste clashes with the wine, the result can be horrible.
Stonesulder Wine: The long-dead merchant Ariast Burning Bronze Ale: The efreet masters of the Burning
Stonesulder popularized the vintage that bears his name by Bronze Distillery, originally in the City of Brass but now with
tirelessly selling it all over the Heartlands of the Realms. The satellite distilleries across the Elemental Chaos, take great
yellow-hued, sharp-flavored liquid known as Stonesulder wine pains to conceal their source for the rye that they use to make
is now a staple in many kitchens. Not only does this pleasant their famous Burning Bronze Rye. Competing distilleries have
drink cleanse the palate when imbibed by itself, but it also has sent spies across the plane searching for the flame-grown
the property of binding sauces and gravies to rice and root grass from which the famous drink must be distilled. In truth,
vegetables (such as potatoes, turnips, parsnips), so that the all the rye is sourced from a single farm in the material world,
flavors of the sauces cling and mask or alter the natural run by generations of farmers who raise a good crop and are
flavors of what they cling to. Stonesulder wine has an acidic successful, despite the fact that no one nearby knows where
“tang” or edge to its taste that clears the throat and has been they sell their produce.
described as “sweet fresh fruit crushed and squeezed to jet
juices down one’s gullet” (by the “Sage of the Table” and
gourmand Halitz Marlel of Athkatla).

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The combination of excellent -- if mundane -- rye and a Some substances are highly addictive in that after just one
magical distilling process infuses the final spirit with heat and hit you’re likely to be addicted, but going cold turkey isn’t very
depth of flavor. Aficionados the worlds over recognize it as a difficult. Some substances are less likely to cause an addiction
fine drink, and many wealthy nobles keep it on the back of the but, once caused, their addictions are much more difficult to
top shelf until they need to impress a guest. Burning Bronze kick. Because of this, addictive substances have a Constitution
Rye warms the soul, invigorates the spirit, and inspires save DC and an addiction dice number. The higher the DC,
greatness. Or so it states on the label. the likelier someone is to get addicted in the first place. The
Burning Bronze Rye comes in bottles aged 15 years, aged higher the number of addiction dice, the harder it is to break
50 years, and aged 500 years. the habit.
Elven Moondrop: Exquisite beyond compare, this beverage
can be produced only by someone with expertise in Getting Off the Junk
alchemist's tools. It is made through a bizarre process The description for each addictive substance lists a number of
involving fresh dew and moonlight. ‘addiction dice’. These come into play if an addict wants to
Firebeer: A concoction of ale made stronger by dumping kick their habit of using the substance. The addiction dice,
spirits into it. It tastes even more vile than it sounds, but can which are always d4s, determine how hard it is to go cold
be used as lamp fuel. turkey. If the addict is lucky enough to have someone around
Frenzywater: An extremely potent clear alcohol. Rumors of who can cast greater restoration, it’s also a measurement of
bottles spontaneously catching fire when exposed to sunlight how many times the spell has to be cast on them in order for
have never been proven. the addiction to be completely gone.
Rollrum: A dark, licorice-laced Tashlutan drink, which has
a cool, clear, minty aftertaste. If you’re addicted to carthagu, which has 5
Shadewater: Water burbles up from a spring into an addiction dice, you'll need your cleric friend to cast
underground lake, flows down subterranean streams, and greater restoration on you for 5 consecutive days to
never sees the surface. When that water pools in the corpse of get clean!
an intelligent creature who drowned in that stream and left
behind a lost spirit, the water becomes shadewater. Light has
never touched it, and the only life it knows is cold, eternal Withdrawal
despair. When an addict does not ingest their drug, they begin to risk
Naturally formed shadewater is rare; attempts to create it withdrawal. The following formula determines how many days
intentionally have yielded few successes. When a creature an addict can go without a hit: half of [20 - (a roll of all the
does find a source, it never lasts long: such conflict arises over addiction dice) + (CON Modifier)].
possessing a source of shadewater that, inevitably, blood spills After that duration has passed, the addict must make a
in the lake and spoils the discovery for everyone. Constitution saving throw (same DC as listed in the
A drink of shadewater chills the spirit and makes the description) every day. The addiction dice are also rolled, and
drinker cold in action and emotion. It serves as a protection the resulting number is subtracted from the character’s d20
against feelings, allowing calculated and considered roll, making the addict's roll [1d20 - (a roll of all the remaining
decisions, and it also distances the mind from those who addiction dice) + (CON Modifier)].
would affect the imbiber. If the addict succeeds, the process repeats the next day, only
Wyrmwizz: A muddy, alcoholic swill popular in Skullport. one fewer addiction dice are used. If the character succeeds
when the addiction die is 1d4, then they are no longer
Addictive Substances addicted.
After someone ingests an addictive substance, they have to
make an immediate Constitution saving throw. The DC for Luhix, for example, has 4 addiction dice. If Hrothgar
this depends on the substance and is listed in the description. (CON 16) stops taking the drug, he can go [20
If the creature succeeds in their saving throw, they are not -4d4 +2] days without suffering any withdrawal
addicted. The effects of the substance take place as stated in effects. Let's say he rolls 4d4 and gets a 10. 20-
the description. Nothing to see here. Move on. Go about your 10+2 is 12. Divide that by 2 and we get that he has
business. (They need to make the save again if they take the 6 days before he needs to make his first addiction
substance again, of course.) saving throw. Hrothgar will now have to make 4
Unless it states otherwise in the description, creatures that successful addiction saving throws to kick his habit,
are immune to the poisoned condition cannot become one for each die. Good luck, Hrothgar!
addicted. Creatures that have resistance to poison or
vulnerability to poison roll their addiction saves with
advantage and disadvantage, respectively. As before, addicts that have resistance to poison or
If the creature fails their saving throw, they become vulnerability to poison roll their addiction saves with
addicted to the substance and special rules apply. advantage and disadvantage, respectively.

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Withdrawal Levels Hrothgar has a Constitution of 16 (modifier of +2) and and
If an addict fails one of these saves, then they gain a level of rolls a 2, a 2, and a 3 for his initial, secondary, and side effects.
withdrawal and the next day must roll their Constitution He experiences terrible pain for 2 rounds as his wounds close
saving throw with the same number of addiction dice. There and then is zonked out of his gourd with pleasure for 16
are six levels of withdrawl, detailed in the chart above. As with minutes. For 24 minutes after the luhix is applied, he thinks
levels of exhaustion, levels of withdrawal are cumulative. everyone around him is friend of his and does pretty much
If a character succeeds in breaking their addiction, their whatever he's told to do (although for 16 of those 24 minutes
withdrawal level decreases by one for every completed long he's not paying much attention to anything but his own bliss).
rest. A greater restoration spell will remove two levels of Unfortunately, Hrothgar has also failed his addiction saving
withdrawal. throw and now has a dependency on luhix. The next time he
takes the drug, the effects will be much less strong than the
Withdrawal first time, and if he doesn't take it regularly, he's likely to
Level Effect experience some very unpleasant side effects.
1 Addict can no longer take short rests.
After ten or fifteen tendays living with his unfortunate (and
expensive) luhix habit, Hrothgar decides to go cold turkey.
2 Addict has disadvantage on all ability checks. Luhix is very hard to get off of and has a high number of
Addict has disadvantage on attack rolls and
addiction dice: 4d4. It also it pretty addictive: DC 15. Unlucky
saving throws (does not apply to the saving for Hrothgar! Fortunately, Hrothgar has a Constitution of 16
3 throw to break free from the addiction). One and is proficient in his Constitution saves, so he gets a +5
physical and one mental ability score, each bonus to his d20 roll. Let’s see how he fares.
randomly chosen, lose 1d4 points. Day One: Hrothgar has 4 addiction dice. This is going to be
tough. If we subtract his saving throw bonus from the DC for
4
Addict's long rests have a 50 percent chance
of failure. One physical and one mental ability
Luhix, he needs to get a 10 or above. 1d20-4d4 has only a 7.38
score, each randomly chosen, lose 1d4 points.
percent chance of being at least a 10. Good luck Hrothgar!
Day Two: Having succeeded, somehow, Hrothgar now faces
Addict acquires an indefinite madness (p. 259 3 addiction dice. He has a 17.58 percent chance of getting at
5
of the DMG). One physical and one mental least a 10 rolling 1d20-3d4. Hope you make it, dude!
ability score, each randomly chosen, lose 1d4 Day Three: Now things are getting downright easy! With
points. only 2 addiction dice, Hrothgar’s chances of getting at least a
6 Addict dies (heart attack, most likely). 10 are a whopping 30 percent.
Day Four: Finally, with only one addiction die remaining,
On the event that a character’s roll is negative, then that his chances are looking pretty darn good: 42.5 percent.
character falls off the wagon and must acquire a new hit of But you know what? Hrothgar’s chances of going cold
their addictive substance within a day or gain two withdrawal turkey on his first try without gaining any withdrawal levels?
levels. Just 1.22 percent. Don’t do drugs, kids. It’s easy to start and
hard to stop.
Relapsing
If an addict ingests the substance they're addicted to, any Herschel's drinking problem.
withdrawal levels they've acquired are eliminated. Herschel (level 1 paladin) has been drinking carthagu
Even if an addict has successfully kicked their habit, they (addiction DC 5) to help calm his nerves, but now he’s
still remain an addict, just not a user. If they try their drug thinking that his carthagu habit has become a problem. It’s got
again, they're likely to relapse. a whopping 5 addiction dice, though, and he doesn’t have a
In the event that an addict who has successfully stopped very high Constitution (12), which means he’s only going to get
using ingests their drug of choice again, they have to roll their a +1 bonus added to his Constitution saves. Can he do it?
addiction saving throw with disadvantage. They get the full First, he rolls 5d4 and gets a 13. 20-13+1 is 8, so if he goes
effect of the drug the first time they use again. cold turkey, he wont start feeling the effects of withdrawal for
A greater restoration spell cast on a non-using addict will 8 days. After 8 days have passed since his last drink, though,
remove that (invisible) condition. he needs to start making those Constitution saves.
Day One: Chances of rolling at least a 4 (DC 5 - 1 Con
Some Addiction Examples bonus) on 1d20-5d4 is 22.64 percent.
Day Two: Chances of rolling at least a 4 on 1d20-4d4: 35
Hrothgar takes luhix percent
Hrothgar (level 1 fighter) lies gravely wounded on the Day Three: 1d20-3d4: 47.5 percent chance of getting at
battlefield, a deep gash in his leg reaching all the way from least a 4.
crotch to knee. Bleeding heavily, Hrothgar is likely to die in Day Four: 60 percent chance of success!
mere moments. Acting quickly, Hildegaard rushes to his aid Day Five: 72.5 percent chance of kicking the carthagu
and applies luhix to his injury, stabilizing him. She has saved habit!
his life... but at what cost? It looks good at this point, but overall, Herschel has a
depressing 1.64 percent chance of making it through first try.
Wowzers!

14
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Hannah smokes too much.
Hannah (level 1 wizard) has a nasty smoking habit. She
started using haunspeir to help her get through her studies at
the wizarding academy and now finds she needs to smoke all
the time or she feels awful. Plus, Hrothgar and Herschel keep
telling her how bad it smells. Time to quit!
Hannah has a good Constitution (15) so she's going to need
to get at least an 8 each time she rolls. Let's see how she does.
Day One: She's got a 40 percent chance of success.
Looking good!
Day Two: 52.5 percent chance of success. Will she make it?
Hannah has a 21 percent chance of getting off haunspeir
first time without any withdrawal levels. That's darn good, if
you're asking me.
But, unfortunately, she missed the first roll and picked up a
level of withdrawal. She stuck with it, and made it on the
second try, knocking one of the addiction dice out, but, as luck
would have it, she failed the next roll and picked up another
withdrawal level.
Now she can no longer take short rests and has
disadvantage on all her ability checks. Life's looking pretty
unpleasant for Hannah right about now. Should she try again
or give up and admit that this attempt at quitting is a bust? At
this point, she's got a 52.5 percent chance of beating that
devilish weed out of her system, but if she fails the roll, a third
level of withdrawal is going to cost her a LOT: disadvantage
on all her attack rolls and saving throws and a serious penalty
to TWO of her ability scores. Ouch!
Glum and defeated, Hannah picks up her pipe and lights it.
Maybe next time.

15
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Jassal: Subtle but capable of wafting for long distances,
Scents and Perfumes jassal is a fashionable scent that looks like a blue-green
While not strictly speaking drugs, manufactured scents are translucent alcoholic drink and smells like ripe cherries. It
made in very similar ways and can be extremely lucrative. feels chilly when applied to the body, turns transparent, and
There have been attempts to regulate the industry, but they imparts that same cherry smell to the wearer for around six
are token measures at best. Most people who make drugs hours. It is widely believed to be made from cherries, alcohol,
know a thing or two about making scents as well, if only to and some secret ingredient, but in fact is made from alcohol
make their medicines more palatable to their customers, and and the distilled roots of thistles, nettles, and three small
most legal purveyors of drugs will have a few 'house brand' flowering weeds. Priestesses of Loviatar long ago discovered
scents available as well. that if a body drenched in jassal is whipped, the skin briefly
feels intense, “on fire” pain, but heals itself of all scratches,
That said, there is a great difference between someone who weals, bruises, and other small wounds. The church of
knows how to make a simple perfume and someone who Loviatar now uses jassal in many rituals because of these
specializes in complicated, expensive ones. The recipes for properties. Jassal-coated flesh makes a loud, cracking sound
very good scents are closely guarded and standards are very when struck, and emits an intense cherry odor, even if the
high: a perfume that stains clothing or makes one's skin itchy initial smell has faded almost to nothing. The cost per flask is
is worthless, after all. Moreover, a scent that changes over 140 gp.
time isn't to be trusted. No one wants to buy a lovely perfume Sunrise: A yellow-orange translucent liquid, sunrise smells
only to discover a tenday later that it now smells of dung or like freshly grated lemons. On the body it turns transparent
rotted meat. and imparts a minty smell with a citrus tang that lasts for
If you wish, you can use the same crafting rules for around six hours. It is widely believed to be made from
perfumes as this enchirion sets out for drugs. alcohol, various citrus fruits, and a secret ingredient. In fact, it
The following six perfumes are the most commonly found is alcohol in which specific sorts of mussels, oysters, and
in Waterdeep. Each is the signature scent of one of the major snails have been boiled, with the addition of a few drops of the
perfume-makers in the city and they can be found in most any juice of a certain sort of melon, and more than a few drops of
shop that sells perfumes. rabbit urine. The cost per flask is 20 gp.
Bluestars: A blue translucent liquid with gold flecks, Tanlarl: A reddish brown, oily ointment, tanlarl turns
bluestars has a strong medicine smell until it is applied to the transparent and stops feeling oily upon contact with the skin.
body of a humanoid, whereupon it turns transparent and It smells of faint wood smoke before contact with a body, and
smells like fresh before-storm winds (with the exception of on some bodies has no smell at all. However, on most female
orcs, on whom it smells like fresh-baked bread). It also bodies it smells mildewy, and on most male bodies it smells
instantly and lastingly banishes body odors and strong food- warm and leathery, and the odor is very attractive to females.
related smells such as curry and garlic. The effects last for Tanlarl is widely believed to be made from the bodily
about a day. Bluestars is purportedly made from forest dew secretions of rare monsters, but is in fact derived from
that has mirrored starlight, virgins’ tears, and a distillate of vegetable oils, the livers of oxen, and certain herbs. The smell
alicorn (unicorn horn), but in fact it contains none of these is a very strong aphrodisiac to orcs and halforcs, who might
things. It is actually derived from a specific kind of clay, the be moved to accost beings they would otherwise shun. The
powdered shells of a particular type of snail, and the saps of cost per flask is 12 gp.
three weeds. The cost per flask (holding about a pint) is 220
gp -- its high price due to its odor-banishing properties and
alleged but false efficacy as a ward against poisons.
Darkdew: A scent that has been associated with dangerous
women for nigh a century, this opaque black oily ointment is
said to come from the Underdark and to have something to do
with both the blood of monsters and the sweat of female drow.
In truth, it is a combination of three plant oils, six herbs, and a
distillate of slugs. It turns transparent upon contact with the
skin, and it imparts a musky smell to the wearer for most of a
day that most folk, from fey to goblinkin, find arousing.
Darkdew tastes like black, bitter, unsugared licorice. The cost
per flask is 176 gp.
Harlyr: The cheapest widely known perfume in Waterdeep,
harlyr (har-leer) is a rose red translucent liquid that feels
slightly oily or gummy, and smells of nothing at all. When
applied to the body of a humanoid (except for goblinkin), it
turns transparent and sinks into the skin and for the next
three hours or so, the wearer smells strongly of a clear and
pleasant fragrance like that of freshly opened roses. If the
wearer is a goblinkin, the smell is like scorched urine. Harlyr
is correctly known to be made of nut oil, alcohol, and the sap
of three abundant, nondescript field flowers. The cost per
flask is 4 sp.

16
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PART 2 Medicine List

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Medicine List

A
ny place with a reasonably developed population The medicines marked with an asterisk are my own
will have their own such substances that rely on inventions. The others are adaptations or updates or existing
local flora and fauna. These are merely some of D&D material, as noted on the final section of this handbook.
the most commonly found in the larger
settlements and cities of the Sword Coast.

Name Type Rarity Addiction DC Addiction Dice


Alchemist's Mercy ingested common n/a n/a
Alindluth ingested rare 12 3d4
Appearing Ink* injury rare n/a n/a
Arthorvin ingested rare 15 2d4
Azuldust inhaled rare 10 4d4
Baccaran ingested/inhaled rare 15 4d4
Belarris ingested rare n/a n/a
Bitterleaf Oil contact common n/a n/a
Black Lotus Extract contact/ingested/injury rare n/a n/a
Blacktooth Fungus Paste ingested rare 10 3d4
Bloodflower Leaf ingested rare 15 3d4
Bloodpurge contact basic n/a n/a
Bloodroot ingested very rare 5/15 1d4/3d4
Bloodstaunch injury basic n/a n/a
Bookworm Resin* contact/ingested rare n/a n/a
Burrfoot's Nut Brown Ale ingested uncommon as alcohol as alcohol
Calad ingested uncommon n/a n/a
Carthagu ingested common 5 5d4
Chaunsel contact uncommon n/a n/a
Darklake Ale* ingested uncommon as alcohol as alcohol
Dathlil ingested basic n/a n/a
Devilweed inhaled common 12 2d4
Diamond Water Elixir ingested basic n/a n/a
Donavitch's Sunshine* contact uncommon n/a n/a
Dose of Haagen* ingested common n/a n/a
Dragonbane contact/ingested/injury very rare n/a n/a
Dread Sobaka* ingested rare 12 2d4
Drowth contact/ingested rare n/a n/a
Dwarven Grave Ale ingested rare as alcohol as alcohol
Elf Hazel contact rare n/a n/a
Elf Juice* ingested uncommon as alcohol as alcohol
Elixir of Fantasy ingested uncommon 8 1d4
Eye of Basilisk Powder contact very rare n/a n/a
Eyescratch Juice contact very rare n/a n/a

18
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Name Type Rarity Addiction DC Addiction Dice
Felsul Tree contact basic n/a n/a
Fezrah ingested very rare 10 2d4
Firebelly ingested rare 5 1d4
Fleshwort injury basic n/a n/a
Gnomish Moonguard* injury very rare 10 3d4
Green Rapture injury/ingested uncommon 8 2d4
Green Welcome ingested rare 14 2d4
Greenblood Oil ingested rare n/a n/a
Grell Bile ingested/injury uncommon n/a n/a
Harlthorn ingested/contact basic n/a n/a
Haunspeir inhaled common 10 2d4
Insanity Mist inhaled very rare n/a n/a
Izverg Kholodets* ingested rare 10 2d4
Jalynfein* injury very rare 5 3d4
Lich Dust ingested/injury very rare n/a n/a
Liquid Courage ingested uncommon 5 3d4
Lorbralinth ingested/injury uncommon n/a n/a
Luhix injury rare 15 4d4
Mad Foam ingested uncommon n/a n/a
Mad Honey* ingested uncommon n/a n/a
Malyss Root Paste inhaled rare n/a n/a
Mertoran Leaf ingested uncommon 8 5d4
Mindfire injury rare 12 2d4
Miner's Milk ingested basic as alcohol as alcohol
Moog's Cheer* ingested uncommon as alcohol as alcohol
Moon Honey ingested uncommon n/a n/a
Mordayn Vapor inhaled rare 17 3d4
Musk Muddle Salve contact uncommon n/a n/a
Mushroom Blue inhaled rare 12 3d4
Myconoid Essence ingested rare n/a n/a
Night Sleep injury common n/a n/a
Nilhogg's Nose ingested rare n/a n/a
Nitharit ingested rare n/a n/a
Oil of Taggit contact rare n/a n/a
Palasa* contact common n/a n/a
Pale Tincture ingested rare n/a n/a
Perjury Sauce* ingested rare 10 3d4
Philter of Madness* ingested rare 8 2d4
Phoenix Powder ingested rare n/a n/a
Purebalm contact uncommon n/a n/a
Ralayan's Comfort* injury very rare 15 2d4

19
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Name Type Rarity Addiction DC Addiction Dice
Rhul ingested common 12 2d4
Sakrash ingested uncommon 10 4d4
Sannish ingested rare 18 4d4
Scorcher Fumes inhaled common n/a n/a
Sehan contact very rare 18 2d4
Shadowbalm* contact rare n/a n/a
Shrinkwort ingested rare n/a n/a
Silphium* ingested common n/a n/a
Slumbering Ignatius* inhaled uncommon n/a n/a
Snake Oil contact very rare n/a n/a
Srindym contact/ingested/injury very rare n/a n/a
Sweetheart's Confection ingested common n/a n/a
Swiftsleep injury uncommon n/a n/a
Tansabra injected uncommon n/a n/a
Tatterskyre ingested basic n/a n/a
Tekkil contact uncommon 8 5d4
Terran Brandy ingested very rare 15 3d4
Thardynyn contact uncommon n/a n/a
Theriac* any common n/a n/a
Thever ingested/inhaled uncommon n/a n/a
Timmask inhaled rare 14 2d4
Tonandurr Bark contact basic n/a n/a
Tongue of Madness ingested rare 12 3d4
Tongueloose ingested uncommon n/a n/a
Trueform Oil* contact very rare n/a n/a
Truth Serum ingested very rare 5 1d4
Truth Wine ingested rare as alcohol as alcohol
Tuanta Quido Miancay inhaled very rare n/a n/a
Underbeer* ingested uncommon as alcohol as alcohol
Ungol Dust contact/ingested/inhaled very rare n/a n/a
Unguent of the Hydra* injury very rare n/a n/a
Unicorn Horn Powder* inhaled very rare n/a n/a
Vine Oil contact rare n/a n/a
Vlonwelv's Silvertongue* ingested rare n/a n/a
Vornduir inhaled uncommon n/a n/a
Wittlewort Brew ingested rare n/a n/a
Wurple ingested rare n/a n/a
Wyvern Ink injury rare n/a n/a
Yethgrel ingested rare n/a n/a
Zixalix ingested rare 12 5d4
Zolegamenda* ingested common n/a n/a

20
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Full Descriptions
Alchemist's Mercy Secondary Effects. None.
Non-addictive substance, ingested, common Side Effects. The drinker must make a DC 5 Constitution
saving throw or get the hiccups for 1d10+1 minutes.
A fine powder that, when mixed with juice or water and Overdose Effects. If more than one dose of alchemist's
drunk, can help those suffering from having drunk too mercy is taken within an 8 hour period, the drinker
much the night before. It tastes terrible but many swear definitely gets the hiccups.
by it.

Initial Effects. Alchemist's mercy grants an immediate


saving throw, with advantage, to throw off the effects of
a hangover.

Alindluth Side Effects. People tend to have violent reactions to the


effects of alindluth wearing off. There is a 50 percent
Addictive substance, ingested, rare
chance that for a number of rounds equal to 1d4
multiplied by (10 minus the user's CON modifier), the
When ingested, alindluth deadens all pain and prevents user will be overwhelmed with fury, attacking the first
shock and nausea effects for a few minutes. There are person they see.
no known side effects, but if the substance is used too
soon after first exposure (or in too large a dose; dosages Overdose Effects. If more than one dose of alindluth is
vary by body volume and weight), it induces a short- taken within a 12 hour period, the drinker must make a
duration coma. DC 10 Constitution saving throw or fall into a comatose
state for a number of minutes equal to 1d20 multiplied
by (8 minus the user's CON modifier).
Initial Effects. A dose of alindluth renders the drinker
numb to all pain. It takes 1d4+2 rounds to take effect. Addict Effects. When taken by someone who is addicted
Thereafter, the drinker is numbed to all pain for a to alindluth, the duration of the initual effects and the
number of minutes equal to 1d8 multiplied by (10 chance of side effects occuring are both halved.
minus the user's CON modifier). Under this effect, the
user will not notice when they are wounded unless they Addiction DC. 12
make a DC 10 Intelligence check.
Addiction Dice. 3d4
Secondary Effects. None.

Appearing Ink Initial Effects. None.


Non-addictive substance, injury, rare
Secondary Effects. None.
Only the most specialized tattoo artists carry this ink, Side Effects. Getting an appearing ink tattoo can be an
which is made from the secretions of a particular exhilarating experience. There is a danger that the
bioluminescent squid. Under normal conditions, a tattoo wearer will become infatuated with their own body art.
made from appearing ink looks absolutely normal -- so The wearer must make a DC 8 Charisma saving throw.
much so that it is indistinguishable from ordinary On a failure, they become incredibly protective of their
tattoos. If the wearer of the tattoo exposes it to bright tattoo and refuse to put it in danger for fear of spoiling
sunlight for at least six hours, then for the next 3d4 its great beauty. Their AC is lowered by 1 until the tattoo
hours, whenever the wearer goes into an area of near or is removed. Moreover, they will not willingly let anyone
total darkness, their tattoo wilglow in a flowing, they consider to be an enemy or a fool see it.
hypnotic manner. It does not glow brightly enough to be
Overdose Effects. A person can have only one appearing
used as illumination.
ink tattoo on their body at one time. If someone tries to
Those that see it must make a Wisdom saving throw or get a second one, or if the tattoo requested is too large
be charmed for as long as they see the tattoo. Treat as (DM's discretion), then the wearer must succeed on a
the hypnotic pattern spell except that the effect ends 1 DC 12 Constitution saving throw or be poisoned until
round after the target stops looking at the tattoo (such all appearing ink tattoo is removed from their skin. This
as if the wearer leaves or covers it up) and the save DC can be done with a lesser restoration spell.
is determined by the skill of the tattoo artist. The range
is line of sight, limited to 30 feet.
Those with darkvision can see the tattoo's nature during
the day, but it has no effect on them then. In darkness, 21
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Arthorvin

Side Effects. Arthorvin produces a general dulling of the


Addictive substance, ingested, rare
emotions and senses. Patients who take it often
complain of feeling detached and distant from the
A fragrant gray powder made from rare magic plants, the world. For a number of hours equal to 1d4 multiplied by
drug called arthorvin is an appropriate alchemical (10 minus the user's CON modifier), the drinker has
treatment for anxiety, mood disorders, and dissociative disasvantage on all initiative rolls and Wisdom and
disorders. When taken in large doses, it is likely to cause Charisma checks.
them.
Overdose Effects. If more than three doses of arthorvin
are taken in a 24-hour period, the drinker must make a
Initial Effects. Within 1d4+1 rounds of a person drinking DC 12 Constitution saving throw or become mentally
a dose of arthorvin, the drinker loses 1d4+1 points of damaged. Treat as though the feeblemind spell had
Charisma. This is restored after a long rest. been cast on them. This lasts a period of hours equal to
Secondary Effects. If the drinker is insane, arthorvin has a 1d4+1 multiplied by (10 minus the drinker's CON
chance of curing or treating them. Arthorvin can cure modifier).
short-term madness but can only treat long-term and
indefinite madness. In those cases, the patient would Addict Effects. When taken by someone who is addicted
have to be continually under the effect of the drug or to arthorvin, the duration of the side effects is doubled
the symptoms would return, but so long as they keep and the DC to avoid the overdose condition increases to
drinking it, they behave perfectly sanely. A dose of 15.
arthorvin wears off in a number of minutes equal to
2d20 multiplied by (12 minus the user's CON Addiction DC. 12
modifier). Addiction Dice. 5d4
Madness
Type Effect of Arthorvin
Short-term 75 percent chance of cure
50 percent chance of treating the
Long-term
symptoms
10 percent chance of treating the
Indefinite
symptoms

Azuldust Secondary Effects. Inhaling azuldust is also extremely


stressful for one's body. The user must make a DC 15
Addictive substance, inhaled, rare
Constitution save. On a failure, the user can see only the
ethereal plane and is blind to the material one, causing
Azuldust is made from cacti found in Azulduth, also all the expected disasvantages. This lasts for a number
known as the Lake of Salt. It is a gray, fine-grained dust of rounds equal to 1d10 multiplied by (10 minus the
normally carried in small paper envelopes. It is often user's CON bonus).
used in attempts to contact the ethereal plane, for
inhaling the powder can allow one to glimpse nearby Side Effects. None.
ethereal creatures. Overdose Effects. Taking azuldust more than once in a 6
hour period increases the saving throw DC to avoid the
It can temporarily blind and disable its users, and is thus secondary effects to 20.
popular with rogues and assassins who want a way to
quickly discourage those who interfere with their work.
Addict Effects. When taken by someone who is addicted
Azuldust can be used as a weapon by casting a pinch in to azuldust, the initial and secondary effects are of half
an opponent's face. Treat this as an action, melee touch duration.
attack; if the attack is successful, the target must make
their Constitution save or suffer the effects of the drug. Addiction DC. 10
If the attack misses, the dose dissipates harmlessly. Addiction Dice. 4d4

Initial Effects. Upon inhaling a dose of azuldust, the user


experiences a rush of uncanny awareness as the scales
of reality seem to fall from their eyes. For a number of
rounds equal to 1d8 multiplied by (10 minues the user's
CON modifier), the user can see into the ethereal plane.

22
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Baccaran Secondary Effects. Once the initial effects have worn off,
baccaran induces in the user a surfeit of nervous energy.
Addictive substance, ingested/inhaled, rare
The user's mind races and they find themselves in a
state of extreme creativity. All Intelligence and Charisma
This pasty substance is dried and kept either as a checks are made with advantage and all exhaustion
powder (to be snorted) or a thick paste (for rubbing on levels are temporarily lost during this period. The user is
the user's gums). The ingredients are numerous and unusually susceptible to illusions, however, rolling all
difficult to obtain. Only a very small amount is taken at a relevant saving throws with disadvantage. When
time and a container about the size of a can of shoe snorted, this period lasts for a number of minutes equal
polish can contain as much as 30 or 40 doses. Due to to 1d4 multiplied by (10 minus the user's CON
its high toxicity, addicts of baccaran are at high risk of modifier) and when eaten, for a number of minutes
dying by overdose. equal to 1d6 multiplied by (10 minus the user's CON
modifier).
There are some who attempt to use baccaran as a
poison for the purposes of assassination, but, Side Effects. After the secondary effects of baccaran end,
fortunately for their potential victims, baccaran has a any exhaustion levels the user had come tumbling back,
very strong and unpleasant taste that is extremely prompting a Constitution saving throw DC 12. On a
difficult to mask or disguise. Experienced assassins view failure, the stress causes the user to lose consciousness
the use of baccaran as a technique that marks amateurs. for 1d4 restless hours. If the baccaran was eaten, then
the user rolls this save with advantage. Additionally, the
There are slight differences between the effects of the user gains a new level of exhaustion.
drug when inhale and when eaten.
Overdose Effects. If more than one dose of baccaran is
Initial Effects. When inhaled, baccaran produces an taken within an 8 hour period, the user takes damage
immediate effect of disorientation and pleasurable equal to 2d8 minus the user's Constitution modifier.
confusion lasting a number of rounds equal to 1d4 The initial and secondary effects last twice as long.
multiplied by (10 minus the user's CON modifier).
During this period, the user has disadvantage on all Addict Effects. When taken by someone who is addicted
saving throws and is immune to fear effects and the to baccaran, the initial and secondary effects are of half
frightened condition. duration.

A similar but less intense effect is produced when Addiction DC. 15


baccaran is rubbed on the gums instead of inhaled. The Addiction Dice. 4d4
disorientation and confusion lasts a number of rounds
equal to 1d6 multiplied by (10 minus the user's CON
modifier). During this period, the user does not have
disadvantage on their saving throws and is not immune
to fear effects and the frightened condition. Instead, the
user has advantage on all saving throws against fear
effects.

Belarris Initial Effects. Anyone taking belarris must make a DC 12


Non-addictive substance, ingested, rare constitution saving throw or immediately gain 1 level of
exhaustion. One minute after that, the victim falls
One of the few poisons that can be cooked thoroughly unconscious for a number of minutes equal to (10
in food and remain effective, belarris is a black, oily minus the user's CON modifier).
mixture of wyvern blood, two tree barks, and six plant
Secondary Effects. None.
saps.
Side Effects. None.
Someone who ingests a dose is hit with a tide of fatigue
as the substance enters his system. If the poison takes Overdose Effects. None.
full effect, the victim is rendered unconscious for
several minutes.

23
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Bitterleaf Oil Initial Effects. If applied once per day, bitterleaf oil
moisturizes and coats the wearer's scales luxuriously,
Non-addictive substance, contact, common
giving them a lustrous, healthy shine. The wearer does
not need to shed while regularly using bitterleaf oil and
This salve is used by scaled creatures to help keep their heals an additional hit point per long rest.
hides healthy and shiny. Different brands of bitterleaf oil
are sold that have fragrances applied and that are Secondary Effects. None.
marketed to different races. Kobolds and dragonborns Side Effects. None.
both use the oil, but might be offended or disgusted if a
shopkeeper tried to sell them a brand that was intended Overdose Effects. If more than one dose of bitterleaf oil
for the other species. is applied within a 24 hour period, the wearer gets really
slimy. Disadvantage of all Dexterity checks.

Black Lotus Extract When it is ingested, black lotus extract provokes a DC


16 Constitution saving throw. On a failure, the victim
Non-addictive substance, contact/ingested/injury, rare
takes poison and necrotic damage. The number of d8s
for each is (12 minus the user's CON modifier). For
This powder is derived from the legendary black lotus instance, if someone with a +2 CON modifier drinks
flower. The effect is devastating when this substance black lotus extract, they take 10d8 poison damage and
comes in contact with a creature for more than a few 10d8 necrotic damage. On a successful save, the victim
seconds. takes half damage.
Black lotuses bloom only once every three years, and it When applied to the skin, black lotus extract rots the
is during that time that the flowers can be harvested to victim's flesh, causing a paralyzing pain. The target must
produce this toxic oil. Black lotuses grow only in deep make a DC 14 Constitution saving throw. On a failure,
swamps, along shadowed riverbanks, and at the edges they take 4d8 necrotic damage and lose 2d6 points of
of caves where they are sheltered from direct light. Charisma.
This thick oil is dark blue, though it becomes invisible In all three cases, the necrotic damage taken by the
when applied to a weapon or object. victim cannot be healed by any means short of a greater
restoration spell.
Initial Effects. Black lotus extract is terrifyingly Secondary Effects. None.
dangerous. When it is introduced into someone's
bloodstream that person must make a DC 18 Side Effects. None.
Constitution saving throw or take 2d8 poison damage Overdose Effects. None.
and 2d8 necrotic damage every round for the next (10
minus the user's CON modifier) rounds. On a
successful save, the victim takes half damage. Each
round, the victim may make another saving throw and
on a successful save take half damage.

24
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Blacktooth Fungus Paste Side Effects. People who have eaten blacktooth fungus
paste can often be identified by their ash-gray teeth.
Addictive substance, ingested, rare
Every time someone takes a dose, there is a 50 percent
chance of their teeth being permanently dyed.
The blackened edges of this white fungus give it the
appearance of having been scorched. The discs cling to Overdose Effects. Taking more than one dose of
cavern walls or trees in wet areas, and they smell like blacktooth fungus paste within a 24 hour period
wet animal fur. The toxins in the fungus become increases the rate of ability score loss to 1 point every 2
extraordinarily potent if prepared into an oily gray paste. rounds. Only half of the points lost return after the
When consumed, the poison inflicts Wisdom and secondary effects cease.
Intelligence damage, some of which is permanent drain.
The victim's teeth slowly darken, growing grayer with Addict Effects. When taken by someone who is addicted
every dose. In addition to the ability loss caused by the to blacktooth fungus paste, the initial effects are of
fungus, the concoction also causes a descent into double duration and the Intelligence and Wisdom points
insanity, forcing its victims into a feral state. lost by the secondary effects take twice as long to
return.
If wounded during the feral state, the character must
make a Charisma saving throw [DC = (1d6 - the user's Addiction DC. 10
CON modifier) multiplied by the amount of damage Addiction Dice. 3d4
taken]. On a failure, the character must attack their
assailant until they have dealt at least double the
amount of hit points to what they took.

Initial Effects. Eating blacktooth fungus paste provokes


an immediate DC 12 Constitution saving throw. On a
failure, the eater is nauseated for 1 hour.
Secondary Effects. Every minute after consuming the
paste, the eater loses 1 point of Intelligence or Wisdom,
randomly chosen. If either of them drops below 3, the
victim enters a feral state. They gain advantage on all
attack rolls and damage roles, lose all class-based
spellcasting ability, and the ability to use ranged
weapons. The duration of the secondary effects lasts for
a number of minutes equal to 1d4 multiplied by (8
minus the user's CON modifier). After this duration,
three quarters of the Intelligence and Wisdom points
lost return at a rate of 2 points every minute.

Bloodflower Leaf Side Effects. Users of bloodflower bleed more freely than
normal. For a number of minutes equal to 1d8
Addictive substance, ingested, rare
multiplied by (10 - the user's CON modifier).

'Bloodflower' is the common name for a tiny red flower Overdose Effects. Drinking bloodflower more than once
that grows in warm, boggy regions. A sweet-tasting, pale in a 6 hour period prevents the secondary effects from
elixir can be made from the petals of these flowers that taking place again for 12 hours. Additionally, the user
is popular among warriors and athletes. In addition to must make a DC 15 Constitution saving throw. On a
being addictive in small doses, bloodflower can be taken failure, the user's Strength increases by one, the user's
in large amounts (i.e., deliberately overdosing) to Wisdom or Charisma (chosen at random) decreases by
produce dramatic, and dangerous, permanent changes one, and the user acquires a level of exhaustion. If the
to the users body. user's Strength is already 20, it can still increase by
means of drinking bloodflower but only to 22 and every
Whether the name comes from the deep red color of point of increase comes with a decrease by 1 of BOTH
the flowers or from the war-like nature of those who Intelligence and Wisdom. Every time the user's Strength
abuse the drug is an open question. increases, there is a 1 in 4 chance that the aggression of
the initial effects are permanent.
Initial Effects. Upon drinking a dose of bloodflower, the
user experiences a rush of aggressive feelings. Even the Addict Effects. When taken by someone who is addicted
slightest affronts or insults provoke DC 8 Constitution to blooddflower, the initial and secondary effects are of
save. On a failure, the user must attack the offender. half duration and the DC to resist the overdose effect
This lasts for a number of minutes equal to 1d4 increases to 20.
multiplied by (10 minus the user's CON modifier).
Addiction DC. 15
Secondary Effects. Instead of making a movement on Addiction Dice. 3d4
their turn, the user may focus their attention on a
particular creature. If on their next turn the user attacks 25
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l i li d b (10 i h ' CON difi ) f
Bloodpurge Initial Effects. If a successful DC 10 Medicine check is
made when applying bloodpurge to a wound that has
Non-addictive substance, contact, basic
had poison introduced into it within 3 rounds of the
person having been poisoned, there is a 50 percent
Found in the depths of freshwater marshes polluted by chance of the ill effects of the poisoning being halved.
magic and nonmagic wastes, this herb can neutralize How that happens is up to the DM's discretion.
minor poisons. When applied to a wound that has had
poison introduced into it, bloodpurge can sometimes Secondary Effects. None.
assist in resisting the ill effects of that poison. Side Effects. None.
Overdose Effects. None.

Bloodroot Side Effects. If the drinker is a vampire, then the scent of


blood provokes a DC 12 Wisdom saving throw. On a
Addictive substance, ingested, very rare
failure, the vampire is compelled to do whatever they
can to find the source of the blood scent and drink from
This is a tea made from plants found exclusively in the it. This effect lasts a number of rounds equal to 1d8
Mhair jungles. It is highly addictive to vampires and multiplied by (10 minus the user's CON modifier). If the
small amounts of it have been known to fetch vampire succeeds on their saving throw, they are not
thousands of gold pieces in the underworld of major affected by that particular blood scent for the next 24
cities across Faerûn. It is said by some that the hours but can still be affected by the scent of a different
wandering folk known as the Vistani are protected by person's blood.
shadowy forces precisely because they are able to
Overdose Effects. None.
produce an especially fine product of bloodroot.
Addict Effects. When taken by someone who is addicted
Initial Effects. After drinking bloodroot, the user is dazed to bloodroot, the initial effects are of half duration.
for 1 round. When taken by a vampire who is addicted to bloodroot,
the side effects are of double duration.
Secondary Effects. Drinkers of bloodroot have advantage
on all Strength and Constitution checks and saving Addiction DC. 5 (15 if a vampire)
throws for 1d6 rounds. Drinkers who are vampires also
have advantage on all Charisma checks and saving Addiction Dice. 1d4 (3d4 if a vampire)
throws for the same duration. Undead drinkers who are
not vampires gain no effect at all.

Bloodstaunch Secondary Effects. None.


Non-addictive substance, injury, basic Side Effects. None.
Overdose Effects. None.
Found in dry gullies in semiarid temperate zones, this
herb thickens blood very quickly upon direct contact,
and so can be applied to open wounds to slow or stop
bleeding.

Initial Effects. When a medic succeeds in applying


bloodstaunch to an open wound on a DC 10 Medicine
check, immediately clots all blood flowing from it and
closes the wound over in a thick scab. The wounded
person is considered stabilized and has resistance to all
nonmagical piercing damage for a number of rounds
equal to 1d4 multiplied by (6 minus the user's CON
modifier).

26
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Bookworm Resin The possibilities of hijinks have not gone unnoticed.
Tales abound of students sending dirty messages to one
Non-addictive substance, contact/ingested, rare
another at dinner parties, for instance. In a grislier
example, it is said that the Lady of Pain once disposed
This jet-black paste is not made from bookworms at all of a superfluous lackey by sending him a gift of cakes
but rather is a derivative of aboleth slime. One uses with 'you have just been poisoned' written in fezrah.
bookworm resin by coating one's teeth with it. Once
applied, the resin has an amazing extrasensory effect Initial Effects. A person whose teeth have been coated in
upon the user, from which its name is derived. When bookworm oil can read by eating. The material must be
the user eats a page of writing, the resin somehow chewable and written in a language the eater knows how
'reads' that writing and communicates it to the user. to read normally. In order to read it, the eater must make
This mode of reading is just as thorough and effective a DC 8 Wisdom check for each page. The effect lasts for
as reading with the eyes or hands (if blind). 10 minutes or until the user drinks something.
Only pages that can be eaten under normal conditions Secondary Effects. None.
can be 'read' using bookworm resin. Inscriptions, clay
tablets, and the like are opaque to the drug's power. Side Effects. Bookworm resin makes one's mouth tingle.
While the initial effects are in place, all ability score
One advantage of using bookworm resin is that the text checks that rely on speech have to made with
written on the page need not be visible to the naked eye disadvantage.
to work. So long as the ink has a significant taste from
the paper (or papyrus or whatever) it's on, the resin Overdose Effects. Using bookworm resin more than
works. Thus invisible messages can be conveyed this once in a 6 hour period there is a 15 percent chance
way. Moreover, the 'paper' need not at all be what is that the user's teeth will be dyed black permanently.
normally considered as paper. Text written on bread, on
chocolate, on an apple slice, and so on will all be legible
to the resin.

Burrfoot's Nut Brown Initial Effects. Although the qualities of Burrfoot’s are not
as miraculous as its proponents claim, any individual
Ale who drinks at least one pint of Burrfoot’s nut brown ale
Addictive substance, ingested, uncommon has disadvantage on all Wisdom checks and advantage
on all Charisma checks. This lasts a period of minutes
equal to 1d4 multiplied by (10 minus the user's CON
This full-bodied ale is based on a recipe first attributed modifier).
to Nedelmeier Burrfoot, a halfling brewmaster of great
renown. Burrfoot’s nut brown ale has long been used as Secondary Effects. None.
a social lubricant among both halflings and taller races.
“Burrfoot’s”, as it is commonly referred to, is different Side Effects. The standard effects of drinking alcohol also
from standard tavern-fare as, in addition to the regular apply.
effects of alcohol, it also produces a mild euphoria in its Overdose Effects. Treat as alcohol (ale).
drinkers. This quality is attributed to the secret recipe
that Nedelmeier’s descendants still follow faithfully to Addict Effects. Treat as alcohol (ale).
this day. Halflings claim that a flagon of Burrfoot’s will
mellow even the most taciturn dwarf, so long as he Addiction DC. Treat as alcohol (ale).
keeps drinking.
Addiction Dice. Treat as alcohol (ale).

Calad Initial Effects. After consuming calad, the drinker is


afflicted by hallucinations. They have disadvantage on all
Non-addictive substance, ingested, uncommon
saving throws and attacks and automatically fail all
ability score checks. This lasts for a number of minutes
This golden, opaque liquid is derived from the cranial equal to 1d4 multiplied by (8 minus the user's CON
fluids of basilisks, catobelpas, and disenchanters. Calad bonus)
causes short-term distorted hearing and vision in its
victims, at the same time that its alien chemical Secondary Effects. None.
composition eats at one’s insides. Side Effects. None.
Overdose Effects. None.

27
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Carthagu Side Effects. After a person drinks carthagu they are
often suggestible and even a bit meek. For a number of
Addictive substance, ingested, common
minutes equal to 1d6 multiplied by (10 minus the user's
CON modifier) after drinking a cup, the user has
When leaves from the carthagu plant are dried and then disadvantage on all saving throws against hypnotism,
steeped in boiling water for a few minutes they make is charms, suggestions, and the like. Additionally, the user
a thin, green tea with mild medicinal use. It has a will not engage with an enemy unless attacked first
calming, relaxing effect on casual drinkers and is part of unless they make a DC 10 Charisma saving throw.
many home remedies for a variety of ailments. Barbarians who drink carthagu cannot rage during this
period.
Initial Effects. The drinker experiences a wave of calm, Overdose Effects. If more than one cup of carthagu is
peaceful relaxation wash over them. Treat as though the drunk within a 6 hour period, the drinker must make a
calm emotions spell has been successfully cast on Constitution save (DC 10) or fall asleep for a number of
them. Additionally, the user is immune to the confusion hours equal to 1d8 minus the drinker's CON modifier.
spell and all similar disorientations. These effects last for
a number of minutes equal to 1d4 multiplied by (10 Addict Effects. When taken by someone who is addicted
minus the user's CON modifier). to carthagu, the initial and secondary effects are of half
Secondary Effects. The user's Strength and Dexterity duration.
decrease by 1d4-1 points for a number of minutes equal Addiction DC. 5
to 1d4 multiplied by (10 minus the user's CON
modifier). Addiction Dice. 5d4

Chaunsel Secondary Effects. None.


Non-addictive substance, contact, uncommon Side Effects. None.
Overdose Effects. If more than one cup of chaunsel is
Upon contact with bare skin, chaunsel makes
the applied within a 12 hour period, the user must make a
affected area extremely sensitive for up to
about twenty DC12 Constitution save or the relevant area becomes
minutes. It is often used by thieves
or others working in numb for a number of hours equal to 1d4 multiplied by
darkness, applied to their
fingertips to make them able (8 minus the drinker's CON modifier). During that
to feel tiny details,
seams, and such. Overdosing causes period, they have disadvantage on all checks and
days of
numbness in the affected area. abilities that involve the sense of touch.

Initial Effects. For a number of minutes equal to 1d4


multiplied by (8 minus the user's CON modifier), the
skin that has had chaunsel applied to it is
hypersensitive. The user has advantage on all checks and
abilities involving the sense of touch.

Darklake Ale Secondary Effects. For a number of hours equal to 1d4


multiplied by (8 minus the user's CON modifier), a
Addictive substance, ingested, uncommon
drinker of Darklake has sunlight sensitivity: disadvantage
to attack rolls and Wisdom (perception) checks that rely
This savory ale is a duergar favority. Made using a secret on sight whenever they, their target, or what they're
blend of Underdark mushrooms, Darklake is available trying to perceive are in direct sunlight.
exclusively from Darklake Brewery in Gracklstugh, but
due to an advantageous trading agreement the Brewery Side Effects. The standard effects of drinking alcohol also
has made with the Bregan D’aerthe, the drink is widely apply.
available throughout the Sword Coast. Overdose Effects. Treat as alcohol (ale).

Initial Effects. Drinkers of Darklake have resistance to Addict Effects. Treat as alcohol (ale).
poison damage and are immune to the poisoned
Addiction DC. Treat as alcohol (ale).
condition for a number of hours equal to 1d4 multiplied
by (8 minus the user's CON modifier) after they've had Addiction Dice. Treat as alcohol (ale).
a flagon.

28
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Dathlil Initial Effects. After consuming dathlil, the drinker makes
Non-addictive substance, ingested, basic all their saving throws versus poison effects in the
following manner: the player rolls a d4; the result is the
The tiny petals of the common white ground flower number of d6s that they roll in place of a d20 for the
known as dathlil work to neutralize poisons for some saving throw. This effect lasts 2d4 minutes.
who consume them, typically by drinking them as a tea,
Secondary Effects. None.
or washing them down with water or alcohol. The
effects vary widely with the individual and the poison Side Effects. None.
being fought against, and even vary unpredictably for
Overdose Effects. None.
the same individual over time, but do apply to all known
creatures and are sometimes (not often) complete cures
-- one petal banishes all poison effects. Dathlil can work
on contact, ingested, and insinuative poisons -- but it
sometimes does nothing at all. For most individuals, the
herb usually slows poison and lessens its eventual
damage.

Devilweed Side Effects. Smokers of devilweed tend to deny this, but


those around them who do not use the drug usually
Addictive substance, inhaled, common
agree that devilweed smokers are a bit confused and
weak-minded. For a number of minutes equal to 1d6
Devilweed is the generic name for a variety of similar multiplied by (10 minus the user's CON modifier) after
tobacco-like products all derived from the wyssin plant. lighting up, the user takes a 1d4-1 penalty to Wisdom.
Small differences exist amongst different devilweed
products, and many addicts have strong feelings about Secondhand Smoke Effects. Anyone within 20 feet of
which 'brand' of devilweed is the best. Nevertheless, someone smoking devilweed must make a Constitution
they all have pretty much the same effects upon the saving throw with advantage. On a failure, they
user. experience the initial effects of the drug, but no other
effects. If an addict of devilweed who no longer smokes
Devilweed smoking is currently on the wane in urban it is within that area, they make their saving throw with
areas but is smoked widely throughout rural areas, disadvantage, and on a failure they are compelled to
particularly farmlands, and among sailors. satisfy their addiction immediately.
Habitual smokers of devilweed are easy to identify by Overdose Effects. Smoking devilweed more than once in
the yellow staining of the drug's residue on their teeth a 24 hour period causes the user to suffer both the
and fingers. initital effects and the side effects of the drug, but not
the Strength bump.
Devilweed has a 'secondhand smoke' effect, noted
below.
Addict Effects. When taken by someone who is addicted
to devilweed, the secondary and side effects are of half
Initial Effects. The user's eyes briefly cloud over. For a duration.
number of rounds equal to 1d4 minus their
Constitution modifier the user has disadvantage on all Addiction DC. 12
perception checks.
Addiction Dice. 2d4
Secondary Effects. The user's Strength increases by
1d4+1 points for a number of minutes equal to 1d4
multiplied by (10 minus the user's CON modifier).

Diamond Water Elixir Initial Effects. Characters who imbibe a flask of diamond
Non-addictive substance, ingested, basic water elixir recover 2 points lost to ability score damage
that day. However, the user is poisoned for 24 hours
An herbal remedy made from local vegetation, salts after consuming this drought.
from the mines, and Diamond Lake's tainted water, this
Secondary Effects. None.
concoction is meant to help cure illness. Local sayings
about the medicine rightly claim that drinkers “will feel Side Effects. None.
a lot worse before they feel any better." Despite its
Overdose Effects. None.
name, diamond water elixir is a cloudy brownish
mixture.

29
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Donavitch's Sunshine Secondary Effects. For 2d20+40 minutes after applying
the ointment, the wearer has resistance to radiant
Non-addictive substance, contact, uncommon
damage.

This is a powerful cosmetic ointment that, when rubbed Side Effects. The ointment has a distinct, mushroomy
on the skin, darkens and roughens it, making it seem as smell that some find quite offensive and glows very,
though the person wearing it has spent a considerable very faintly. A wearer of Donavitch's sunshine has
amount of time outdoors during the daytime. This disadvantage on stealth checks and all creatures with
ointment is especially prized by those who find direct darkvision have advantage on perception checks to
sunlight uncomfortable, as it can offer limited locate the wearer.
protection against damage from the sun's rays. Overdose Effects. None.

Initial Effects. Within 2d8 minutes of applying


Donavitch's sunshine, the wearer's skin tans and gains a
healthy, perky texture. This effect fades over the course
of 1d4+2 days.

Dose of Haagen Secondary Effects. If the person eating a dose of Haagen


is doing so in the company of another doing the same,
Non-addictive substance, ingested, uncommon
each must make a DC 8 Wisdom saving throw or be
charmed by one another for 1d6 +2 hours.
Haagen is a powerful medicinal herb known to calm
Side Effects. None.
emotions and bring succor to the lovelorn. It is sold in
tiny ampules that are drizzled over shaved ice or snow, Overdose Effects. Consuming more than one dose of
which is then eaten with a spoon. Haagen in a 2 hour period has a 50 percent chance of
producing a condition known as 'brain freeze'. While
Doses of Haagen are commonly sold in a wide variety of experiencing brain freeze, one's head is wracked with an
flavors and are consumed by many not for their intense, stabbing pain right between the eyes and they
medicinal effects but simply because they are quite have difficulty seeing. They have disadvantage on all
delicious. Wisdom (perception) checks and Dexterity saving
Afficianados of Haagen doses tend to disapprove of throws and checks and cannot cast any spells. Brain
people who drink Moog's Cheer in order to cure their freeze lasts for 1d4 +2 rounds.
romantic ills. The feeling is mutual.

Initial Effects. Within 1d4 +2 minutes of consuming a


dose of Haagen, the eater becomes profoundly relaxed
and at peace with the world. If the eater was in love or
experiencing a charm effect, they are no longer.

Dragonbane Initial Effects. Anyone who is exposed to dragonbane


Non-addictive substance, contact/ingested/injury, very must make a DC 14 Constitution saving throw. On a
rare failure, they are incapacitated with agonizing pains for a
number of minutes equal to 1d4 multiplied by (10
A legendary poison that is far more often counterfeited minus the user's CON modifier).
than found, this bright blue, opaque liquid is a mixture
If the creature exposed to dragonbane is a dragon,
of the blood of three sorts of dragons. Dragonbane is
dragonborn, or of draconic bloodline or heritage, then
used to best effect on real dragons, who find
they make their saving throw with disadvantage and on
themselves unable to breathe for a brief time after being
a failure, in addition to being incapacitated, they cannot
dosed with it. (Other creatures are “merely” wracked
breathe. Use the suffocation rules in the PHB.
with pain and internal distress.) Dragons tend to slay
anyone they encounter carrying it -- because, as many Secondary Effects. None.
wyrms have discovered to their chagrin, the poison can
Side Effects. None.
be delivered by simple contact or through an injury and
does not have to be ingested. Overdose Effects. None.

30
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Dread Sobaka Secondary Effects. None.
Addictive substance, ingested, rare Side Effects. The drinker's hit point maximum drops by
1d10 for the duration of the initial effects.
This nasty, vile ichor is so foul tasting that in order to Overdose Effects. Consuming more than one dose within
consume it, one must mix it with honey. It is a a 24 hour period increases the side effect hit point loss
derivative of death dog saliva, and has the effect of to 2d10. There is a 5 percent chance that this loss will
making one's blood into a poison. This toxin affects be permanent. A greater restoration spell will restore the
even the undead, so dread sobaka is a standard, if pricey, lost hit points.
item in a sophisticated vampire hunter's kit.
Addict Effects. Anyone addicted to dread sobaka loses
Anyone who consumes the blood must succeed on a
the ability to take short rests for 24 hours after taking a
DC 12 Constitution saving throw against disease or
dose.
become poisoned until the disease is cured. Every 24
hours that elapse, the creature must repeat the saving Addiction DC. 12.
throw, reducing its hit point maximum by 5 (1d10) on a
failure. This reduction lasts until the disease is cured. Addiction Dice. 2d4.
The creature dies if the disease reduces its hit point
maximum to 0.

Initial Effects. 1d4 minutes after taking a dose of dread


sobaka, the drinker's blood becomes toxic. This effect
lasts a number of minutes equal to 2d6 multiplied by
(10 minus the user's CON modifier), after which the
toxicity fades away. Blood taken from the drinker's body
and stored also ceases to be toxic at this time.

Drowth Initial Effects. Skin coated with drowth has resistance to


Addictive substance, contact/ingested, rare acid damage. If applied to eyes that have been blinded
due to a magical effect, drowth has a 50 percent chance
Also called “demon’s blood,” droth is a black, sticky of restoring sight. If eaten by someone who is sick with
substance made from the blood of manes and the an illness that causes necrotic damag, drowth has a 25
boiled-down chitin (body plates) of derghodemons. percent chance of curing the disease.
When smeared on the eyes, it cures certain sorts of
Secondary Effects. None.
blindness in some individuals, and when ingested (its
taste is generally described as salty and horrible), it can Side Effects. None.
help to cure certain diseases. When smeared on acid-
Overdose Effects. None.
drenched items or living creatures, it cuts the corrosion
done by the acid in half. Ingested or smeared, droth
stops all green slime effects instantly, and turns back
existing slime into the living material it was before
being slimed.

Dwarven Grave Ale Initial Effects. Any individual who drinks at least one
Addictive substance, ingested, rare flagon of dwarven grave ale is immune to the frightened
condition for a number of minutes equal to 1d4
When a great dwarven hero dies, skilled brewmasters multiplied by (10 minus the user's CON modifier).
are commissioned to create a signature ale to
Secondary Effects. None.
commemorate his passing. These recipes are created
and brewed only once, and each is tailored specifically Side Effects. The standard effects of drinking alcohol also
to the deceased’s personality and exploits. Once the apply.
brew is finished it is stored in specially made barrels
Overdose Effects. Treat as alcohol (ale).
embellished with carved scenes of the hero’s famous
deeds. These barrels are given to the hero’s friends and
family as tokens of remembrance. Highly praised, Addict Effects. Treat as alcohol (ale).
dwarven grave ale is said to imbue those who drink it Addiction DC. Treat as alcohol (ale).
with the courage of the dwarven hero to whom it is
dedicated. Addiction Dice. Treat as alcohol (ale).

31
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Elf Hazel Initial Effects. If elf hazel ointment is applied to any scar
(from a now-healed wound) the scar slowly vanishes. It
Non-addictive substance, contact, rare
takes a tenday of daily applications for the scar to vanish
completely.
The elven willow is a small tree (maximum height 5
feet) that grows by the banks of rivers in temperate Secondary Effects. None.
forests. The willow has a golden sheen to its bark and Side Effects. The standard effects of drinking alcohol also
produces golden colored buds in the spring. There is apply.
much superstition concerning the elven willow. It is said
that each elven willow bears the spirit of a love-lorn elf Overdose Effects. If more than one dose of elf hazel is
who drowned in a river near the tree. The sap from this applied in a 24 hour period, there is a 25 percent
tree makes a powerful cosmetic ointment. chance that the ointment will leave a permanent dark
stain on the area.

Elf Juice Overdose Effects. If more than 1 flagon of elf juice is


drunk within a 4 hour period, the drinker has to make a
Addictive substance, ingested, uncommon
DC 10 Constitution saving throw or become vaguely
bat-like in appearance. This change lasts for a number of
Fortunately for its drinkers, and for the elven community hours equal to 1d4 multiplied by (10 minus the user's
in general, 'elf juice' is not made from real elves. CON modifier).
Unfortunately for its drinkers, it is made from stirges.
Pressed stirges. It's a vile 'wine' made from fermented Addict Effects. Treat as alcohol (wine).
stirge blood.
Addiction DC. Treat as alcohol (wine).
Initial Effects. Drinking a flagon of elf juice satisfies the Addiction Dice. Treat as alcohol (wine).
drinker's need for food for the next two full days.
Drinking water is still necessary.
Secondary Effects. Darkvision 60 ft. Woah! Trippy. This
lasts a number of minutes equal to 1d6 multiplied by (8
minus the user's CON modifier).
Side Effects. The drinker must make a DC 12 Wisdom
saving throw or become very thirsty for fresh, warm,
living blood. Nothing else will do. So thirsty. So, so
thirsty. Fortunately, another flagon of elf juice would
satisfy just as well as their friend's carotid artery. Or at
least, it could tide them over... This blood lust lasts for a
number of minutes equal to 1d4 multiplied by (8 minus
the user's CON modifier).

Elixir of Fantasy Secondary Effects. The drinker's Wisdom score is


decreased by 1d4 points for a number of hours equal to
Addictive substance, ingested, common
1d4 multiplied by (10 minus the user's CON modifier).
Side Effects. Every time someone takes the elixir of
Made from the distillate of an Underdark lichen, elixir of
fantasy, there is a 1 percent chance that they will never
fantasy is a powerful hallucinogen that makes drinkers
leave the hallucinatory state. In these cases, only a
believe they are other people. It is used by some
greater restoration spell can bring the drinker back to
mystics and cults as part of rituals.
reality.
Habitual users typically develop elaborate fantasy lives Overdose Effects. None.
that they visit over and over in exhaustive detail,
sometimes retreating into permanent madness as they
Addict Effects. When taken by someone who is addicted
come to believe their hallucinatory lives are more real
to elixir of fantasy, the initial and secondary effects are
than their real ones.
of half duration and the chance of the side effect
occurring increases to 3 percent.
Initial Effects. The drinker retreats into a dreamlike state,
lost in their own fantasies for a number of hours equal Addiction DC. 8
to 1d4 multiplied by (8 minus the user's CON modifier).
During this time, they have disadvantage on all saving Addiction Dice. 1d4
throws and attacks and automatically fail all ability score
32 checks.
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Eye of Basilisk Powder Initial Effects. When this powder is applied to someone's
Non-addictive substance, contact, very rare eyes, they must make a DC 12 Constitution saving
throw. On a failed save, the creature magically begins to
Among the rarest of poisons used by assassins, eye of turn to stone and is restrained. It must repeat the saving
basilisk powder is exceptionally potent in minute throw at the end of its next turn. On a success, the
quantities. The eyes of actual basilisks (harvested at effect ends. On a failure, the creature is petrified until
great expense by adventurers) are dried out and ground freed by the greater restoration spell or other magic.
into a powder that, when properly prepared, can turn its
Secondary Effects. None.
victims to stone. Assassins put small amounts of the
powder into alchemical pellets that explode when Side Effects. None.
broken to release a small cloud of the poison around the
Overdose Effects. None.
victim.

Eyescratch Juice Secondary Effects. None.


Non-addictive substance, contact, very rare Side Effects. None.
Overdose Effects. Taking more than one dose of
This is a contact poison developed by the drow eyescratch juice within an 8 hour period increases the
alchemist Nar'l Xibrindas. DC for the initial effects saving throw to 16 and doubles
the duration.
Initial Effects. A creature that comes into contact with
eyescratch juice must succeed on a DC 14 Constitution
saving throw or be poisoned for a number of minutes
equal to 1d8 multiplied by (10 minus the user's CON
modifier) and blinded while poisoned in this way.

Felsul Tree Initial Effects. Chewing felsul tree wood has a 75 percent
Non-addictive substance, contact, basic chance of curing the nauseated condition.
Secondary Effects. Chewing felsul tree also alleviates the
Chewing the soft wood that directly underlies the bark
pains of toothaches and sore throats.
of a felsul tree, or chewing small datherthorn roots
(those of purplish hue) quells nausea and deadens all Side Effects. None.
mouth, tooth, and throat pain. This does nothing to
Overdose Effects. None.
remove the cause of the discomfort; it merely
temporarily removes the discomfort to allow sleep,
hearty eating, and other usual activities. Eating a volume
roughly as much as the eater’s palm, as thick as the
eater’s hand, will deaden for a day and a night, or so.

33
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Fezrah, aka Spiderblind Side Effects. The user must succeed on a DC 12 Wisdom
saving throw or become deeply paranoid, convinced
Addictive substance, ingested, very rare
their friends are conspiring against them. This lasts a
period of minutes equal to 1d12 multiplied by (10
This pitch-black fungus has numerous fuzzy white spots minus the user's CON score).
and produces an odor that is repulsive to any sort of
arachnid. When these spore-filled spots are harvested, Overdose Effects. If more than one dose of fezrad is
turned into a thick, chunky paste, and ingested, the user eaten in a 12 hour period the user must succeed on a
produces a scent that spiders cannot stand. DC 15 Constitution saving throw or take 2d6 poison
damage and acquire the poisoned condition for 1d4+1
hours.
Initial Effects. After eating a dose of fezrah, the user
begins to emit a scent that spiders cannot bear. Any Addict Effects. When taken by someone who is addicted
spider or spider-like creature (DM's discretion) within to fezrah, the DC to avoid paranoia increases to 15 and
30 feet of the user must make a DC 10 Constitution the initial effects are of half duration.
saving throw or frightened of the user. The fear effect
lasts for a number of minutes equal to 1d8 multiplied by Addiction DC. 10
(10 minus the user's CON modifier).
Addiction Dice. 2d4
Secondary Effects. The user's scent is off-putting to
other creatures as well. For a number of minutes equal
to 1d8 multiplied by (12 minus the user's CON
modifier), they have disadvantage on all Charisma
checks.

Firebelly Side Effects. None.


Addictive substance, ingested, rare Overdose Effects. If more than one dose of firebelly is
drunk in an 8 hour period, the DC to avoid vomiting
A harsh liquor distilled by inhabitants of cold climates, goes up to 15.
firebelly is prized -- by those who can keep it down -- for
the resistance to frigid temperatures it grants. As a Addict Effects. When taken by someone who is addicted
result, a bottle or two is considered to be essential gear to firebelly, the DC to avoid vomiting drops to 5 and the
for any who plan on braving arctic climes. secondary effects are of half duration.
Addiction DC. 5
Initial Effects. Imbibing firebelly in the first place takes
Addiction Dice. 1d4
effort. Unless the drinker is a giant, they must succeed
on a DC 10 Constitution saving throw or vomit it all
back up before any positive effects take place.
Secondary Effects. For a period of minutes equal to 1d8
multiplied by (10 minus the user's CON modifer), the
drinker has resistance to cold damage and is vulnerable
to fire damage.

Fleshwort Initial Effects. If a medic succeeds on a DC 10 Medicine


Non-addictive substance, injury, basic check while binding fleshwort into an open wound, that
wound heals 2 hit points and is unlikely to scar.
Made from the stalk of a gray, celery-like vegetable, Fleshwort can be used only once per wound.
fleshwort is found only on recent battlefields, where
Secondary Effects. None.
corpses are buried near the surface or left to rot above
ground. If sewn into an internal wound, fleshwort is Side Effects. None.
slowly absorbed by any mammalian body as raw material
Overdose Effects. None.
for building new tissue.

34
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Gnomish Moonguard A lycanthrope being treated with this medicine can tell
when it is wearing off: about three days before the end
Addictive substance, injury, very rare
of the initial effects, they feel its power beginning to
wane inside them.
Not many outside of Blingdenstone know how to make
gnomish moonguard and the two svirfneblin brothers Secondary Effects. None.
who first introduced it to the Sword Coast quickly Side Effects. For a number of hours equal to 1d6
became fabulously wealthy dealing it. A few other multiplied by (10 minus the user's CON modifier),
sources have sprung up here and there since then, and anyone taking gnomish moonguard feels a distracting
there is no longer a monopoly on trade in the substance, tingling throughout their body. This sensation interferes
though it is still fantastically expensive. Those who need with their daily activities, making short rests impossible
it, however, will pay any price, for it can mean the and imposing disadvantage on all Dexterity checks.
difference between life and death for them and their
loved ones. It is a pale, silver liquid that must be Overdose Effects. If more than one dose of gnomish
introduced directly into the bloodstream. When taken moonguard is taken in a 15 day period, the side effects
by a normal individual, there are very few effects, mostly last for a number of hours equal to 3d6 mutliplied by
a vague and not entirely pleasant tingling throughout (10 minus the user's CON modifier).
the body. But when taken by a lycanthrope, the effects
are dramatic, incredible, even, for a lycanthrope being Addict Effects. Gnomish moonguard has very distressing
treated with gnomosh moonguard cannot change addiction effects. If a lycanthrope is addicted to this
shape, either willingly or unwillingly, into their hybrid or medicine, then they dare not stop taking it, for if a
their creature form. lycanthrope with any withdrawal levels from ceasing use
of gnomish moonshine transforms, they must succeed
Gnomish moonguard has no effect on other on a DC 15 Constitution save in order to change back
transformations, such as being affected by the into their humanoid form.
polymorph spell or consuming a dose of wurple.
Addiction DC. 10. Gnomish moonguard is addictive only
to lycanthropes and withdrawal begins after (25 minus
Initial Effects. For a number of days equal to 1d4
3d4) days.
multiplied by (10 minus the user's CON modifier), a
person who has taken a dose of gnomish moonshine is Addiction Dice. 3d4
immune to lycanthropy. If bitten by a lycanthrope, they
cannot catch the condition, and if already a lycanthrope,
they cannot transform.

Green Rapture Secondary Effects. None.


Addictive substance, injury/ingested, uncommon Side Effects. For the duration of the initial effects, the
user experiences a powerful surge of ecstatic bliss.
Introduced to a creature via consumption or injection, a Overdose Effects. Taking more than one dose of green
dose of this pale green poison (which is made primarily rapture within a 12 hour period increases the DC for the
from grell tentacles) acts as a powerful paralytic. initial effects saving throw to 14 if ingested and 16 if
taken through the bloodstream.
Initial Effects. Anyone who eats green rapture or has
green rapture introduced into their bloodstream must Addict Effects. When taken by someone who is addicted
make a Constitution saving throw. On a failure, they are to green rapture, the initial effects are of double
paralyzed. If the green rapture was ingested, the DC for duration.
the saving throw is 10 and the paralysis lasts for a
number of rounds equal to 1d6 multiplied by (10 minus Addiction DC. 8
the user's CON modifier). If the green rapture was Addiction Dice. 2d4
introduced into the bloodstream, the DC is 12 and the
paralysis lasts for a number of rounds equal to 1d8
multiplied by (10 minus the user's CON modifier).

35
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Green Welcome Side Effects. None.
Addictive substance, ingested, rare Overdose Effects. If more than one dose of green
welcome is taken in a 24-hour period, the user falls
Green welcome is a highly addictive chemical unconscious for 1d4 hours and suffers 1 point of
resembling grayish-green mucus. permanent Wisdom drain.

Addict Effects. When taken by someone who is addicted


Initial Effects. Anyone exposed to green welcome must to green welcome, there is a 50 percent chance that the
make a DC 14 Constitution saving throw. On a failure, enhancement bonus from the secondary effects will not
they lose 1d4 points of Intelligence and 1d4 points of occur and a 50 percent chance that the user will
Wisdom. After a number of minutes equal to 1d6 permanently believe that they have succeeded in all
multiplied by (8 minus the user's CON modifier), the their saving throws.
lost ability score points return at a rate of 1 point every
round. Addiction DC. 14
Secondary Effects. Green welcome fills the user with a Addiction Dice. 2d4
feeling of strength, contentment, and belonging. For a
number of minutes equal to 1d4 multiplied by (10
minus the user's CON modifier), the user's Strength and
Charisma are temporarily enhanced by 1d4+1 points (to
a maximum of 20). Additionally, the user believes they
have succeeded on all saving throws.

Greenblood Oil Initial Effects. Consuming a dose of greenblood oil has a


Non-addictive substance, ingested, rare palliative effect of temporarily making one's blood
thinner and less apt to clot. This can be quite an
Named for its color and thickness, greenblood oil is a effective treatment for strokes or some infections or to
viscous poison derived from poisonous plants that grow counteract the effects of drugs that thicken one's blood,
deep in primeval forests. This combination of oils from such as bloodstaunch or yethgrel. This blood-thinning
several different sources has medicinal uses: It breaks effect lasts for a number of minutes equal to 1d4
up dangerous blood clots and can be used to help drain multiplied by (10 minus the user's CON modifier).
infections from the body. During this period, the subject is vulnerable to piercing
damage.
Assassins, however, use greenblood oil to make it more
difficult for the body to heal. This poison is often used Secondary Effects. None.
to make a target more vulnerable to harm rather than by Side Effects. None.
harming directly. For example, an assassin might pour
greenblood oil over a target’s food early in the day Overdose Effects. None.
before performing a very public assassination, to ensure
that the victim cannot be magically healed once the
attack takes place.

36
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Grell Bile Grell bile is a watery fluid that can be left in its natural
state when applied to food or drink, since it is all but
Non-addictive substance, ingested/injury, uncommon
undetectable in this form. Assassins who want to apply
the thin liquid to a weapon thicken it with sand or flour
Grell bile can be harvested from a number of organs in a so it can be easily smeared on a blade or arrowhead.
grell’s floating, sacklike body. In truth, it is not bile at all,
but a distillation of the aberrant creature’s blood and Initial Effects. Consuming a dose of grell venom can
other bodily fluids. This fluid is extremely toxic and can seriously degrade one's hand-eye coordination. For a
drastically affect the hand–eye coordination of its number of minutes equal to 1d6 multiplied by (8 minus
victims. the user's CON modifier), anyone who has drunk grell
bile makes all attack rolls and Dexterity saving throws
Master assassins and poison crafters know that grell bile
and checks with disadvantage. If grell venom is
has an additional property beyond its common
introduced into someone's bloodstream (with a
applications. Grells have powerful psionic abilities, and
poisoned weapon, for instance), the victim must make a
grell bile contains a trace of this ability. By imbibing a
DC 12 Constitution saving throw. On a failure, the
small amount of grell bile (at no small personal risk), the
victim sees double for a number of rounds equal to (10
poisoner can establish a temporary psionic link to the
minus the user's CON modifier). Treat this as though
victim. Through this link, an assassin has a chance to
everyone the victim looks at is the subject of a mirror
momentarily shunt any aggression the victim feels
image spell.
toward him or her onto a different target.
Although certainly not common, the recipe for grell bile Secondary Effects. None.
can be purchased throughout the Underdark Drow, Side Effects. None.
duergar, and dark folk manufacture and use the poison,
and by knowing how to ask and where to look, one can Overdose Effects. None.
find it easily. The recipe for grell bile occasionally makes
its way into the inventory of those who deal in illicit
substances on the surface.

Harlthorn Secondary Effects. Harlthorn can also be used as a


topical ointment to relieve the discomfort of rashes and
Non-addictive substance, ingested/contact, basic
hemorrhoids.
Side Effects. None.
Drinking the liquid derived from boiling down equal
parts of the thorns from harlthorn bushes (a common Overdose Effects. None.
Heartlands wild shrub) with dried or fresh leaves of the
very common weed known as hoof-leaf (because its flat,
on-the-ground leaves look like the print of a cloven-
hoofed herd animal) calms delirium, rage, and grief, and
soothes itchiness and skin rashes, allowing for rest or
sleep.

Initial Effects. When someone who is suffering from a


short-term madness consumes harlthorn, there is a 75
percent chance that it will cure the insanity. There is a
50 percent chance that harlthorn will temporarily stop
the effects of a long-term madness for a number of
minutes equal to 1d6 multiplied by (10 minus the user's
CON modifier), and a 25 percent chance that it will
temporarily stop the effects of an indefinite madness for
a number of minutes equal to 1d4 multiplied by (10
minus the user's CON modifier).

37
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Haunspeir Secondary Effects. The user's Intelligence increases by
1d4+1 points for a number of minutes equal to 1d4
Addictive substance, inhaled, common
multiplied by (10 minus the user's CON modifier).
Additionally, any concentration checks made during that
Haunspeir is the generic name for a variety of similar period are made with advantage.
tobacco-like products made from dried glassat leaves.
Small differences exist amongst different haunspeir Side Effects. Smokers of haunspeir frequently get the
products, and many addicts have strong feelings about shakes. For a number of minutes equal to 1d6
which 'brand' of haunspeir is the best. Nevertheless, multiplied by (10 minus the user's CON modifier) after
they all have pretty much the same effects upon the lighting up, the user takes a 1d4-1 penalty to Dexterity.
user. Secondhand Smoke Effects. Anyone within 20 feet of
someone smoking haunspeir must make a Constitution
Haunspeir smoking is currently on the rise in urban saving throw with advantage. On a failure, they
areas, especially Waterdeep and Neverwinter. Students experience the initial effects of the drug, but no other
are quite familiar with the drug as it is known to effects. If an addict of haunspeir who no longer smokes
temporarily increase intelligence, memory, and it is within that area, they make their saving throw with
concentration. Unfortunately, while most who try it just disadvantage, and on a failure they are compelled to
a few times never develop a dependency, those who do satisfy their addiction immediately.
become addicted to haunspeir often find it very hard to
stop smoking (perhaps due to the notoriously low Overdose Effects. Smoking haunspeir more than once in
Constitutions scholars are said to possess!). Habitual a 24 hour period causes the user to suffer both the
smokers of haunspeir typically develop a nasty cough initial effects and the side effects of the drug, but not
that's often called 'hound's cough' both because of the the Intelligence bump.
euphonic similarity to 'haunspeir' and because the
cough sounds a lot like the bark of a large dog. Addict Effects. When taken by someone who is addicted
to haunspeir, the secondary and side effects are of half
Haunspeir has a 'secondhand smoke' effect, noted
duration.
below.
Addiction DC. 10
Initial Effects. The user gets a sore throat and an ugly
Addiction Dice. 2d4
cough. They take damage equal to 1d4 minus their
Constitution modifier.

Insanity Mist Initial Effects. Anyone who inhales a dose of insanity mist
Non-addictive substance, inhaled, very rare must make a DC 14 Intelligence saving throw. On a
failure, they acquire a long-term madness (see the table
Another poison designed to affect the mind as much as in the DMG) and lose 1d4 points of Intelligence.
the body, insanity mist is a deep purple liquid swirls
Secondary Effects. None.
with milky colors that sometimes seem to resolve into
disturbing images. Insanity mist is distilled from the Side Effects. None.
brains of mind flayer thralls (or mind flayers themselves,
Overdose Effects. None.
which produce a much higher quantity of poison) and
combined with several kinds of mold spores to deliver
the poison straight to the brain. Only potent when made
airborne, usually through an atomizer, and then inhaled,
it begins eroding the consciousness of the victim
almost instantly.

38
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Izverg Kholodets Side Effects. The eater exudes an aura of abomination
that is offensive to fiends, celestials, and fey. Any fiend,
Addictive substance, ingested, rare
celestial, or fey creature that is within 60 feet of the
user must make a DC 16 Wisdom saving throw or be
Only a depraved or evil person could make this forced to attack them. This aura lasts for a number of
repulsive substance, which is essentially an aspic made minutes equal to 1d8 multiplied by (10 minus the user's
from the boiled body of a fiend. No fiend will knowingly CON modifier).
allow this drug to be sold, consumed, or even to exist
within their sight. Fiends are immune to the effects of Overdose Effects. Eating more than one dose of izverg
izverg kholodets. Fey and celestials also find the drug to kholodets in an 18-hour period forces the user to make
be repellent but are not immune to its effects. In fact, a DC 15 Wisdom save. On a failure, the user comes to
they make all their relevant saving throws with believe that they are, in fact, a fiend and that the drug
disadvantage. has allowed their true nature to finally break free of its
mortal prison. Nothing anyone can do can convince the
user otherwise. The user's alignment changes to that of
Initial Effects. Eating a dose of izverg kholodets endows the fiend the dose was made from. This delusion lasts
the user with the ability scores and saving throws of the for a number of hours equal to 1d4 multiplied by (10
fiend it was made from. Any of the eater's ability scores minus the user's CON modifier).
or saving throws that are better than the fiend's do not
change. The eater also becomes resistant to all Addict Effects. When taken by someone who is addicted
bludgeoning, slashing, and piercing damage from non- to izverg kholodets, the range for the side effect's aura
magic weapons. This lasts for a number of minutes increases to 120 feet and its duration increases to 1d12
equal to 1d4 multiplied by (10 minus the user's CON multiplied by (10 minus the user's CON modifier).
modifier).
Addiction DC. 10
Secondary Effects. For as long as the initial effects last,
the eater registers as a fiend for the purposes of all Addiction Dice. 2d4
magical detection, such as a paladin's divine sense or
the detect evil and good spell.

Jalynfein Secondary Effects. As the jalynfein crystals do their work,


and for 1d4+2 minutes thereafter, the user experiences
Addictive substance, injury, very rare
intense, overwhelming pleasure that stuns them into
inaction.
This is an especially reviled drug originally used
exclusively by the priestesses of Lolth in assassinating Side Effects. None.
one another during their never-ending internal power Overdose Effects. Applying more than a few crystals to a
struggles. Of late, as more of the Underdark has been small wound runs a risk of serious and very dangerous
opened to trade, it has seen use in some of the major overdose effects. The sensations felt by someone who
cities, especially Neverwinter, Waterdeep, and Baldur's has a large amount of jalynfein rubbed into their wounds
Gate. are so powerful as to be agonizing. The victim must
make a DC 12 Constitution saving throw or be
Jalynfein is a crystalline powder must be introduced into unconscious from the pain for 1d4 multiplied by (8
an open wound to take effect. When dry, jaynsfeir looks minus the user's CON modifier) minutes. The frothy,
like deep purple, almost black, flaked sea salt that bloated mass that erupts from the jalynfein also is much
effervesces a bright, incandescent yellow when mixed larger, and, if the wound is placed unwisely, can restrict
with living blood. airflow, suffocating the victim.
The flesh affected by the jalynfein bubbled and swells,
bloating into a terrible, multi-colored mess that Addict Effects. When taken by someone who is addicted
resembles a fungus-growth. The more jalynfein that is to jalynfein, the secondary effects are of half duration.
applied, the larger and more disfiguring the effect
becomes. Recreational users sprinkle just a few flakes Addiction DC. 8
into small cuts, resulting in feelings of intense pleasure Addiction Dice. 3d4
and little more consequence than a raised, purplish scar.
Those who wish to use jalynfein to maim or even
murder rub large quantities into long, deep lacerations
on their victims, causing fiery, unbearable agonies.

Initial Effects. The jalynfein crystals froth and glow,


briefly, foaming out until they fill the wound and begin
to overflow it. Within 1d4+2 rounds, the effect ends,
and what is left behind is a dark purple scar, raised and
warm to the touch.

39
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Lich Dust A creature subjected to lich dust by injury must make a
DC 16 saving throw. On a failure, they take 1d4 necrotic
Non-addictive substance, ingested/injury, very rare
damage and gain 1 level of exhaustion. This repeats
every round until either the subject succeeds on a
To those uneducated in the art of poison crafting, lich saving throw, dies, or a number of rounds passes equal
dust is often believed to be a powder made from the to (10 minus the user's CON modifier).
ground-up bones of liches. This belief is only partially
correct; in truth, lich dust is made from a combination Secondary Effects. None.
of pulverized bones taken from a variety of undead Side Effects. None.
creatures (liches among them) mixed with other
alchemical and natural substances. Lich dust retains Overdose Effects. If more than one dose of lich dust is
some of the necromantic power that once animated the taken in a 48 hour period, the DCs to avoid the initial
bones it is made from, which can drain the energy and effects increase by 2.
spirit of creatures that consume it or are injured by a
weapon coated with the poison. This white powder
looks to be the residue of ground-up bones.
Lich dust has different effects depending on whether it
is consumed or applied through injury.

Initial Effects. A creature who consumes lich dust cannot


regain hit points by resting or expending hit dice. Every
time they attempt a short or long rest they must make a
DC 14 Constitution saving throw. On a failure, they take
2d6 necrotic damage and gain no benefit from the rest.
This effect lasts for (15 minus the user's CON modifier)
days or until a greater restoration spell is cast upon the
victim. During this period, the victim registers as
undead for the purposes of divination spells and class-
ability detections (such as that of the Paladin or Grave
Cleric).

Liquid Courage Secondary Effects. None.


Addictive substance, ingested, uncommon Side Effects. The drinker becomes quite forgetful after
drinking liquid courage. There is a 5 percent chance that
they will have no memory of anything that happens
It should be no surprise that that dwarves were the first
during the initial effects and a 25 percent chance that
to distill this potent alcoholic beverage with courage-
they will misremember significant details of what
boosting properties. Dwarves refuse to reveal the exact
occurred.
ingredients, but researchers believe the drink is distilled
from several varieties of fungus, including one with Overdose Effects. Drinking more than one glass of liquid
hallucinogenic properties. courage in a 24-hour period increases the chances of
side effect memory loss to 10 percent and 50 percent,
Initial Effects. Someone who drinks a glass of liquid respectively.
courage feels brave and arrogant, able to accomplish
anything. For a number of minutes equal to 1d8 Addict Effects. When taken by someone who is addicted
multiplied by (8 minus the user's CON modifier), the to liquid courage, the initial effects are of half duration.
drinker has advantage on all Charisma checks and
initiative rolls. They are also immune to the frightened Addiction DC. 5
condition. Addiction Dice. 3d4

Lorbralinth Initial Effects. A creature subjected to this poison must


Non-addictive substance, ingested/injury, uncommon succeed on a DC 12 Constitution saving throw or
become incapacitated by chills and fever for a number
Better known as just lorbral, this sweet-smelling, clear, of minutes equal to 1d4 multiplied by (8 minus the
oily poison is made from the spittle of no less than user's CON modifier).
sixteen monsters, including the basilisk and the
Secondary Effects. None.
leucrotta.
Side Effects. None.
Touching the concoction does no harm, but someone
40
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it orFan Content permitted
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by a lorbral-tainted Effects. If more than one dose of lorbalinth is
Not approved/endorsed by Wizards. Portions of the materials used
weapon becomes briefly debilitated are property of Wizards of the Coast. ©Wizards8-hour
with alternating taken in an period,
of the Coast LLC.the DC to avoid the initial
f hill d f effects increases to 15
Luhix Secondary Effects. After the pain wears off, the user
experiences a wash of relaxation and euphoria. They are
Addictive substance, injury, rare
numbed, only semiconscious, and in a state of
incredible bliss. Treat as the stunned condition. This
Made from the powdered stalks of plants that grow only condition lasts for a number of minutes equal to 1d4
in the Abyss, luhix is mainly used by battlefield medics multiplied by (10 minus the user's CON modifier).
and unlicensed surgeons. When sprinkled on an open
wound, luhix staunches the bleeding almost instantly Side Effects. For a number of minutes equal to 1d6
and swiftly causes the laceration to close without the multiplied by (10 minus the user's CON modifier) after
need for stitches. A bandage is applied to protect the first taking luhix, the user is extremely suggestible,
area, and when removed 2d4 hours later, only a rough, regarding everyone around them who is not an obvious
dark scar that is forever slightly warm to the touch threat (i.e., actively attacking) as a close friend.
remains. Overdose Effects. Taking luhix more than once in a 24
period provokes a DC 20 Constitution saving throw. On
However, luhix is considered by many physicians to be a a success, the user loses half their hit points and is
tool of last resort, for it is extremely addictive and knocked unconscious for 1d4 hours. On a failure, the
dangerous to use. Veterans who return from war user dies by heart attack.
missing a limb often bring with them a spirit-crushing
craving for yet more luhix, which they administer to
Addict Effects. When taken by someone who is addicted
themselves by cutting themselves for the purpose of
to luhix, the initial and secondary effects are of half
applying luhix to their self-inflicted wounds. Some
duration.
famous generals and members of high society have
been found, upon their deaths, to be covered under Addiction DC. 15
their clothes with small scars earned through many
years of secret luhix use. Addiction Dice. 4d4

Initial Effects. Searing, terrible pain lasting 1d4 rounds.


During this time, the user has disadvantage on all ability
checks, attack rolls, and saving throws. If applied to a
creature who is bleeding out, they are immediately
stabilized and restored to 1 hit point.

Mad Foam Initial Effects. When eaten by a mammal, mad foam


Non-addictive substance, ingested, uncommon makes their mouths foam for 2d6 minutes. During this
period, they have advantage on all intimidation checks.
If chewed and swallowed by a mammal, mad foam If a yuan-ti consumed mad foam, it must make a DC 12
interferes with the salivary glands, causing them to Constitution saving throw or be poisoned for a number
produce great quantities of white foam. Often, mad of rounds equal to 2d6 multiplied by (8 minus the
foam is suffused into dog biscuits or treats, but druids, user's CON modifier).
lycanthropes, and shapeshifters have been known to eat
Secondary Effects. None.
mad foam deliberately in order to appear more
fearsome. Mad foam has unpredictable and sometimes Side Effects. None.
quite unpleasant effects on non-mammals, and is a
Overdose Effects. None.
poison to yuan-ti.

41
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Mad Honey Secondary Effects. None.
Non-addictive substance, ingested, uncommon Side Effects. None.
Overdose Effects. Eating more than one dose of mad
'Mad Honey' is the name given to honey produced by honey in a 12 hour period changes the initial effects.
bees who harvest nectar from rhododendron flowers. The eater must make a DC 12 Constitution saving
Tavern keepers sometimes buy mad honey to mix into throw. On a success, they fall unconscious for a number
their poorer beers and ales, in order to increase their of hours equal to 1d4 multiplied by (8 minus the user's
potency. When taken in large doses, it can make the CON modifier). On a failure, they are reduced to 0 hit
eater very ill, and even kill them. points.
When introduced into alcoholic drinks, a small amount
of mad honey will increase the strength of the drink by
1 level. It has a strong, sweet taste that cannot be
disguised.
In appearance, it is indistinguishable from other honeys.
A DC 12 Nature check will reveal that it smells odd.

Initial Effects. 1d4+2 minutes after eating a dose of mad


honey, the user must make a DC 12 Constitution saving
throw. On a success, they feel nauseous and weak. They
have disadvantage on all Strength saving throws and
checks and move at half speed. This lasts a number of
hours equal to 1d4 multiplied by (8 minus the user's
CON modifier). On a failure, they fall unconscious for a
number of hours equal to 1d4 multiplied by (8 minus
the user's CON modifier).

Malyss Root Paste Initial Effects. A creature subjected to this poison must
succeed on a DC 15 Constitution saving throw or
Non-addictive substance, inhaled, rare
become poisoned for 1 hour. The poisoned creature is
blinded.
This is a sour, deep brown paste made from a fermented
mash of various rare herbs and tubers. When burned, it Secondary Effects. None.
releases a pleasant-smelling smoke that fills a 30-cubic- Side Effects. None.
foot space. A dose of malyss root paste burns for 3d4
minutes. Overdose Effects. If more than one dose of malyss root
paste is taken in a 24-hour period, the duration of the
initial effects is tripled.

Mertoran Leaf Side Effects. None.


Addictive substance, ingested, uncommon Overdose Effects. Taking mertoran leaf more than once
in an 8 hour period prevents the secondary effects from
When mertoran leaf is dried, treated, and chewed, it taking place again for 48 hours. Additionally, the user
provides appropriate alchemical treatment for must make a DC 15 Constitution saving throw. On a
personality disorders, and substance abuse disorders. failure, the user gains a level of exhaustion.
While it is in itself slightly addictive, mertoran leaf is
often used to help addicts get off harder drugs and ease Addict Effects. When taken by someone who is addicted
various withdrawl symptoms. to mertoran leaf, the initial and secondary effects are of
half duration.
Initial Effects. The user takes 1 point of Dexterity Addiction DC. 8
damage and gains 1 point of Charisma. These
Addiction Dice. 5d4
adjustments last for a number of minutes equal to 1d4
multiplied by (10 minus the user's CON modifier).
Secondary Effects. Any one level of withdrawal that is
accrued for a different drug turns into two levels of
exhaustion instead. The withdrawal level must be earned
within a number of hours equal to 1d4 multiplied by
42 (10 minus the user's CON modifier) after the mertoran
Thiswas
leaf is unofficial Fan Content
first ingested. permitted
Similarly, undermakes
the user the FananyContent Policy. Not approved/endorsed by Wizards. Portions of the materials used
saving throws against madness effects are property of Wizards of the Coast. ©Wizards of the Coast LLC.
with advantage
Mindfire Secondary Effects. The user must make a DC 10
Constitution saving throw. On a failure, for a number of
Addictive substance, injury, rare
minutes equal to 1d8 multiplied by (10 minus the user's
CON modifier), the user experiences a state of perfect
Wild fireclover is a summer plant with a brilliant red and contentment with the world. They can engage in no
orange flower that blooms in temperate plains and aggressive actions and will use force only to defend
farmland. The unmistakable red blooms of fireclover are themselves.
usually found in small clusters of three to ten. The petals
of wild fireclover are often crushed and used by Side Effects. Once both the initial and secondary effects
peasants to provide pleasant scents. Crushed petals have worn off, the user must make a DC 5 Constitution
provide a beautiful aroma for up to a tenday. saving throw or acquire a short-term madness.
Overdose Effects. Taking mindfire more than once in a 6
What is not commonly known is that the stem of the hour period initial and secondary effects are twice as
wild fireclover is capable of producing a powerful mind- long and the DC to avoid the side effect increases to 10.
clouding drug. When applied directly to the
bloodstream (as through an open wound), mindfire
Addict Effects. When taken by someone who is addicted
leaves its users disoriented, confused, weak of will, and
to mindfire, the initial and secondary effects are of half
utterly happy.
duration and the relevant DCs increase by 2.
Initial Effects. After a dose of mindfire is taken, the drug Addiction DC. 12
immediately clouds the mind and befuddles the senses.
Addiction Dice. 2d4
For a period of minutes equal to 1d8 multiplied by (10
minus the user's CON modifier), the user has
disadvantage on all Intelligence, Wisdom, and Charisma
saving throws and checks, and in order to case a spell,
the user must succeed on a DC 12 Constitution check.

Miner's Milk Secondary Effects. None.


Addictive substance, ingested, basic Side Effects. The number of drunkenness levels gained
by drinking miner's milk are twice normal. The standard
effects of drinking alcohol also apply.
A syrupy whiskey brewed in makeshift stills and
basements all over the Sword Coast. No one actually Overdose Effects. Treat as alcohol (hard liquor).
likes it, but it's easy to make and gets you drunk, so who
cares? Local 'enthusiasts' exaggerate that a drop of Addict Effects. Treat as alcohol (hard liquor).
miner's milk can crack stone.
Addiction DC. Treat as alcohol (hard liquor).
Initial Effects. For a number of minutes after drinking Addiction Dice. Treat as alcohol (hard liquor).
miner's milk equal to 1d6 multiplied by (8 minus the
user's CON modifier), the drinker has advantage on
Constitution saving throws.

43
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Moog's Cheer Secondary Effects. If the drinker was in love or
experiencing a charm effect, there is a 25 percent
Addictive substance, ingested, uncommon
chance that they will develop an intense antipathy to the
person they were attached to. In that case, for a period
Technically, 'Moog's Cheer' is the name of a strong of days equal to 1d4 multiplied by (10 minus the user's
mead brewed by hill giants, but we smaller creatures CON modifier), if the drinker finds themselves within
would be quite defeated by the strength of that. The sight of that person, they must make a DC 12 Wisdom
Moog's Cheer that is marketed to those of large size saving throw or be compelled to attack.
and smaller is a weaker, watered down version that still
packs quite a powerful punch. It's said that the only two Side Effects. The standard effects of drinking alcohol also
surefire ways of curing a broken heart are killing your ex apply.
and drinking Moog's Cheer, and since the first is usually Overdose Effects. Treat as alcohol (mead).
illegal one might as well drink up.
Addict Effects. Treat as alcohol (mead).
Drinkers of Moog's Cheer tend to look down on those
who use Doses of Haagen to cure their romantic ills. Addiction DC. Treat as alcohol (mead).
The feeling is mutual.
Addiction Dice. Treat as alcohol (mead).
Initial Effects. After imbibing a tankard of Moog's Cheer,
the drinker experiences an overwhelming wave of
calmness and contentment. If the drinker was in love or
experiencing a charm effect, they are no longer.

Moon Honey Moonhoney doesn’t melt in sunlight, even when it’s left
to bake on a rock or shield in the desert. Actual flame
Non-addictive substance, ingested, uncommon
(or certain of the strongest acids) is required to reduce
it to a foul, unpleasant liquid.
The substance with the unlikely name of moonhoney is
actually the prepared dung of groundworms that dwell Initial Effects. Eating a piece of moon honey roughly the
on many Abyssal layers (and which are eaten by many size of one's fist is sufficient sustenance for an entire
demons). It is a smoky-tasting, nourishing, even rib- day.
sticking treat to humans, halflings, dwarves, elves, and
half-elves. Its name comes from its consistency and Secondary Effects. None.
appearance (both of which are rather like the honey
Side Effects. None.
produced by wild bees), and the fact that when bathed
in moonlight, it momentarily acquires a rough, fleeting Overdose Effects. After 1d4 plus the user's CON
sweetness. Moonhoney doesn’t spoil unless it is modifier days of eating nothing but moon honey, the
scorched in open flame or soaked in citrus juices, and user's system begins to need different foods. Beyond
so it is an ideal trail food for wayfarers of all kinds, who that duration, each day that the user eats nothing but
can readily carve it into handy chunks. moon honey they must make a DC 10 Consitution
saving throw or gain a level of exhaustion.

44
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Mordayn Vapor, aka Side Effects. Inhalers of dream mist often speak of the
astonishing loveliness and tranquility of their visions and
Dream Mist of how drab and futile their everyday lives are in
comparison. After the initial effects have worn off, the
Addictive substance, inhaled, rare user must make a DC 15 Charisma saving throw. On a
failure, the user falls into a deep malaise, unable to stop
Made of roughly ground leaves of a rare herb found in pining after the dream world. The user rolls all Dexterity
deep forests, mordayn is so potent that it is taken by saving throws and checks, and Initiative rolls, with
steeping a small amount in hot water, and then inhaling disadvantage. This lasts for a period of minutes equal to
the vapors of the resultant tea. Raw mordayn powder 1d12 multiplied by (10 minus the user's CON
and mordayn-tainted water are deadly poison; taking the modifier).
powder directly or drinking the water produces an
Overdose Effects. If more than one dose is taken in a 60
immediate overdose. Dream mist is renowned for the
minute period, or if mordayn is ingested, then the drug
beautiful visions it induces and the deadly peril of its
becomes a deadly poison. The user must make a DC 17
sinister embrace.
Constitution saving throw or take 2d10 points of
Overdosing or ingesting mordayn is extraordinarily Constitution damage. The user takes half that on a
dangerous, and those addicted to dream mist must be successful saving throw. If the user's Constitution score
very careful to make sure they do not make mistakes. reaches 0, they die.

Initial Effects. Exotic visions of incredible beauty enthrall Addict Effects. When taken by someone who is addicted
the inhaler for a period of minutes equal to 1d6 to mordayn vapor, the initial effects are of double
multiplied by (10 minus the user's CON modifier). duration.
During this period, any actions or bonus actions they Addiction DC. 17
attempt have a 50 percent chance of failing.
Addiction Dice. 3d4
Secondary Effects. The user has disadvantage on all
Wisdom saving throws and checks for a number of
minutes equal to 1d8 multiplied by (12 minus the user's
CON modifier). Additionally, the inhaler cannot add
their proficiency bonus to their spell attack bonus or
spell save DC during this period.

Musk Muddle Salve Secondary Effects. Any damage caused by fire damage
heals at a rate of 1 hit point per round. This lasts as long
Non-addictive substance, contact, uncommon
as the initial effects last or until (1d20 plus the wearer's
CON modifier) hit points have been restored, whichever
Musk Muddle is a brown, dead-looking plant with wide comes first.
leaves and an unpleasant aroma, musk muddle can be
found in nearly any swamp or marsh. Musk muddle Side Effects. None.
resembles the dock plant, a foul-smelling weed. The Overdose Effects. If more than one dose of musk muddle
boiled leaves from this plant form an integral part of an salve is applied within a 12 hour period, the wearer gets
especially good remedy for even quite severe burns.
. really slimy. Disadvantage on all Dexterity checks.

Initial Effects. When rubbed on the body, musk muddle


salve grants the wearer temporary resistance to fire
damage. This lasts a number of minutes equal to 1d4
multiplied by (10 minus the wearer's CON modifier).

45
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Mushroom Blue Side Effects. None.
Addictive substance, inhaled, rare Overdose Effects. Taking mushroom blue more than
once in an 8 hour period prevents the initial effects
Mushroom blue is a powder made from a rare, blue-gray from taking place again for 24 hours. Additionally, the
fungus found in the Underdark. When dried and user must make a DC 15 Constitution saving throw. On
pulverized, the powder has a bright, electric blue color a failure, the user becomes highly aggressive and is
and a sticky, chalky consistency. Mushroom blue is affected as though by the confusion spell.
taken by snorting it and is popular mainly among mages
who find that the benefits it offers to their spellcasting Addict Effects. When taken by someone who is addicted
make up for the rather unpleasant side effects. to mushroom blue, the initial and secondary effects are
of half duration.
Initial Effects. Upon inhaling a dose of mushroom blue, Addiction DC. 12
the user experiences a rush of self-confidence, even
Addiction Dice. 3d4
arrogance as every memory and perception and thought
that passes through their minds seems uncannily vivid
and complex. For a number of minutes equal to 1d6
multiplied by (10 minus the user's CON modifier), the
user's Intelligence and Charisma are increased by 2.
Secondary Effects. Mushroom blue does not just hone
the intellect. It also acts as an hallucinogen, producing
confusing perceptual effects that even habitual users of
the drug find very difficult to distinguish from reality.
For a number of minutes equal to 1d8 multiplied by (10
minus the user's CON bonus), the user's Wisdom
decreases by 2 and has disadvantage on all saves versus
illusions.

Myconoid Essence Myconoid essence spoils quickly when exposed to the


air, so prospective poisoners must apply it to their
Non-addictive substance, ingested, rare
victim's food or drink less than a hour before it will be
consumed.
Myconid essence is drawn from the spongy cores of
dead myconid sovereigns. Or, among the cruel drow, it Initial Effects. Anyone consuming food or drink tainted
is harvested painfully from living myconids kept with myconoid essence has disadvantage on all Strength
imprisoned for this purpose. Myconid essence is an oily checks and saving throws for a number of minutes equal
substance with an earthy tang. A phial about the size of to 1d8 multiplied by (10 minus the user's CON
a human child’s finger contains a single dose. It is an modifier).
earthy-smelling oil that pours slowly, and only strong
food can cover its taste. Secondary Effects. None.
This extract saps the strength from those who consume Side Effects. None.
it. Some drow families use it to dose all the food they Overdose Effects. None.
give to their prisoners or to selected slaves who are too
valuable to kill but too dangerous to be allowed full use
of their faculties.
Certain drow alchemists and mages are searching for
ways to make the essence easier to deliver to an
unsuspecting victim. Adventurers in the Underdark
should beware; they might end up on the receiving end
of such a research effort.

Night Sleep Initial Effects. Anyone who takes damage from a piercing
weapon coated in night sleep must make a DC 14
Non-addictive substance, injury, common
Constitution saving throw or be effected as by the slow
spell for a number of rounds equal to 1d4 multiplied by
Because of their dramatically unbalancing effect, using (8 minus the victim's CON modifier). One dose of night
weapons coated in night sleep during a sanctioned duel sleep contains enough poison to coat five weapons of
is grounds for immediate execution. normal size.
46 Secondary Effects. None.
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Side©Wizards
Effects. of the Coast
Once LLC.effects wear off, the victim
the slow
has advantage on all attacks against their poisoner for
Nilhogg's Nose Side Effects. The user suffers disadvantage on all saving
throws against effects based on smell for the duration
Non-addictive substance, ingested, rare
of the initial effects.

'Nilhogg's nose' is the name of a small green mushroom Overdose Effects. If more than one Nilhogg's nose is
found in the Underdark. eaten within an 8 hour period, the user develops
tremendously bad body odor. For a number of hours
equal to 1d4 multiplied by (10 minus the user's CON
Initial Effects. For 1d4 hours after eating one of these modifier), the eater has disadvanatge on all Charisma
mushrooms, the user has advantage on all Wisdom and stealth checks.
(perception) checks based on smell.
Secondary Effects. None.

Nitharit Secondary Effects. For a number of minutes equal to 1d4


multiplied by (8 minus the user's CON modifier),
Non-addictive substance, ingested, rare
anyone who has consumed nitharit is vulnerable to
poison and necrotic damage.
This clear, odorless, tasteless liquid is one of the few
slow-acting poisons in the assassin’s repertoire. Nitharit Side Effects. If someone who is immune to poison
gradually breaks down a creature’s natural defenses damage and/or the poisoned condition consumed
against toxins and eventually turns those defenses nitharit, then neither the initial nor the secondary
against the poisoned creature. The poison is often used effects take place, but for a number of minutes equal to
as a precursor to weaken a target before a second 1d6 multiplied by (10 minus the user's CON modifier),
poisoning assault. For example, an assassin might put that creature is only resistant to poison damage and is
nitharit in a magistrate’s wine, then later in the evening not immune to the poisoned condition. If the creature
return to finish the job with a stronger poison once the normally is resistant to poison damage, then the initial
target’s body is in no shape to fight it off. effects take place, though the secondary do not, and the
creature is not resistant to poison damage for the
duration of the initial effects.
Initial Effects. For a number of minutes equal to 1d6
multiplied by (8 minus the user's CON modifier), Overdose Effects. None
anyone who has consumed nitharit has disadvantage on
all saving throws against poison effects and damage.

Oil of Taggit Initial Effects. A creature subjected to this poison must


Non-addictive substance, contact, rare succeed on a DC 13 Constitution saving throw or
become poisoned for 24 hours. The poisoned creature
Invented by a half-orc alchemist who was driven near to is unconscious. The creature wakes up if it takes
madness by exhaustion because her companion, an elf damage.
bard who specialized in the accordion, wouldn't let her
Secondary Effects. None.
sleep. Her eponymous oil did not work on her party
mamber, unfortunately, and Taggit descended further Side Effects. None.
into insanity, vanishing one night, never to be seen
Overdose Effects. None
again.
The bard's accordion disappeared with her.

47
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Palasa Secondary Effects. None.
Non-addictive substance, contact, common Side Effects. There is a 5 percent chance that having a
palasa pessary will affect the wearer's appetite
This small pessary is highly effective in preventing significantly.
conception. Only mammals can make use of it. It has no Overdose Effects. None.
effect on an already existing pregnancy.

Initial Effects. Once inserted into the vagina, palasa acts


as a powerful spermacide and physical barrier covering
the uterus. The pessary is left inside the vagina where it
slowly dissolves, losing its effectiveness after
1d20+1d8 days. If menstruation begins before the
pessary is dissolved, it comes out with the menses flow.

Pale Tincture Secondary Effects. None.


Non-addictive substance, ingested, rare Side Effects. None.
Overdose Effects. None
This is a runny, sticky liquid that's light yellow or light
blue in color and smells strong and spicy, a bit like
cumin and cinnamon. It mixes easily in almost all
potables.

Initial Effects. A creature subjected to this poison must


succeed on a DC 16 Constitution saving throw or take 3
(1d6) poison damage and become poisoned. The
poisoned creature must repeat the saving throw every
24 hours, taking 3 (1d6) poison damage on a failed
save. Until this poison ends, the damage the poison
deals can’t be healed by any means. After seven
successful saving throws, the effect ends and the
creature can heal normally.

Perjury Sauce Side Effects. None.


Addictive substance, ingested, rare Overdose Effects. If more than one dose of perjury sauce
is ingested in a 24-hour period, the user must succeed
Perjury sauce is a deep orange syrup that is consumed on a DC 15 Constitution saving throw or be knocked
either by the spoonful or served on food. It has a citrusy unconscious for 1d4+1 hours. On a successful save, the
smell and taste, though strangely bitter, and sticks to user is instead poisoned for 1d4+1 hours.
the tongue and mouth, making it difficult to entirely
swallow. Addict Effects. When taken by someone who is addicted
to perjury sauce, the DCs for all the above saving throws
increase by 2.
Initial Effects. After taking perjury sauce, the drinker
must succeed on a DC 10 Constitution saving throw or Addiction DC. 10
be poisoned for a number of minutes equal to 1d4
Addiction Dice. 3d4
mutliplied by (10 minus the user's CON modifier).
Secondary Effects. The drinker must make a DC 15
Charisma saving throw. On a failure, they cannot
knowingly speak the truth. This lasts a number of
minutes equal to 1d4 multiplied by (10 minus the user's
CON modifier).

48
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Philter of Madness, aka Secondary Effects. None.
Side Effects. None.
Stella's Savior Overdose Effects. Drinking more than one dose of the
Addictive substance, ingested, rare philter of madness in a 24 hour period has a 25 percent
chance of doing 1d4 points of Constitution damage.
The philter of madness is a powerful drug with few This damage heals at a rate of 1 point per day.
applications. Some try it recreationally, but few do so
more than once. Those unlucky enough to be held in its Addict Effects. When taken by someone who is addicted
sway live truly damnable existences. Only for the truly to the philter of madness, the initial effects are of half
desperate would this strange concoction be a boon. duration.
It's a matter of speculation why the substance is Addiction DC. 8
sometimes known as 'Stella's savior'. Indeed, it is not
entirely clear that the two are the same at all. There is an Addiction Dice. 2d4
old folk song that may be the source of the nickname,
for it describes a young woman name Stella who is
forced into a loveless engagement by her family and
takes refuge in the madness the philter offers as her
only way to escape marrying a man she despises.

Initial Effects. After the drinker takes a dose of the


philter, they must make a DC 15 Constitution saving
throw or become convinced that they are a small,
common animal, such as a cat or dog. This conviction
will persist despite any and all evidence to the contrary.
The drinker does not lose any abilities or stats and can
speak normally in all the langauges they know. They
simply are convinced without a shadow of a doubt that
they are a different creature. This condition lasts a
number of days equal to 1d4 multiplied by (8 minus the
user's CON modifier), but the drinker may make a new
Constitution saving throw every day.

Phoenix Powder Side Effects. None.


Non-addictive substance, ingested, rare Overdose Effects. If more than one dose is taken in a 48-
hour period, phoenix powder is quite deadly. The victim
must make a DC 15 Constitution saving throw. On a
Phoenix powder is a sticky, blue drug derived from the
success, they are poisoned for 2d4 minutes. On a
root of desert plant. In very small doses, it can be used
failure, they are wracked with unbearable, searing pains
as a very powerful anti-nausea medication, but it is so
in the mouth, the stomach, the anus, and finally the
dangerous that it is rarely, if ever, used that way. In
heart. The victim gets another saving throw, same DC,
larger doses, it is an exceptionally deadly poison.
and on a failure, they die. On a success, they are blinded
for a number of minutes equal to 1d20 multiplied by
Initial Effects. A very small dose of phoenix powder (10 minus the victim's CON modifier).
counteracts even the worst case of nausea.
Secondary Effects. None.

49
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Purebalm Initial Effects. Once a dose of purebalm has been applied
Non-addictive substance, contact, uncommon to the skin, the user has resistance to poison damage
and advantage on all saving throws to avoid the
The cotsbalm is a fleshy-leafed plant, characterized by poisoned condition. If already poisoned, the user may
clusters of small yellow flowers, grows to a height of 1 immediately make a new saving throw with advantage to
foot. A hardy vegetable, it can be found throughout shrug off the effects of the poison. One application of
temperate and subtropical forests. Many hedge wizards purebalm lasts for a number of minutes equal to 1d8
and midwives use cotsbalm as part of a folk remedy multiplied by (10 minus the user's CON bonus).
when treating sick children. After crushing the flowers
Secondary Effects. None.
until they emit a sweet smell, the herbalist sprinkles
them around the child's bed to draw out the illness. Side Effects. There is a 5 percent chance every time that
Educated doctors, priests, and other skilled healers purebalm is applied that the user's skin will be
claim that this has no effect, but the practice persists in permanently dyed yellow. If this is an unnatural color for
many communities. the user's race, this may result in a Charisma penalty, at
the DMs discretion.
Cotsbalm sap is extracted and used as a base for a clear,
syrupy substance called purebalm. When applied to the Overdose Effects. If more than one dose is taken in a 24-
skin of someone who has been poisoned by an injury or hour period, the purebalm has no effect. No further
contact poison, purebalm turns black as it absorbs the applications of purebalm will have an effect until 2 full
poison out of the victim’s system. days have passed after the last time it was used.

50
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Ralayan's Comfort Still others develop cravings for the music, needing it
with such an intensity that their lives seem pale and
Addictive substance, injury, very rare
feeble in comparison with the chromatic richness and
incomprehensible complexities of what they hear when
Some illnesses of the mind are so severe that they on the drug. They long for the maddening lushness and
threaten the existence of the sufferer. When an clarity that the music brings with it, and increasingly
archmage, for instance, falls victim to insanity the find the world outside their thoughts to be false, an
arcane powers they have developed over a lifetime of impersonation, a meaningless tissue obscuring a
intense study can threaten to overwhelm and destroy grander reality.
their body. It is an alarming state to be in, and a
terrifying one to witness someone else going through. Ralayan's comfort must be injected directly into the
In those cases, sometimes this potent drug can be the spinal column.
only succor.
Initial Effects. After receiving an injection of ralayan's
It has another, far less savory use as well. Scoundrels comfort, the user feels an unnatural calmness and
sometimes make use of it as a very deadly poison, one transquility fall over them. It becomes impossible for
that eats away at their victim's mind as well as their the user to feel strong emotion of any kind. This lasts
flesh. for a number of minutes equal to 3d8 multipled by (10
minus the user's CON modifier).
Even among those who traffic in ralayan's comfort, few
know the means by which it is made. Indeed, it is a very Secondary Effects. At the same time, the user must make
carefully guarded secret. Ralayan's comfort is made with a DC 12 Intelligence saving throw. On a failure, roll 3d6.
the excretions of ustilagors, the larval form of intellect If the total equals or exceeds the user's Intelligence
devourers, and as such the only suppliers of the drug are score, that score is reduced to 0. The user is stunned
pawns, often unwitting pawns, of mind flayers. Why they until it regains at least one point of Intelligence. As the
have decided to produce and distribute this strange secondary effects wear off, the user will regain their
medicine among us is unknown, but then of the illithids Intelligence at a rate of one point per hour.
little can be said but that their motives are opaque and
their methods bizarre. Side Effects. For a number of minutes equal to 3d10
multiplied by (10 minus the user's CON score) or until
While under the effect of the drug, the user 'hears' in the user's Intelligence score returns to normal,
their mind a strange, otherworldly music. This is so whichever is longer, the user's mind is filled with
strong that it threatens to overwhelm their own strange music.
thoughts. The music is haunting and disturbing, obeying
no laws of rhythm, mode, harmony. Even the notes Overdose Effects. If more than one dose of ralayan's
themselves are uncanny, made of weird tones and comfort is taken within a 12 hour period, the duration
instruments that seem to dwell in realms our own of the initial and side effects doubles and the DC to
musics cannot capture. avoid the secondary effects increases to 15.
The effects of this music on the user are be quite Addict Effects. When taken by someone who is addicted
unpredictable. Some find themselves transformed by it: to ralayan's comfort, the side effects bleed over into
deep-seated madness has been known to simply drift their everyday lives, lasting a number of hours equal to
away, as though carried off by the eldritch, wordless 1d6 multiplied by (10 minus the user's CON modifier).
songs brought by the drug. Such users describe their
experience under the drug's effects as revolutionary. Addiction DC. 15
Liberated from past commitments and ideals, these
people often strike out on brand-new careers and life Addiction Dice. 2d4
paths, and their friends and loved ones frequently
describe them as having changed on a fundamental
level.
Others are unnerved by the music, horrified to their
core by the impossibility of incorporating it into the
world they are familiar with. These people tend to drift
away from society, unable to stop obsessing over the
implications of these sounds, seeking illumination in
far-off lands. Perhaps they are called by the music,
drawn towards a place they can only dream of. These
people are usually never heard from again.

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Rhul Side Effects. Due to stimulation of scent and tactile
nerves, while the initial effect is functioning, the drinker
Addictive substance, ingested, common
prefers to to engage those in close battle. If the user is
given the choice of fighting in melee or with ranged
Also known as 'battlewine', rhul is a spicy, red liquid attacks, they must make a DC 15 Wisdom saving throw
with a bitter aftertaste. It is made from crushed and or choose the melee attack.
fermented beetles.
Overdose Effects. If more than one dose of rhul is drunk
within a 2 hour period, the drinker takes 1d4 points of
Initial Effects. After taking a dose of rhul, the drinker Intelligence and Wisdom damage. This damage goes
experiences increased physical prowess, aggression, and away after the drinker finishes a long rest.
recklessness. For a period of rounds equal to 1d4
multiplied by (10 minus the user's CON modifier), the Addict Effects. When taken by someone who is addicted
drinker has advantage on all attack rolls and Strength to rhul, the drug agitates the drinker so much that they
saving throws and checks and all attacks made against cannot take short rests.
the drinker have advantage.
Addiction DC. 12
Secondary Effects. After the initial effects have worn off,
the drinker must make a DC 10 Constitution saving Addiction Dice. 2d4
throw or acquire a level of exhaustion.

Sakrash Overdose Effects. If more than one dose of sakrash is


drunk within a 6 hour period, the drinker takes 1d4+1
Addictive substance, ingested, uncommon
points of Wisdom damage. This damage goes away after
the drinker finishes a long rest.
This sweet, oily concoction of wines, rare tree saps, and
certain herbs is only manufactured in Thay and Addict Effects. When taken by someone who is addicted
Mulhorand. It protects the user's mind and thoughts. to sakrash, the initial and secondary effects are of
double duration and the save DC to avoid the side
Initial Effects. Sakrash has an immediate effect of effects increases to 15.
dazzling and confusing the drinker. For a number of
Addiction DC. 10
rounds equal to 1d4 multiplied by (8 multiplied by the
user's CON modifier), the drinker cannot take any Addiction Dice. 4d4
actions other than move actions and moves at half
speed.
Secondary Effects. After the initial effects have worn off,
the drinker feels a wave of weird silence come over their
thoughts. For a number of minutes equal to 1d6
multiplied by (10 minus the user's CON modifier), the
drinker's thoughts cannot be read by any means. All
attempts to communicate telepathically with the drinker
fail. Their emotions are impossible to magically alter
(e.g., through fear effects). Spells such as zone of truth
and modify memory have no effect on them.
Side Effects. Due to unnatural quiet inside the drinker's
mind, there is a significant danger of falling into
solipsism. Unless the drinker succeeds on a DC 12
Wisdom saving throw, they become convinced that they
are the only creature with genuine consciousness, that
all other apparently intelligent beings are like automata
or empty shells, devoid of individuality or thought.
Convinced that they are effectively the only real thinking
being in existence, they lose all inhibitions. Harming
them is as morally unproblematic as hurting a rock or an
ocean. Once the secondary effects wear off and the
regular background noise of other minds comes back, a
further DC 12 Wisdom save is necessary. On a failure,
the drinker passes into unconsciousness due to shock
for 1d4 hours.

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Sannish Side Effects. The mental fuzziness sannish produces has
the lingering effect of slowing the drinker's reflexes. For
Addictive substance, ingested, rare
a number of minutes equal to 2d4 multiplied by (10
minus the user's CON modifier), the drinker has
This is a thick, bluish liquid distilled from a concoction disadvantage on all Dexterity saving throws and all
made of wolf's milk and the juice of a rare desert plant. initiative rolls.
At one point it was commonly used as a surgical
anaesthetic but its medicinal uses are now minimal, as Overdose Effects. Taking sannish more than once in a 24
doctors have sought out less addictive treatments. hour period provokes a DC 15 Consitution saving
Recreational users now make up the overwhelming throw. On a success, the drinker experiences a euphoric
majority of sannish consumption. condition that makes it difficult to make decisions or
concentrate on anything. They have disadvantage on all
Addicts can be easily recognized by the permanent blue Intelligence, Wisdom, and Charisma checks and saves
stains on their lips., and perhaps in part because it is so and cannot cast spells of any kind.
easy to identify habitual users of sannish, the drug has a On a failure, the drinker goes into a numb stupor
very negative stigma attached to it. Wealthy and noble making it impossible to think straight. The user moves
sannish drinkers go to great lengths to hide or eliminate at half speed, has disadvantage on all rolls, and cannot
the staining, sometimes employing elaborate cosmetics take both an action and a bonus action on their turn.
or even minor illusion spells. These overdose effects last for a number of hours equal
to 2d6 multiplied by (10 minus the user's CON
Initial Effects. Sannish drinkers experience a rush of modifier).
pleasurable fuzziness in their thinking as their cares
melt away. For a number of rounds equal to 1d6 Addict Effects. When taken by someone who is addicted
multiplied by (10 minus the user's CON modifier), the to sannish, the secondary effects are of half duration.
drinker has disadvantage on all Wisdom checks and
saves. Addiction DC. 18
Secondary Effects. Drinking sannish has a powerful Addiction Dice. 4d4
anaesthetic effect. The drinker is numbed to all pain for
a number of minutes equal to 2d4 multiplied by (10
minus the user's CON modifier). Under this effect, the
user has advantage on all saving throws versus fear-
based effects and will not notice when they are
wounded unless they make a DC 10 Intelligence check.

Scorcher Fumes Secondary Effects. It's hard to breathe scorcher fumes.


Every minute a breather remains within the fume-filled
Non-addictive substance, inhaled, common
area, they must make a DC 10 Constitution saving throw
or be overcome with a coughing fit that forces them
Prized by morticians, workers in slaughterhouses, either to leave the area. If they cannot leave, then after 3
taxidermists, refuse collectors, and explorers of rounds, they collapse in unconsciousness until brought
swamps, scorcer fumes work to inhibit the sense of into fresh air.
smell. Sold as a small bundle of incense-like sticks, a
single scorcher rod burns for one hour and fills an area Side Effects. None.
equal to 1,000 cubic feet. Overdose Effects. None.

Initial Effects. Anyone breathing in the fumes must make


a DC 10 Constitution saving throw. On a failure, the
breather loses their sense of smell, which returns once
they breathe fresh air once again.

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Sehan Side Effects. For a number of hours equal to 1d4
multiplied by (8 minus the user's CON modifier), the
Addictive substance, contact, very rare
user's sweat is thick and mucus-like. They overheat
quickly, have a +1 bonus to their natural armor, and
The effects of Sehan are similar to green welcome, but disadvantage on all persuasion checks.
much more potent. Unlike the weaker drug that it is
derived from, sehan can work through the skin, and Overdose Effects. Taking more than one dose of sehan
need not be consumed, merely touched. within a 48 hour period increases the amount of
Intelligence and Wisdom damage from 1d6 to 1d8 and
doubles the duration of the side effects.
Initial Effects. Anyone exposed to sehan must make a DC
18 Constitution saving throw. On a failure, they lose Addict Effects. When taken by someone who is addicted
1d6 points of Intelligence and 1d6 points of Wisdom. to sehan, there is a 50 percent chance that the
After a number of minutes equal to 1d6 multiplied by enhancement bonus from the secondary effects will not
(10 minus the user's CON modifier), the lost ability occur and a 50 percent chance that the user will
score points return at a rate of 1 point every 3 rounds. If permanently believe that they have succeeded in all
an ability score drops below 3 due to the effects of their saving throws.
sehan, there is a 50 percent chance that the points will
not return on their own. Addiction DC. 18
Secondary Effects. Sehan fills the user with a feeling of Addiction Dice. 2d4
strength, contentment, and belonging. For a number of
minutes equal to 1d4 multiplied by (10 minus the user's
CON modifier), the user's Strength and Charisma are
temporarily enhanced by 1d4+1 points (to a maximum
of 20). Additionally, the user believes they have
succeeded on all saving throws.

Shadowbalm A shadow monk cannot use the shadows created by


shadowbalm to teleport.
Non-addictive substance, contact, rare
Initial Effects. After applying shadowbalm to the skin, an
Shadowbalm is made from glands found in the aura of darkness extends out 5 feet. The aura lasts for
darkmantle, a monstrosity that dwellsin the Underdark five minutes or until the shadowbalm is washed off. The
and the Shadowfell. When applied to the skin, in-game effects of the shadow aura depend on exactly
shadowbalm produces a 5-foot radius of darkness that where it was applied and are at the DM's discretion.
surrounds it. This darkness spreads around corners and
not even darkvision can penetrate it. No natural light can Secondary Effects. None.
illuminate the part of the body that has had shadowbalm
Side Effects. The parts of the body that have
applied to it. Magical light created by a spell of 3rd level
shadowbalm applied to them have normal sensation
or higher can penetrate the shadow.
except that they cannot feel pain. Because of that, the
Thieves and assassins sometimes cover their whole user may well be surprised to find when the shadow
bodies with shadowbalm in order to escape detection, aura wears off that they are injured. The DM should keep
but that is extremely expensive, as one dose of a private tally of any HP lost to shadow-covered body
shadowbalm is only enough to cover two hands. parts..
So many duellists were covering their hands in Overdose Effects. Frequent applications of shadowbalm
shadowbalm in order to disguise their attacks that it has run the risk of making the side-effects permanent. If
been written into the latest edition of the shadowbalm is applied to the same area more than once
Gentleperson's Guide to Etiquette that the use of in a 6 hour period, there is a 5 percent chance that the
shadowbalm is dishonorable and anyone who uses it in pain-numbness will not wear off. In that case, a lesser
a contest of skill is disqualified. restoration spell will return sensitivity to the area.

54
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Shrinkwort Secondary Effects. Ten minutes before the initial effects
end, the creature feels a tingling sensation, at which
Non-addictive substance, ingested, rare
point it can sustain it's current size by drinking another
glass. The effect ends if the creature drinks a glass of
A shrinkwort is a mushroom with a one-inch-long stem wurple or is magically increased to its normal size (using
and a stubby blue cap with white dots. It grows the reduce effect of an enlarge/reduce spell, for
exclusively in the Underdark, primarily in tunnels example).
underneath Gracklstugh. Normally, these lose their
potency if taken from those tunnels, but the drow have Side Effects. None.
found a way to produce a powdered version that holds Overdose Effects. If more than one glass of shrinkwort is
its properties inefinitely. It is consumed by mixing the drunk within a 6 hour period, the drinker has to make a
powder with very hot water. DC 12 Dexterity saving throw or lose 1d6 +3 points of
Dexterity when they decrease their size.
Initial Effects. A creature that drinks one a glass of
shrinkwort can choose to make a DC 12 Constitution
saving throw to not be affected by the mushroom's
magic. If the creature fails or forgoes the saving throw,
it shrinks in size as though under the enlarge effect of
an enlarge/reduce spell. The effect lasts for 1 hour.

Silphium Initial Effects. No mammal humanoid with ovaries can


Non-addictive substance, ingested, common ovulate within a tenday of drinking silphium tea.
Secondary Effects. None.
When dried and turned into a sweet tea, the leaves of
the silphium plant can be used as a reliable Side Effects. When those who drink silphium tea
contraceptive for humanoid mammals. Such people menstruate, there is a 15 percent chance that their
who drink the tea do not ovulate. The tea does nothing period will be 1d4 days longer than it would otherwise
for non-mammalian humanoids, such as dragonfolk, or be.
for those with fey, celestial, or fiend heritage, such as
Overdose Effects. There is a 50 percent chance of
aasimar or tieflings.
diarrhea after drinking more than 1 cup in a 1 hour
Silphium has no effect on an already present pregnancy. period.

Slumbering Ignatius Initial Effects. So long as a sleeper breathes in the smoke,


Non-addictive substance, inhaled, uncommon they do not have nightmares and anyone attempting to
use the dream spell to influence the sleeper's
unconscious state must make a DC 12 Wisdom check
This oil is put in a lamp and burned to produce a sweet- or the spell fails.
smelling smoke. Anyone who sleeps near enough to
breathe in the smoke can be assured of a restful and Secondary Effects. None.
untroubled slumber.
Side Effects. None.
This substance has no effect on fiends. Overdose Effects. None.

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Snake Oil Snake oil has no effect on people who have not yet hit
puberty.
Non-addictive substance, contact, very rare
Initial Effects. This ointment has a powerful anti-aging
Harvested from the water snakes native to the coral effect. Any area of the body that snake oil is applied to
reefs near Astrazalian, snake oil applied to aching joints feels, looks, and, effectively, is younger than it was
and wrinkled flesh can rejuvenate an aging body. After a before. A single vial holds enough snake oil to treat 12
treatment of snake oil, the treated skin peels away from square inches of flesh.
the body, leaving behind soft, smooth flesh. Full-body
treatments of snake oil have been known to reverse the Secondary Effects. None.
cosmetic effects of the aging process, removing an
Side Effects. None.
entire year of wear from the body with each treatment.
The cost of doing so is a reasonable option only for the Overdose Effects. If snake oil is applied to a part of the
wealthy. Even though the treatment removes the body that recently had the ointment applied (i.e., within
physical effects of aging on the skin, as well as some of the last day), there is a 25 percent chance that the
the associated aches and pains, all other bodily affected skin will become numb for a number of hours
processes continue to age normally. Death cannot be equal to 1d8 multiplied by (10 minus the user's CON
put off by using snake oil, a fact seldom conveyed by modifier).
those who sell it.

Srindym Initial Effects. After being exposed to srindym, a person


Non-addictive substance, contact/ingested/injury, very has to make a DC 18 Constitution saving throw or
rare become disoriented and confused (treat as the
nauseated condition) for 1d4 rounds before falling into
An iridescent, silver liquid, this poison was created by unconsciousness for a number of rounds equal to 1d6
elves millennia ago and was often used by less multiplied by {10 minus [(the user's CON modifier) +
principled individuals of that race against “lesser” races. (the number of times the user has ever been exposed to
Very few individuals know how to make srindym -- or srindym)]}. Half-elves make their saving throw with a DC
know where the secret caches of it are -- so it’s rare and of 10. If the user's CON modifier added to the number
expensive. Making srindym is a closely guarded secret of times they have ever been exposed to srindym adds
that involves elven blood, moonlight, the casting of up to 10, then the person is immune to the drug. This
multiple spells, and several plant ingredients. immunity goes away if their CON modifier decreases for
any reason.
This poison works by injury, contact, and ingestion.
Elves (including drow) are immune to srindym, and half- Secondary Effects. None.
elves are highly resistant to its effect. Other kinds of Side Effects. For 24 hours after having been dosed with
creatures quickly become disoriented and stiff-jointed, srindym, whether or not their saving throw was
then lose consciousness for a minute or more. successful, the victim is immune to the drug's effects.
Srindym acts as a sort of antidote to itself, for a while: Overdose Effects. None.
No single creature can be affected by a subsequent
dose of the stuff for about a day thereafter. Also,
repeated exposure to the poison brings with it eventual
immunity -- every time an individual is beset with it, the
resulting period of unconsciousness is a few seconds
shorter, until finally the toxin has no effect on that
person ever again. Some of those who employ this
poison are not initially aware of this aspect of its
makeup, and learn about it only when the target of their
attention fails to fall down.

56
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Sweetheart's Confection Secondary Effects. None.
Non-addictive substance, ingested, common Side Effects. If either of the two people falls in love with
someone else, the connection breaks and the other one
Gnomes employed by the eladrin archfey known as the must make a DC 10 Charisma saving throw or be
Prince of Hearts make this small, heart-shaped distraught at the loss of affection for 1d8+1 tendays.
confection. It is split into two halves and shared Overdose Effects. A person can only have one of these
between lovers right before they part company for a connections at a time. If someone who has eaten a
time. Until they next meet, the lovers share an sweetheart's confection within the last half-year eats
emotional bond, each vaguely sensing the other’s another one, the first connection is severed.
emotions. Each can sense when the other is in peril,
though the link doesn’t reveal precise details of the
situation.

Initial Effects. When two people consume a sweetheart's


confection together, a weak psychic connection is
created between them. For the next half-year, each will
be able to tell what the other one's emotions are.
Neither detail of emotion nor is any degree of intensity
is communicated, just the presence of anger, fear,
contentment, anxiety, etc. in the other person. This
communication has a range of 30 miles and can be
blocked by 1 foot of lead, 10 feet of stone, or 30 feet of
water. If the two people are more than 30 miles apart or
blocked, they can tell that the connection has been
broken, but nothing else.

Swiftsleep Initial Effects. Upon receiving a dose of swiftsleep, the


Non-addictive substance, injury, common victim must make a Constitution saving throw, falling
asleep for 1d8 + (8 minus the user's CON modifier)
A gummy, translucent, ale-brown liquid that smells like minutes. The DC for this saving throw is calculated thus:
crushed citrus fruit, swiftsleep is abundant and relatively {14 - [(the number of times the victim has been
cheap because its ingredients are a distillate of crushed exposed to swiftsleep in the past third of a year)
flies and certain common tree beetles, added to multiplied by 3]}.
duskwood sap. When delivered into an open wound or
Secondary Effects. None.
otherwise directly into the bloodstream, swiftsleep
causes nigh-instant slumber, with normal breathing and Side Effects. None.
smooth, even snoring, for an initial period of many
Overdose Effects. None.
minutes. In much the fashion that srindym works (see
above), each time the same target is affected,
swiftsleep’s effects become easier to shrug off, until
after several exposures that individual is immune.

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Tansabra Initial Effects. As soon as tansabra is injected into the
Non-addictive substance, injury, uncommon user's bloodstream, the user enters an utterly comotose
state. It is so deep as to be effectively a form of
When injected (it must reach the bloodstream), this suspended animation. The user awakens spontaneously
mixture of particular creature venoms causes complete after a number of hours equal to 1d6 multiplied by (8
“system shutdown” in mammals. This means that minus the user's CON modifier). Only a greater
breathing is suspended, the body temperature “holds,” restoration spell or similar can revive the user before
the need for oxygen ceases, bleeding stops, any internal that time.
bleeding and tearing is healed (unless fresh wounds are
Secondary Effects. None.
induced), acids and toxins suspend their operations on
the body, and the recipient loses consciousness. In Side Effects. Every time someone takes tansabra there is
effect, the body is placed in stasis. Certain little-known a chance that the user will never spontaneously awaken.
arcane and divine spells can force release from This chance begins at 5 percent and increases by 5
“tansabra sleep,” and there are rumors that certain rare percent every time the user takes the drug.
gem powders and herbs can shock someone out of
Overdose Effects. If someone injects tansabra into the
tansabra sleep, but otherwise, an affected being
bloodstream of someone already under the effects of
emerges from the effects of tansabra at a random time.
the drug then there is a 25 percent chance of the
Creatures in tansabra sleep don’t heal naturally, and subject dying. If they survive, the duration of the
magical healing doesn’t affect them -- but of course comatose state is reset.
they can be conveyed to magical healing while in thrall
to the tansabra, and healed the moment they awaken.
Repeated exposure to tansabra can kill an individual, but
how much exposure is lethal varies randomly from
being to being. A lethal dose is not related to the
amount of the drug administered -- it depends on a
person’s tolerance for the number of distinct times his
body undergoes the effects.

Tatterskyre Secondary Effects. If consumed by someone who is


frightened (as as the condition) or who has any levels of
Addictive substance, ingested, basic
exhaustion, drunkenness, or withdrawal, that person
becomes extremely drowsy. They must make a DC 10
Eating small flakes of tatterskyre bark slows bleeding Wisdom saving throw or fall asleep. It will be very
(internal and external) and thickens the blood, soothing difficult to wake the person if less than 4 hours have
agitated folk and making them drowsy. This herb can aid passed since they went to sleep, and if thus woken early,
the healing of many sorts of internal wounds. the person will be groggy and slow-thinking (all mental
ability checks and saving throws made at disadvantage).
Orcs and all goblinkin (goblins, hobgoblins, and such) For orcs and goblinoids, a 4-hour-long, tatterskyre-
are especially susceptible to the effects of tatterskyre induced sleep counts as a long rest.
bark, and typically fall asleep if given as much to eat as
would cover their palms. Since this is a sleep typically Side Effects. None.
filled with pleasant dreams, many orcs gather and carry Overdose Effects. None.
the bark and eat it regularly.
The tatterskyre is a gnarled shrub that tends to form Addict Effects. Each time tatterskyre is taken by
loops or drooping arcs like wild raspberry canes, someone addicted to the bark, there is a 10 percent
rerooting when it touches the ground only to throw up chance that the user will be unable to fall asleep without
fresh stems. It grows all over the Heartlands and the using the drug.
North, is smaller in colder climes, and its bark is very
flaky and easily brushed off; its foliage sprouts as bursts Addiction DC. 12 (addictive only to orcs and goblinoids)
of needlelike flat leaves all up and down its stems. Addiction Dice. 1d4

Initial Effects. If someone who is at half health or below


consumes tatterskyre, they regain 1 hit point per minute
until they are at half health. Orcs and goblinoids regain
hit points twice that rate.

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Tekkil Overdose Effects. If a leaf is left on the body for more
than 1d8 minutes multiplied by (10 plus the user's
Addictive substance, contact, uncommon
CON modifier), then the wearer must make a
Constitution saving throw or pass into a pleasurable
The fat red leaf of this swamp plant is unnaturally cool stupor, as if under the effect of a slow spell. This lasts
to the touch and exudes a sticky sap that is extremely until the wearer no longer has any leaves on them and
hard to wash off. When placed on top of or wrapped then additionally for a number of minutes equal to 5d4
around a painful or wounded body part, it has a powerful minus the user's CON modifier.
analgesic effect, quickly numbing the area so long as the
leaf remains in contact with the skin there. If more than one tekkel leaf is on the body, the toxin
that causes the stupor enters the system more quickly.
Unfortunately, this effect is far from without The amounts of time each leaf is on the body are added
complications. Tekkil addicts tend to deliberately together to determine if an overdose situation takes
overdose on the leaf in order to reach ever more place.
powerful highs.
Addict Effects. When taken by someone who is addicted
Initial Effects. Almost as soon as the tekkil leaf is applied to tekkil leaves, the overdose condition has to already
to a part of the body, that part becomes utterly pain- have taken place for the initial effects to begin, and
free. once the addict's body is no longer in contact with any
tekkil leaves, the overdose condition lasts twice as long.
Secondary Effects. The partial numbness results in off-
kilter, lilting movement. The wearer has disadvantage on Addiction DC. 8
all Dexterity checks and saving throws and moves at half Addiction Dice. 5d4
speed. This clumsiness lasts until the leaf is removed.
Side Effects. None.

Terran Brandy Secondary Effects. The drinker has the poisoned


condition for a number of minutes equal to 1d6
Addictive substance, ingested, very rare
multiplied by (10 minus the user's CON modifier).

'Terran brandy' is a highly ironic name for a dreadful Side Effects. For a number of minutes equal to 1d6
concoction made from the extracted oil glands of a multiplied by (10 minus the user's CON modifier), the
boggle. There is no way to harvest these glands without drinker registers as fey for the detect evil and good
killing the boggle in question, so terran brandy is viewed spell.
as an especially loathsome and evil substance. It is Overdose Effects. If more than one dose is taken in an 8-
highly potent, bright green, and has the consistency of hour period, the user's Constitution score is reduced by
honey. 1. This reduction is permanent and cannot be restored.
Primarily consumed by evil-aligned spellcasters, terran
Addict Effects. When taken by someone who is addicted
brandy is highly illegal and its use is stigmatized and
to terran brandy, the secondary and side effects are of
shameful in civilized parts. Few would ever openly admit
half duration and the number of spells that are affected
to drinking it.
by the initial effects is (6 minus the user's CON score).
Initial Effects. The next (8 minus the user's CON Addiction DC. 15
modifier) spells that the drinker casts is cast as though
Addiction Dice. 3d4
it was one spell slot level higher. This effect wears off
after 1 hour whether or not the user has cast any spells.

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Thardynyn Initial Effects. If someone comes into contact with
Non-addictive substance, contact, uncommon thardynyn, that person must make a DC 12 Constitution
saving throw or be stunned for a number of rounds
A translucent yellow liquid that’s odorless but tastes like equal to (8 minus the user's CON modifier).
sugary strawberries, thardynyn is made from a distillate
Secondary Effects. None.
of certain fish scales combined with alcohol (usually
wine) and the blood of certain birds. Side Effects. None.
Thardynyn is harmless if consumed, but if the substance Overdose Effects. None.
touches one’s body in any other way, the resulting
shock to the system causes uncontrollable shuddering,
leaving the victim helpless to prevent what happens
next.

Theriac Initial Effects. Taking a dose of theriac produces a brief


Non-addictive substance, any, common period of euphoria lasting a number of minutes equal to
1d4 multiplied by (8 minus the user's CON modifier).
'Theriac' is a kind of non-medicine medicine that Secondary Effects. At the DM's discretion.
unscrupulous apothecaries make to dupe their clients.
There are many theriacs, probably as many different Side Effects. At the DM's discretion.
ones as there are druggists, but they all share two Overdose Effects. Strictly speaking, theriacs are not
essential qualities: they make the user feel healthy for a drugs, so it doesn't make sense that one could overdose
bit; and they don't heal the user at all. on them.

Thever Secondary Effects. None.


Non-addictive substance, ingested/inhaled, uncommon Side Effects. None.
Overdose Effects. None.
Thever is a viscous liquid in appearance much like a dark
blue molasses and tastes very, very salty. When warmed
over a candle, it releases fumes that smell strongly of
the sea. (One of its principal ingredients is, in fact,
sourced from a particular salt-water eel.) Whether thever
is eaten or inhaled, the effect is the same: blindness.

Initial Effects. Consuming thever provokes a DC 12


Constitution saving throw. On a failure, the victim is
blinded for a number of minutes equal to 1d20
multiplied by (10 minus the user's CON modifier).
Inhaling thever fumes proves a DC 15 Constitution
saving throw. On a failure, the victim in blinded for a
number of minutes equal to 1d8 multiplied by (10
minus the user's CON modifier).

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Timmask Secondary Effects. None.
Addictive substance, inhaled, rare Side Effects. The visions the inhaler of timmask has can
be overwhelming, even terrifying. There is a 50 percent
Known as 'devil's mushroom', a timmask is a 2-foot-tall chance that the user will have to make a DC 14
toadstool with orange and red stripes across its beige Constitution saving throw or be frightened for one
cap. Uprooting or destroying a timmask causes it to minute longer than the duration of the initial effects.
expel a 15-foot-radius cloud of poisonous spores. Overdose Effects. If more than one dose of timmask is
Creatures in the area must succeed on a DC 14 inhaled in a 12-hour period, the user must make the
Constitution saving throw or be poisoned. While side effect saving throw to avoid being frightened.
poisoned in this way, a creature is under the effect of a
confusion spell with a duration of 1 minute. When the Addict Effects. When taken by someone addicted to
spell effect ends, the poisoned condition ends. timmask, the duration of the initial effects are doubled.
When carefully prepared, however, the spores can be Addiction DC. 14
made into a fine dust that can be snorted to deliver a
milder, and unfortunatelly addictive, effect. Addiction Dice. 2d4

Initial Effects. Snorting timmask engulfs the user in a


wave of intense hallucinations. For a number of minutes
equal to 1d4 multiplied by (8 minus the user's CON
modifier), they have disadvantage on all saving throws
and attacks and automatically fail all ability score checks.

Tonandurr Bark Initial Effects. Tonandurr bark is a mild antiseptic. It is


Non-addictive substance, contact, basic pliable and sturdy, and can easily be wrapped around a
wound and tied there by a bit of cloth. If a medic
Bound against open wounds, tonandurr bark inhibits succeeds on a DC 10 Medicine check while stabilizing a
bleeding and infection, and helps skin and flesh to heal wound with tonanburr bark, it is less likely to scar and
by helping it expand and knit together. This substance the wounded creature regains an extra hit point for
works on humans, halflings, dwarves, and gnomes only; every hit die expended during a short rest.
elves it helps not at all; and it actually harms goblinkin,
Secondary Effects. None.
making their wounds fester. “Tonandurr” is a tall, spindly
“weed tree” of the Heartlands and more southerly Side Effects. None.
forests; it’s not hardy enough to survive winters much
Overdose Effects. None.
north of Waterdeep, though a few specimens are kept
alive in indoor gardens in Silverymoon and Neverwinter.

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Tongue of Madness Secondary Effects. None.
Addictive substance, ingested, rare Side Effects. Tongue of madness drinkers can become
absent-minded and forgetful. For a number of minutes
The tongue of madness is a mushroom that looks like a equal to 1d12 multipled by (10 minus the user's CON
large human tongue. Although it is edible, it holds no modifier), they have disadvantage on all Intelligence and
nutritional value. A creature that eats this fungus must Wisdom saving throws and checks and there is a 25
succeed on a DC 12 Constitution saving throw or percent chance that they will misremember significant
compulsively speak aloud every thought for the next details of what occurred during the initial effects.
hour. The effect can be ended by a lesser restoration Overdose Effects. If more than one cup of tongue of
spell or similar magic madness is drunk in a 12-hour period, the side effects
are of twice duration.
When dried and turned into a tea, it has a weaker effect
that is both pleasurable and mildly addictive.
Addict Effects. When taken by someone addicted to
tongue of madness, the duration of the initial effects are
Initial Effects. Consuming a cup of tongue of madness halved.
tea has a strong relaxing effect. All the stresses and
tenseness that the drinker's body has accumulated over Addiction DC. 12
the course of the day melt away and all problems seem
Addiction Dice. 3d4
surmountable and of small import. For a number of
minutes equal to 1d12 multipled by (8 minus the user's
CON modifier), treat the drinker as though the calm
emotions spell has been successfully cast on them.
Additionally, they are immune to the confusion spell and
all similar disorientations.

Tongueloose Secondary Effects. None.


Non-addictive substance, ingested, uncommon Side Effects. After the initial effects of taking a dose of
tongueloose have worn off, the character counts as
having completed a short rest.
Tongueloose is a pale gray powder that dissolves quickly
in water. When consumed, either in a drink or sprinkled Overdose Effects. Taking more than one dose of
over food (it has a mild saltiness) it induces a lethargic, tongueloose within a 12 hour period doubles the
suggestible state in the victim. duration of the initial effects.

Initial Effects. After eating a dose of tongueloose, the


victim must make a DC 10 Constitution saving throw or
be lethargic for a number of minutes equal to 1d8
multiplied by (10 minus the user's CON modifier). All
actions are perceived by the victims to be difficult,
probably not worth involved in performing them. During
this period, all ability score checks are done with
disadvantage, the character's speed is halved, and they
can take no reactions or bonus actions.

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Trueform Oil Secondary Effects. Trueform oil is very slippery. For 1d6
minutes after it has been applied, the wearer has
Non-addictive substance, contact, very rare
advantage on all Dexterity checks.

Trueform oil is a bane of shapeshifters and Side Effects. None.


dopplegangers everywhere. Originally developed by a Overdose Effects. If more than one dose of trueform oil
group of yuan-ti in Chult in order to catch a spy sent by is applied in a 24-hour period, the wearer must succeed
the Red Wizards, this ointment reveals the true form of on a DC 12 Constitution saving throw or be covered in
the creature on whose skin it is spread on to. painful, itchy boils and sores. These impose
disadvantage on all attack rolls and grant advantage on
It has no effect on illusions or disguises (such as false all attacks against the creature for a period of 2d6
mustaches or make-up). Only physical changes, such as hours.
lycanthropy, are revealed by trueform oil.

Initial Effects. After trueform oil is applied to the skin,


any polymorphing, shape changing, and the like are
temporarily eliminated, revealing the true form of the
creature. The oil's effect wears off in 2d4 minutes. The
creature can attempt to resist the ointment's power by
making a DC 15 Constitution saving throw.

Truth Serum Side Effects. None.


Addictive substance, ingested, very rare Overdose Effects. If more than one dose of truth serum
is ingested in a 24-hour period, the user must succeed
on a DC 15 Constitution saving throw or be knocked
This foul-tasting elixir is a concentrated form of truth
unconscious for 1d4+1 hours. On a successful save, the
wine (see below).
user is instead poisoned for 1d4+1 hours.

Initial Effects. After taking truth serum, the drinker must Addict Effects. When taken by someone addicted to
succeed on a DC 11 Constitution saving throw or be truth serum, the DCs for all the above saving throws
poisoned for a number of minutes equal to 1d6 increase by 2.
multiplied by (10 minus the user's CON modifier).
Addiction DC. 5
Secondary Effects. The drinker must make a DC 15
Charisma saving throw. On a failure, they cannot Addiction Dice. 1d4
knowingly speak a lie, as if under the effect of a zone of
truth spell. This lasts a number of minutes equal to 1d4
multiplied by (10 minus the user's CON modifier).

Truth Wine Secondary Effects. None.


Addictive substance, ingested, rare Side Effects. The standard effects of drinking alcohol also
apply.
Truth wine is a sweet white wine of alvari origin that Overdose Effects. Treat as alcohol (wine).
loosens the tongue more effectively than normal spirits.
It can be concentrated into a foul-tasting elixir which is Addict Effects. Treat as alcohol (wine).
the considerably more powerful truth serum (see
above). Addiction DC. Treat as alcohol (wine).
Addiction Dice. Treat as alcohol (wine).
Initial Effects. After imbibing a glass of truth wine, the
drinker finds it difficult to tell lies. For a number of
rounds equal to 10 minus the user's CON modifier), the
drinker must succeed on a DC 12 Charisma saving
throw in order to dissemble.

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Tuanta Quido Miancay Secondary Effects. None.
Non-addictive substance, inhaled, very rare Side Effects. None.
Overdose Effects. Every minute someone remains in the
'Tuanta Quido Miancay' means 'death through area they can make a new Wisdom saving throw.
indulgence' in Undercommon. This poison is formed Succeeding on any of the Wisdom saving throws means
into long cylinders which are then burned, as incense. that the person is immune to the effects of tuanta quido
Those who inhale the smoke from these sticks are in miancay for the next 24 hours. If they fail three times,
very, very grave danger, for such is the power of tuanta they can't break free of the effect even if they leave the
quido miancay that it can destroy whole societies. affected area. Instead, the smoke's hold over them lasts
for a number of minutes equal 1d6 multiplied by (12
Initial Effects. Anyone inhaling the tuanta quido miancay minus the inhaler's CON modifier).
smoke must make a DC 15 Wisdom saving throw. On a
success, they are light-headed for the duration of the
time they are in the affected atmosphere and for 1d20
minus their CON modifier minutes thereafter. On a
failure, they act entirely without inhibition. Treat as
though the suggestion spell has been cast on the
person with the instruction that they act on their most
secret desire.

Underbeer Initial Effects. None of any serious consequence. The


Addictive substance, ingested, uncommon beer screams, and the drinker can hear it screaming all
the way down to their stomach.
Underbeer is a gimmick beer made with shrieker fungus Secondary Effects. None.
additives. It's popular among youths and simpletons
who think it's hilarious to drink beer that screams, but Side Effects. The standard effects of drinking alcohol also
few people with any self respect would drink it. apply.
Fortunately, it doesn't scream loudly, and only screams Overdose Effects. Treat as alcohol (beer).
when it is actually being drunk. When just in a keg or in
a flagon, it is indistinguishable from regular beer, which Addict Effects. Treat as alcohol (beer).
has led to many a practical joke of secretly serving
underbeer to the unsuspecting and watching them jump Addiction DC. Treat as alcohol (beer).
with surprise when it starts making noise. Addiction Dice. Treat as alcohol (beer).

Ungol Dust Secondary Effects. The victim suffers from initial effects
every turn (each time with a new saving throw) until
Non-addictive substance, contact/ingested/inhaled, very
either a lesser restoration or protection from poison
rare
spell is cast on them, they make three saving throws in a
row, or the dust wears off, which takes a number of
Ungol dust is a black powder made of the crushed rounds equal to (10 minus the user's CON modifier).
remains of dried-up spiders and scorpions that is so fine
Side Effects. If someone is reduced to half their
that one errant breath can blow away an entire dose.
maximum HP or less, then the ungol dust permanently
Most of those who craft this poison wear masks to
disfigures their body, covering it with unsightly scars
ensure that they do not accidentally disperse -— or
and pockmarks. These can only be removed by a greater
inhale -- the dust before packing it into small, easily
restoration spell.
shattered pellets. When ungol dust comes into contact
with flesh or other living material, it becomes highly Overdose Effects. None.
corrosive. This black powder dissolves organic material.

Initial Effects. Coming into contact with ungol dust in


any way is extremely dangerous. Anyone exposed to it
must make an immediate DC 15 Constitution saving
throw, taking 2d10 poison damage and 2d10 necrotic
damage on a failed save or half that on a successful one.

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Unguent of the Hydra The hydra head is always bloodthirsty. If 12 hours go by
without the head being able to bite anything, it
Non-addictive substance, injury, very rare
becomes demanding. At that point, the wearer must
make a DC 13 Charisma saving throw every hour. On a
This thick, oily paste is a healing measure of last resort failure, the head will attack the nearest living creature. If
for many, though some rare few make use of it there is no available target, the head will attack the
deliberately as part of peculiar and obscure religious wearer. Every time the head or the wearer kills a small or
rites. Some say that the assassins of the cult of Tiamat larger creature with a melee attack, the 12 hour count
willingly cut off one of their arms in order to receive the resets. If the wearer loses control of the hydra head in
unguent, but this is an uncorroborated rumor. Hydra this way, both the wearer and the head act
blood is an essential ingredient in making the unguent. independently on different initiative counts. The head
As this is very difficult to obtain, some suspect that the has the same initiative modifier as the wearer.
various chapters of the cult of Tiamat cultivate secret
hydra breeding pools. Initial Effects. Once applied to a open amputation
wound, the unguent causes a hydra head to grow there.
When it is spread over the fresh stump of an amputated
It takes a number of minutes equal to 1d20 minus the
limb, it can cause a hydra head to grow out of the
user's CON modifier for the head and neck to be fully
wound, replacing the body part that was lost. This hydra
grown. This hurts quite a bit, and during these minutes,
head is only somewhat under the control of the person
the user is stunned. Once the head has completed
who bears it. They can feel through the neck and head
growing, any hit points lost by the amputation are
just as though it were a normal body part they were
restored.
born with, and can even see using its eyes. While the
person wears the hydra head, they have 60 ft. of Secondary Effects. None.
darkvision and advantage on saving throws against
being blinded, charmed, deafened, frightened, stunned, Side Effects. The wearer of the hydra head has a
and knocked unconscious. The neck is shorter than that permanent reduction in their Charisma score. It is
of a normal hydra: only 5 feet instead of 10. reduced by 2d6 or to 7, whichever is lower. It cannot
drop below 3 from this.
The hydra head has a bite attack [+8 to hit, reach 5 ft.,
one target; hit: 10 (1d10 + 5) piercing damage]. The Overdose Effects. A body can only safely have one hydra
wearer of the hydra head can use the head to attack on head at a time. If a second limb is lost and the unguent
their turn. The head also can attack as a reaction is applied to it, the new head and the old one will fight
independent of the wearer's regular reaction or to the death.
reactions. This can only be used for opportunity attacks.
It can grapple with Strength 18.
If the wearer takes 25 or more damage in a single turn,
the head dies. Unlike a regular hydra head, it does not
grow back.

Unicorn Horn Powder Secondary Effects. For a number of minutes equal to 1d4
multiplied by (10 minus the user's CON modifier), the
Non-addictive substance, inhaled, very rare
inhaler of unicorn horn powder gets advantage on all
saving throws against spells and other magical effects.
Unicorn horn powder is made from exactly what its
Side Effects. For some reason, snorting unicorn horn
name indicates: crushed, powdered horns from
powder tends to give people gas. The inhaler must make
unicorns. Don't worry. The horns grow back. Also, do
a DC 10 Constitution saving throw or get a really bad
worry. The unicorns do not like having their horns cut
case of the death farts.
off. Who would cut the horn off of a unicorn anyway?
Monsters, that's who. And who would snort the powder Overdose Effects. If more than one dose of unicorn horn
made from pulverizing that horn? powder is snorted within a 12-hour period, the inhaler
must make a DC 12 Constitution saving throw. On a
I guess you would, you freak. failure, the user's farts are turned into bright, vibrant
rainbows. That sparkle. And sound like windchimes. This
Initial Effects. After someone snorts unicorn horn lasts for a number of hours equal to 1d4 multiplied by
powder, they feel an incredible surge of healing energy (10 minus the user's CON modifier).
flow through them. Treat as though the spell lesser
restoration had been cast on them. The inhaler also
regains 11 (2d8 +2) hit points.

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Vine Oil Initial Effects. For a number of minutes equal to 1d4
Non-addictive substance, contact, rare multiplied by (8 minus the user's CON modifier), the
wearer of vine oil gets advantage on all death saving
A rope-like seaweed found in temperate or warmer throws.
coastal areas, sand vine resembles a long, inch-thick
Secondary Effects. Vine oil has an especially repulsive
rope. The vine grows both above and below water level,
smell, and anyone who has applied it within the last
and it commonly grows with its roots wrapped around a
2d20 hours has disadvantage on all Charisma checks.
small rock. Sand vine is relatively rare and is found only
in areas where the tides and waves are mild. Since Side Effects. None.
sandvine retains its strength after being harvested and
Overdose Effects. None.
dried, small costal communities often cultivate it and
braid it into long, sturdy rope.
Living sand vine can be cut and its juices squeezed out.
When combined with more common ingredients, this
juice forms a weak local anaesthetic called vine oil.
When spread on bare skin, vine oil numbs the area,
allowing the user to withstand great amounts of pain.

Vlonwelv's Silvertongue Secondary Effects. For a number of minutes equal to


1d12 multiplied by (10 minus the user's CON modifier)
Non-addictive substance, ingested, rare
the drinker has advantage on all deception, intimidation,
and persuasion rolls.
Vlonwelv's silvertongue is a thick syrup made from
Side Effects. Amazingly terrible halitosis.
crushed and fermented spiders. People who are able to
drink it (and it is quite disgusting to most) are able to Overdose Effects. If more than one dose of Vlonwelv's
deceive others with great skill. silvertongue is drunk in a 12 hour period, the drinker
must make a DC 12 Constitution saving throw. On a
Initial Effects. The drinker must make DC 12 failure, their tongue swells to an enormous size,
Constitution saving throw or vomit up the concoction, flopping out of their mouth and preventing them from
gaining no effect from it. This effect does not occur if speaking at all. This lasts until the drinker has completed
the drinker is Drow. a long rest.

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Vornduir Initial Effects. There is a 25 percent chance an effect
occurring. In the event that the drug has an effect, roll a
Non-addictive substance, inhaled, uncommon
d8 and apply the following table:

When inhaled as a powder, vornduir varies widely in


effects. To many people, it does nothing at all. Others d8 Effect
get mild rashes and itches.
1 Pain and pleasure are switched for 1d2 hours.
For a few, it switches pain and pleasure for an hour or For 1d2 days, user feels uncommonly warm and
two, so a gentle caress brings discomfort, and a slap, 2
doesn't need sleep.
flogging, heavy punch, or cutting wound can induce an
enjoyable feeling. 3 User cannot feel cold for 1d3 days.
For others, it makes them feel warm, even if they are User's scent changes radically, perhaps attracting
wet and out of doors in freezing temperatures, and at 4
insects, for 1d4 hours.
the same time happy and alert, for two days or more. For
these folks, sleep isn’t needed, and their dexterity and 5 Nothing tastes quite right for 1d3 days.
judgment don’t suffer due to weariness. User gains a level of exhaustion and 1d10
6
Vornduir prevents shock and immobility due to temporary HP. Both go away after a short rest.
exposure, but not frostbite or lowered body 7 User has a sneezing fit that lasts for a full hour.
temperature, so users won’t get hypothermic, but they
could freeze solid. User has no control over the volume of their voice
8
for 1d4+2 hours.
The drug, a mixture of herbs and animal essences, also
acts as a complete and instant antidote to certain
poisons -- for some individuals only!

Secondary Effects. If the user is poisoned or otherwise


under the effect of a drug, there is a 10 percent chance
that taking varnduir cures them immediately.
Side Effects. None.
Overdose Effects. None.

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Wurple, aka Bigwig Secondary Effects. Ten minutes before the initial effects
end, the creature feels a tingling sensation, at which
Mushroom point it can sustain it's current size by drinking another
glass. The effect ends if the creature drinks a glass of
Non-addictive substance, ingested, rare shrinkwort or is magically reduced to its normal size
(using the reduce effect of an enlarge/reduce spell, for
A bigwig is a four-inch-tall mushroom with a thin stem example).
and a wide purple cap. It grows exclusively in the
Side Effects. None.
Underdark, primarily in tunnels underneath Gracklstugh.
Normally, these lose their potency if taken from those Overdose Effects. If more than one glass of wurple is
tunnels, but the drow have found a way to produce a drunk within a 6 hour period, the drinker has to make a
powdered version that holds its properties inefinitely. It DC 12 Strength saving throw or lose 1d6 +3 points of
is consumed by mixing the powder with very cold water. Strength when they increase their size.
In this form, it is known as 'wurple'.

Initial Effects. A creature that drinks one a glass of wurple


can choose to make a DC 12 Constitution saving throw
to not be affected by the mushroom's magic. If the
creature fails or forgoes the saving throw, it grows in
size as though under the enlarge effect of an
enlarge/reduce spell. The effect lasts for 1 hour.

Wyvern Ink Initial Effects. Anyone who has had wyvern ink
Non-addictive substance, injury, rare introduced into their bloodstream must make a DC 15
Constitution saving throw, taking 3d6 poison damage
The secret to creating this rare and potent toxin is and 4d6 necrotic damage on a failed save, or half as
closely guarded by the most powerful assassins’ guilds. much on a successful one.
Versatile in its application, it not only does injury to a
Secondary Effects. For a number of minutes equal to 1d8
creature’s body, it rots away flesh and bone, melts
multiplied by (10 minus the user's CON modifier), the
sinew, and boils the blood. Even after the initial shock of
victim's hit point total is reduced by the amount of
the effect of the venom is over, the pain and damage
damage taken in the initial effects.
inflicted by the poison linger, making it difficult for the
body to heal. The base of the poison is the venom from Side Effects. None.
an actual wyvern, though the poison used by
Overdose Effects. None.
executioners is the result of a complex alchemical
process that increases its potency tenfold.
This poison is far more dangerous than that delivered by
the sting of a wyvern itself, as a result of the alchemical
process that produces this inky-black liquid.

Yethgrel Initial Effects. For a number of minutes equal to 1d4


multiplied by (10 minus the user's CON modifier),
Non-addictive substance, ingested, rare
anyone who drinks yethgrel has the poisoned condition.

An enspelled mixture of the spittle or blood of seven Secondary Effects. For a number of rounds equal to 1d4
sorts of monsters, yethgrel is a vivid purple, opaque multiplied by (6 minus the user's CON modifier), the
liquid. The substance wreaks havoc on the physiology of drinker has resistance to all nonmagical damage types.
anyone who drinks it, yet at the same time it protects Side Effects. After the secondary effects of taking a dose
that same body from any other harmful effects for a of yethgrel have worn off, the drinker is vulnerable to all
short period. Some brave -- or desperate -- individuals nonmagical damage until the initial effects end.
have deliberately taken yethgrel so as to survive a few
deadly exchanges of combat. Overdose Effects. Taking more than one dose of yethgrel
within a 24 hour period provokes a DC 14 Constitution
Yethgrel thickens the blood into a syrup. saving throw. On a failure, the drinker falls unconscious
for 1d4 hours.

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Zixalix

Side Effects. If the zixalix does not help alleviate the


Addictive substance, ingested, rare
patient's symptoms, they need to make a DC 10
Constitution saving throw. On a failure, the duration of
A potent combination of many rare herbs and short-term and long-term madness is reset and those
alchemical liquids, zixalix in small doses can help treat suffering from an indefinite madness acquire a short-
various mental disorders. When taken in large doses, it term madness as well.
is likely to cause them.
Overdose Effects. If more than three doses of zixalix are
taken in a 24-hour period, the drinker must make a DC
Initial Effects. Within 1d4+1 rounds of a person drinking 15 Constitution saving throw or become mentally
a dose of zixalix, the drinker loses 1d4+1 points of damaged. Treat as though the feeblemind spell had
Intelligence. This is restored after a long rest. been cast on them. This lasts a period of hours equal to
Secondary Effects. If the drinker is insane, zixalix has a 1d6+1 multiplied by (10 minus the drinker's CON
chance of curing or treating them. Zixalix can cure modifier).
short-term madness but can only treat long-term and
indefinite madness. In those cases, the patient would Addict Effects. When taken by someone who is addicted
have to be continually under the effect of the drug or to zixalix, the DC to avoid the side effects increases to
the symptoms would return, but so long as they keep 12 and the DC to avoid the overdose condition
drinking it, they behave perfectly sanely. A dose of increases to 18.
zixalix wears off in a number of minutes equal to 3d20
multiplied by (10 minus the user's CON modifier). Addiction DC. 12

Madness Addiction Dice. 5d4


Type Effect of Zixalix
Short-term 50 percent chance of cure
50 percent chance of treating the
Long-term
symptoms
25 percent chance of treating the
Indefinite
symptoms

Zolegamenda Secondary Effects. If the drinker is pregnant, then they


must drink at least three doses of zolegamenda, one
Non-addictive substance, ingested, common
every two hours. After the third dose, the drinker's
menstrual period will begin and there is an 80 percent
Zolegamenda is a thick syrup that is consumed by chance that any blastocysts within the drinker's uterus
mixing it with hot water until it dissolves completely. that have not yet implanted will be spontaneously
When drunk by a mammal with testicles, zolegamenda discharged. More doses can be drunk if the third is not
has a high success rate at preventing sperm production. successful, each with the same 80 percent success rate.
When drunk by a pregnant mammal, zolegamenda can
act as an abortifacient if taken before the blastocyst has Overdose Effects. If more than three doses of
implanted in the uterine wall. zolegamenda are drunk in a 24-hour period, the drinker
loses 1d4 points each of Strength and Dexterity until
they complete a long rest.
Initial Effects. Within 1 day of drinking zolegamenda, any
sperm production in the drinker ceases. It resumes
1d4+2 days later.

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Appendix A
The Arcane Apothecary

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The Arcane Apothecary Prestige Class
Level Features Spells Known Arcane Points Max Spell Level Formulae Known
1st Spellcasting, Laboratory, Basic Drugmaking 3 4 1st 6
Minor Transmutation

2nd Chirurgical Discipline Feature


4 9 2nd 7
Arcane Metamagic
3rd Advanced Drugmaking 5 15 3rd 8
4th Chirurgical Discipline Feature 6 24 4th 9
Expert Drugmaking

5th 7 35 5th 10
Arcane Metamagic
6th Chirurgical Discipline Feature 8 41 5th 11

Prerequisites Spellcasting
In order to advance as an arcane apothecary, you must meet As the arcane apothecary has strong ties to both Nature and
the following prerequisites (in addition to the multiclassing Medicine, upon becoming an arcane apothecary you may
prerequisites for your existing class): choose either Intelligence or Wisdom as your spellcasting
ability. Once chosen, you cannot change this. Use your chosen
Intelligence or Wisdom 13. The delicate and ability modifier when calculating your spell save DC and spell
intellectually demanding work of an arcane apothecary is attack bonus.
not for lesser minds.
Constitution 13. Only the hearty and healthy can Spell Save DC = 8 + your proficiency bonus +
experiment with the dangerous chemicals and procedures your Intelligence/Wisdom modifier
arcane apothecaries use and be unharmed.
Character level 5th. One cannot become an arcane Spell attack modifier = your proficiency bonus +
apothecary without a significant amount of world
experience and study. your Intelligence/Wisdom modifier
Minimum Classes. To become an arcane apothecary, one Cantrips
must have at least one level in two different classes and As an arcane apothecary, you learn the mending and produce
must be able to cast 1st level spells. flame cantrips if you don't know them already. Casting these
Tool Proficiencies. You must have proficiency with at spells does not use any of your spell slots.
least one of alchemist's tools, brewer's supplies, the
herbalism kit, and the poisoner's kit. Arcane Points
Skill Proficiencies. Medicine and Nature. As an arcane apothecary, you cast spells by expending arcane
points. You can also use your arcane points to effect minor
Class Features changes in the drugs you make and to access a limited
number of metamagics. All of your arcane points refresh after
Hit Points a short or long rest.
Hit Dice: 1d10 per arcane apothecary level
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Arcane Point Cost
modifier per arcane apothecary level Spell Level Point Cost Spell Level Point Cost
Proficiencies 1 2 4 6
Armor: None 2 3 5 7
Weapons: None
Tools: Choose two from alchemist's tools, brewer's supplies, 3 5
the herbalism kit, and the poisoner's kit.
Saving Throws: None Spells Known of 1st Level and Higher
Skills: You gain expertise in Medicine and Nature At first level, you know three spells of your choice from the
apothecary list. You learn a new spell with each additional
Equipment level. A spell you choose must be of a level no higher than your
When you enter this class you acquire alchemist's tools, maximum spell level.
brewer's supplies, an herbalism kit, and a poisoner's kit.

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When you gain a level as an arcane apothecary, you can Gentle Spell. By spending 2 arcane points, you make a
choose to swap one of your known spells for a new spell from spell that deals hit point damage nonlethal. If the spell reduces
the apothecary list so long as the new spell is no higher than a target to 0 hit points, they instead are reduced to 1 hit point
your maximum spell level. and knocked unconscious for 1 hour or until they regain at
You always have all the spells you know prepared. least one hit point.
Medical Spell. You must be a Physician to use this
Basic Drugmaking metamagic. By spending 4 arcane points, you change a spell
Also at 1st level, you learn the basics of alchemy. You learn the that deals poison damage into one that heals. Roll for the
formulae for three basic and three common or uncommon amount of poison damage the spell would ordinarily do; the
substances, drawn from the list below. When you want to medical spell heals for the same amount. You cannot target
create one of them, your deep understanding of their secrets yourself with a medical spell. Medical spells have no effect on
allows you to do so quickly and without great difficulty. The constructs or the undead.
DC to find ingredients for them is halved, as is the chance that Self Care Spell. You must be a Physician to use this
a complication will arise during the making of the medicine. metamagic. When you cast a spell, you can spend two arcane
You learn the formula for another common or uncommon points to regain as many hit points as your primary
medicine at 2nd level. spellcasting modifier.
Subtle Spell. When you cast a spell, you can spend one
Laboratory arcane point to cast it without any somatic or verbal
components.
At first level, you are able to construct a laboratory. In order to Toxic Spell. You must be a Venenator to use this
do this, you must have a secure, private space in which to metamagic. By spending 2 arcane points, you change the
work and must purchase or construct delicate equipment, damage type dealt by a spell to poison.
costing a minimum of 1000gp. You are able to make twice as Twisting Spell. You must be a Transmogrifier to use this
much in your laboratory as you can in the field and the metamagic. By spending one arcane point, you make a spell
medicines are of a higher quality. You may adjust by 1 (higher that targets a single creature other than yourself cause a
or lower) the DC of one of the saving throws for whatever random and harmless minor physical change in the target's
medicine you make there. features. This could be a new eye color, shape of nose, a
widow's peak, etc., chosen at the DM's discretion. The feature
Minor Transmutation reverts back to normal after one hour.
Starting at 2nd level, you can temporarily alter the physical
properties of one nonmagic object, changing it from one Advanced Drugmaking
substance into another. You perform a special alchemical Also at 3rd level, you are able to learn the formulae for rare
procedure on one object composed entirely of wood, stone medicines as well as basic, common, and uncommon. At 4th
(but not a gemstone), iron, copper, or silver, transforming it level you are able to learn another formula, which can be
into a different one of those materials. For each 10 minutes basic, common, uncommon, or rare.
you spend performing the procedure, you can transform up to
30 litres of material. After 1 hour, or until you lose your Expert Drugmaking
concentration (as if you were concentrating on a spell), the
material reverts to its original substance. Also at 5th level, you are able to learn the formula for a
medicine of any rarity. You learn another formula of any rarity
Chirurgical Discipline at level 6.
Also at 2nd level, your understanding of the secrets of life and
death and the elements that make up the world has advanced Chirurgic Disciplines
to the state of specialization. You choose a chirurgical Arcane Apothecaries specialize in one of four disciplines,
discipline to focus your studies on as you advance as an becoming either a Cook, a Physician, a Transmogrifier, or a
arcane apothecary: Medicine, Cooking, Transmogrification, or Venenator.
Poisoncraft. Your choice of discipline grants you features at
2nd level and again at 4th and 6th. Cook
Apothecary Metamagic As a cook, you have chosen to specialize in making addictive
substances.
At 2nd level, you have access to two apothecary metamagics,
chosen from the list below. You must spend arcane points to Line Cook
apply a metamagic effect to a spell, and you can use only one When creating an addictive drug, you can attempt to adjust
metamagic option on a spell with you cast it. These can be the DC of the addiction saving throw or the number of
applied only to spells cast with arcane points. addiction dice. This changes the difficulty of making the drug.
At 5th level, you gain access to a third apothecary Increasing the saving throw DC or addiction dice by 1 adds 2
metamagic. to the crafting DC. Increasing one of them by 2 adds 4 to the
Friendly Spell. You must be a Cook to use this metamagic. crafting DC, and so on. You can reduce then as well, on a one-
By spending 2 arcane points, you make a spell that targets to-one basis: subtracting 1 from the saving throw DC or the
another creature but does no hit point damage also have the number of addiction dice subtracts 1 from the crafting DC, for
effect of the friends cantrip. instance.

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Sous Chef Ooze Shape
At 4th level your familiarity with addictive substances and the At 2nd level, you've been experimenting on yourself, exploring
depth of your exposure to them has made you resistant to forbidden knowledge and dreadful possibilities of the flesh.
their power. You make any and all addiction saving throws You gain the ability to assume the horrifying form of any ooze
with advantage. with a CR less than or equal to 1.
Amuse Bouche You transform into your ooze shape by expending a spell
Also at 4th level, you are able spend arcane points to afflict slot.
someone you touch with an addiction. On a successful attack You can't cast spells, speak, or take any action that requires
(using your spell attack bonus), you force your target to make a hands. Transforming doesn't prevent you from taking any
Constitution saving throw or be addicted to whatever it is they actions that are part of a spell you have already cast.
happen to be consuming at that moment. The DC is 8 plus the You can stay in this form for a number of hours equal to
number of arcane points you spend on the attack and the half your arcane apothecary level (rounded down). You then
addiction has 1 addiction die. On a successful save, the target revert to your normal form unless you expend another use
knows what you have attempted to do to them. of this feature. You may revert back to your normal form
earlier by using a bonus action on your turn. You
Master Chef automatically convert if you fall unconscious, drop to 0 hit
As part of your work, you've become extraordinarily good at points, or die.
getting people to do what you want. At 6th level, you gain When you transform, you assume the ooze's hit point and
proficiency in deception, intimidation, and persuasion. If you HD. When you revert to your normal form, you return to
already have proficiency in any of them, you gain expertise the number of hit points you had when you transformed.
instead. Additionally, you are able to cast charm person, However, if you revert as a result of dropping to 0 hit
suggestion, and dominate person each once per long rest. You points, any excess damage carries over to your natural
cast these spells at 5th level and use either Intelligence or form. For example, if you have 1 hit point left in ooze form
Wisdom as your spellcasting ability. Casting these spells does and take 10 damage, you revert and your natural form
not use any of your arcane points. takes 9 damage. As long as your normal form still has
more then 0 hit points, you remain conscious.
Physician You retain the benefit of any feature gained from your
classes, race, or other source, and can use them if your
Your expertise in the drugmaking arts centers around the arts ooze form is physically capable of doing so. However, you
of healing. can't use special senses, such as darkvision, unless your
Doctor of Medicine
new form also has that sense.
Your game statistics are replaced by the ooze's, except as
At 2nd level, you acquire the medic feat as a bonus feat and follows:
learn an extra formula. This bonus formula can be of any level You retain your alignment, personality, and
but cannot be addictive or poison. Your hit point maximum Intelligence, Wisdom, and Charisma scores.
increases by 2 and increases by 2 again every time you gain a You also retain your skill and saving throw
new arcane apothecary level. Finally, you always succeed on proficiencies, in addition to gaining those of the
any Medicine checks made to stabilize an ally. creature. If you both have the same proficiency, use
Natural Philosopher
the ooze's bonus if it is higher.
You cannot use any legendary or lair action of the
At 4th level, you acquire the naturalist feat as a bonus feat and ooze.
learn an extra formula. This bonus formula can be of any level Your equipment doesn't change size or shape to match
but cannot be addictive or poison. Finally, you can make a DC your new form and so falls to the ground, harmlessly. When
10 Medicine check to cure the frightened, paralyzed, poisoned, you transform back, you will be naked.
and stunned condition, and with a successful DC 15 Medicine
check, if a patient under your care who completes a long rest Improved Ooze Shape
would normally lose one level of exhaustion or withdrawal, At 4th level, your increasing power now allows you to take the
they instead lose two levels. form of any ooze with a CR less than or equal to 2.
Healer Advanced Ooze Shape
At 6th level, you acquire either the alchemist or the master At 6th level, your mastery over your own body allows you to
herbalist feat as a bonus feat. Additionally, you are able to cast take the form of any ooze with a CR less than or equal to 4.
heal once per long rest. Casting this spell does not use any of
your arcane points. Venenator
Transmogrifier A venenator is an expert at medical assassinations and the
crafting of poisons.
Transmogrifiers specialize in the alchemical manipulation of
their own bodies. Locusta
At 2nd level, you acquire the expert poisoner feat as a bonus
feat and learn an extra formula. This bonus formula can be of
any level but must be poison.

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Bagoas On a failed save, the creature takes 14 (4d6) necrotic
At 4th level, you acquire the iron constitution feat and learn an damage and is poisoned.
extra formula. This bonus formula can be of any level but The poisoned creature can't regain hit points. After every 24
must be poison. hours that elapse, the poisoned creature can repeat the saving
throw. On a failed save, the creature's hit point maximum is
Toxic Aura reduced by 5 (1d10). This reduction lasts until the poison
At 6th level, your very presence can be toxic. You able to take ends, and the target dies if its hit point maximum is reduced
an action to activate or deactivate an poisonous aura that to 0. The poison ends after the creature successfully saves
surrounds you and extends out 10 feet in all directions, against it three times.
harming everyone within its boundary. A greater restoration spell will remove your toxin and
When a creature moves into your area or starts its turn restore the afflicted creature's hit point maximum.
there, that creature must make a Constitution saving throw.

On a successful save, the creature is immune to the your toxic

aura for the next 24 hours.


Arcane Apothecary Spell List


1st Level 2nd Level 3rd Level 4th Level
Absorb Elements (XGE) Aid Aura of Vitality Aura of Life
Cure Wounds Alter Self Catnap (XGE) Aura of Purity
Expeditious Retreat Barkskin Feign Death Blight
False Life Blindness/Deafness Gaseous Form Fabricate
Healing Word Calm Emotions Haste Polymorph
Heroism Dragon's Breath (XGE) Life Transference (XGE) Sickening Radiance (XGE)
Hex Enhance Ability Meld into Stone Stoneskin
Inflict Wounds Enlarge/Reduce Nondetection Vitriolic Sphere (XGE)
Jump Gentle Repose Plant Growth
Longstrider Lesser Restoration Protection from Energy 5th Level
Purify Food and Drink Nystul's Magic Aura Remove Curse Awaken
Ray of Sickness Protection from Poison Revivify Creation
Sleep See Invisibility Stinking Cloud Greater Restoration
Zephyr Srike (XGE) Spider Climb Vampiric Touch Raise Dead
Water Breathing Reincarnate

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Appendix B
Random Ingredient Tables

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The Inner Planes
Random Ingredient Tables d100 Plane d100 Plane
Assuming that an apothecary already knows the formula for a 1-12 Air 71-74 Radiance
particular substance, these tables can assist in generating
random flora and fauna that need to be tracked down in order 13-24 Earth 75-78 Minerals
to craft that drug. 25-36 Fire 79-82 Vacuum
To determine difficult it should be to find the ingredients:
37-50 Water 83-86 Salt
Rarity CR for Finding Ingredients 51-54 Ice 87-90 Ash
Basic CR <1 55-58 Ooze 91-94 Dust
Common CR 1-3 59-62 Magma 95-98 Smoke
Uncommon CR 4-8 63-66 Lightning 99-100 Elemental Chaos
Rare CR 9-12 67-70 Steam
Very Rare CR >13
The Outer Planes
Where are the ingredients, though? Let's roll some dice to d100 Plane d20 Plane
find out. First things first: what part of the multiverse do the
PCs need to go to? (Only rare and very rare drugs should have 1-6 Mechanus 55-60 Pandemonium
ingredients from outside the Material Plane or its Echoes.) 7-12 Arcadia 61-66 The Abyss
d20 Environment 13-18 Mount Celestia 67-72 Carceri
1-16 Material Plane or its Echoes 19-24 Bytopia 73-78 Hades
17 The Transitive Planes 25-30 Elysium 79-84 Gehenna
18 The Inner Planes 31-36 The Beastlands 85-90 The Nine Hells
19 The Outer Planes 37-42 Arborea 91-96 Acheron
20 The Positive or Negative Planes 43-48 Ysgard 97-100 Re-roll
49-54 Limbo
Based on that result, let's now determine which plane the
ingredient is on. The Positive or Negative Planes
Material Plane or its Echoes d4 Plane
d12 Environment d12 Environment 1-2 The Positive Energy Plane
1 Arctic 7 Mountain 3-4 The Negative Energy Plane
2 Coastal 8 Swamp
3 Desert 9 Underdark Fauna
4 Forest 10 Underwater If you decide that one or more of the ingredients is sourced
from an animal, simply choose unaligned creatures with
5 Grassland 11 Feywild appropriate CR ratings. Only in exceptional cases would I
Shadowfell (10 percent chance it's recommend sourcing ingredients from intelligent creatures,
6 Hill 12
in Barovia) and the creation of such drugs should be widely considered
evil and/or barbaric. The tables in the DMG on pages 302-5
The Transitive Planes can be of great help in selecting a creature of appropriate
d4 Plane
difficulty to hunt.
1-2 The Ethereal Plane Flora
3-4 The Astral Plane Most drugs will have either primarily or exclusively vegetable
ingredients. Unfortunately, the standard 5e reference
materials are for the most part silent on the subject of
vegetation (except, of course, for plants with a taste for blood).
Should you want quickly to generate some random plants to
use as ingredients -- or for any other purpose, really -- the
tables on the next few pages can be of use. For even more
variety, use the name adjustment table or add colors, relevant
plant part, or its environment to the plant names ('arctic
bulbvine', 'blue tiisonberry,' 'woule leaf,' 'flowering pennip,' and
so on) and you can easily make many thousands more new
plants almost effortlessly.

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Random Plant Name (1-160)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
1 Aap Blueleaf 41 Bearthsilver 81 Brosia 121 Cloverberry
2 Ablian 42 Beauwood 82 Buckberry 122 Cloverbirch
3 Abnettle 43 Berrowroot 83 Bucklewort 123 Clovermaple
4 Afraweed 44 Bilkdevil 84 Buckrose 124 Clovtoe
5 Aldeberry 45 Bilkweed 85 Buffenasse 125 Clumpberry
6 Almoferns 46 Bitebirch 86 Buhiweed 126 Clumpfoot
7 Almonxie 47 Blaceflower 87 Bulbvine 127 Clunixie
8 Ambrosag 48 Blackapple 88 Bulbwort 128 Cluwort
9 Amlonwood 49 Blackgrass 89 Bullnetweed 129 Coanyquite
10 Appleblade 50 Blacknettle 90 Bullyweed 130 Coanzu
11 Appricane Weed 51 Blandchel 91 Bulmflower 131 Coastlime
12 Arflyweed 52 Blanybrip 92 Bulsi 132 Coastlip
13 Armynight 53 Blassvine 93 Bulzewort 133 Coastreek
14 Asharcress 54 Bleedweed 94 Burilkweek 134 Cocpelousa
15 Ashleau 55 Blossfoot 95 Burot 135 Coffmaurel
16 Ashvyk 56 Bluckmaple 96 Cabbermaple 136 Colgawood
17 Astle Cap 57 Bluecap 97 Callowstoes 137 Coligbirch
18 Aufkroot 58 Bluejack 98 Calmnettle 138 Colkwerr
19 Auredbirch 59 Blue Wishfoke 99 Caneapple 139 Colzewort
20 Aurel 60 Blustwell 100 Canewort 140 Commo
21 Ayrsbloom 61 Bluvewood 101 Canogane 141 Commoak
22 Azobane 62 Boilweed 102 Carlnut 142 Conequinda
23 Azolle 63 Boleflower 103 Carrel Greenleaf 143 Conesthistle
24 Babthistle 64 Bowlwort 104 Carrowwort 144 Cordcress
25 Babuckweek 65 Bowthistle 105 Cartongue 145 Corkinnik
26 Balmquin 66 Boxwoad 106 Catweed 146 Corkweed
27 Bamblemaple 67 Brameroot 107 Chadeleaf 147 Corpeberry
28 Bandber 68 Brarlmaple 108 Champsilk 148 Corybirch
29 Baobaclum 69 Brasewort 109 Charakiss 149 Cotgoblin
30 Barkwort 70 Braugroot 110 Cheatweed 150 Covfefe
31 Baylaut 71 Brierbirch 111 Cheekfever 151 Cragweed
32 Baylauver 72 Brieroot 112 Chempdevine 152 Crayfox Vine
33 Baylauweed 73 Briolet 113 Cherkberry 153 Crettless
34 Baythistle 74 Brioleweed 114 Cherryroot 154 Croaxalder
35 Beadwort 75 Brissyroot 115 Chestfoot 155 Croftweed
36 Beanbirdweed 76 Britchcap 116 Chidsyroot 156 Crowflaykiss
37 Beanmaple 77 Brittlebirch 117 Chrysander 157 Crownberry
38 Bearbex 78 Broauerlin 118 Clabbroot 158 Crowseed
39 Bearbrier 79 Brole Ash 119 Clildthistle 159 Crowstouk
40 Bearcane 80 Bronbole 120 Clovehoar 160 Crowwood

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Random Plant Name (161-320)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
161 Cuffberry 201 Dylauroot 241 Gilowfoot 281 Hellbozad
162 Cursecap 202 Eucalweed 242 Goblinhemp 282 Helmcherry
163 Cursedoary 203 Eudasthistle 243 Goldenash 283 Helstweek
164 Curumbess 204 Eurisroot 244 Goldyoak 284 Helzewort
165 Cutembebe 205 Fadowfoot 245 Golewoot 285 Hempdog
166 Cutlzeweed 206 Faldbus 246 Golloweed 286 Hemulberry
167 Darkoralt 207 Falde 247 Gordandberry 287 Heverbush
168 Deadberry 208 Fallowrose 248 Gorgonsvine 288 Hogthistle
169 Deadlettuce 209 Fellauver 249 Gozewort 289 Hogweed
170 Deakeberry 210 Fellowrose 250 Grash Blueleaf 290 Hoisonberry
171 Deetbirch 211 Fellowwort 251 Graspberry 291 Hokeweed
172 Devil beech 212 Felonword 252 Graudzu 292 Hollowwort
173 Devilsbite 213 Felonworn 253 Graukweed 293 Honesthistle
174 Devilthistle 214 Felrose 254 Graytorch 294 Honzkiss
175 Devinwort 215 Fernplum 255 Greewort 295 Hoppyary
176 Dewrocket 216 Fernsnitch 256 Groukmaple 296 Horitbloom
177 Dewthistle 217 Feverbirch 257 Grounkweed 297 Horkas
178 Dindbarch 218 Feverflow 258 Grousenut 298 Horloison
179 Disle Grass 219 Fevermaple 259 Grouwood 299 Hornthistle
180 Dizzyroot 220 Filvermaple 260 Gruboak 300 Horsewood
181 Dogwoke 221 Fiskeroot 261 Guinplant 301 Hortequist
182 Dogwonwood 222 Fitchweed 262 Gullthistle 302 Houbenoak
183 Douchweem 223 Fluxvine 263 Gultshand 303 Houdzu
184 Dozewort 224 Flyweed 264 Gutween 304 Houeleket
185 Dradeseed 225 Fricalyberry 265 Gutwheel 305 Houhistle
186 Drag Flower 226 Fumeflower 266 Gutwurple 306 Houkberry
187 Dragonseye 227 Fumesa 267 Hairwort 307 Houket
188 Dragwort 228 Gallowwhite 268 Haldik 308 Houlberry
189 Driderthistle 229 Galrdalin 269 Halzara 309 Houllkweed
190 Drozewort 230 Ganamerry 270 Hambsfoot 310 Houndberry
191 Drumfruit 231 Garcalap 271 Hardethid 311 Houndcress
192 Drumjaw 232 Gargleapple 272 Haremaple 312 Houndroot
193 Drunickweed 233 Garletbeet 273 Harjaple 313 Houndweed
194 Duckmaple 234 Garletberry 274 Harleplall 314 Hounflover
195 Ducquewerm 235 Garmaple 275 Hayroot 315 Houniper
196 Dullberry 236 Garmaple 276 Hazeberry 316 Hounj
197 Duskwood 237 Garmwood 277 Hedbroak 317 Hounujalap
198 Dyelberry 238 Gaterpiper 278 Hedgecress 318 Housagwoot
199 Dyeleek 239 Gatissberry 279 Hedgzedoh 319 Houselweed
200 Dyelequin 240 Gillower 280 Hegarcane 320 Houserot

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Random Plant Name (321-480)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
321 Housewood 361 Keeponle 401 Lichquick 441 Mistleweed
322 Houverbush 362 Keppet 402 Lichweed 442 Moldviove
323 Houvine 363 Kequin 403 Lildrocket 443 Molkweed
324 Houzeweed 364 Keroot 404 Liltwood 444 Moofweed
325 Huckleweed 365 Kerrow 405 Lilylisy 445 Moosebox
326 Hucze 366 Kikkittle 406 Lironwitch 446 Moosefoot
327 Hujalgato 367 Kinnik 407 Lotus Bone 447 Moosenose
328 Hujinburk 368 Kouboa 408 Lovemaple 448 Mooslep Cap
329 Hyemeye 369 Koufern 409 Loveviolet 449 Morbeth
330 Indize 370 Kouptus 410 Lowergrestle 450 Mossal
331 Indle 371 Kousnip 411 Lowroot 451 Mouseleek
332 Inkbeech 372 Kousugweed 412 Lowsneive 452 Moxwood
333 Inkmaple 373 Kunkweed 413 Maelzoquin 453 Muddjinn
334 Inkquiet 374 Laandsal 414 Mahmeur Thistle 454 Mudquachio
335 Inkshaw 375 Lacgra 415 Mahogaz 455 Mufftick
336 Intarcress 376 Lackbirch 416 Maltglow 456 Mulbcoat
337 Inxwoof 377 Lackhaw 417 Manderwe 457 Mulberwer
338 Ironoak 378 Lackiss Bush 418 Mangle Toe 458 Mulbnuttle
339 Isirid 379 Lackoak 419 Manhorlnut 459 Mullbush
340 Ivyhoes 380 Lacornel 420 Manxro 460 Mushroglow
341 Ivyjin 381 Lagplant 421 Maplebark 461 Mushroot
342 Jacfew 382 Lagweed 422 Maplebush 462 Musixiant
343 Jackberry 383 Lamb Onion 423 Maplewood 463 Muskwort
344 Jackium 384 Lambroot 424 Maplisk 464 Neonbetty
345 Jalant 385 Lambsfoot 425 Maplow 465 Nettisma
346 Jalapscie 386 Lambviolet 426 Maurmaple 466 Niteberry
347 Jalax 387 Lamousa 427 Meadowmilh 467 Nnaylaurep
348 Jaliss 388 Landcrux 428 Meatbirch 468 Noddrop
349 Jalna 389 Lapfern 429 Mestlito 469 Norango
350 Jalsno 390 Laureliane 430 Mesvine 470 Nortflower
351 Jauleapple 391 Laur Kiss 431 Mevilgoose 471 Noseblinx
352 Jazeweed 392 Lavver Fern 432 Milk Bower 472 Nosemaple
353 Juboak 393 Leaf Bone 433 Milk Lotus 473 Oarleaf
354 Julassi 394 Leaynflow 434 Millberry 474 Oathwort
355 Jullweed 395 Leekdog 435 Milyme 475 Olinweed
356 Juneberry 396 Leezh 436 Milzudzu 476 Onionoak
357 Junequin 397 Lemonseye 437 Mind Root 477 Oniverry
358 Junexie 398 Lemonvine 438 Miramkweed 478 Onlethier
359 Kalnweed 399 Letetrek 439 Mirberry 479 Orangerake
360 Keekweed 400 Lichbush 440 Mirevilsk 480 Orfern

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Random Plant Name (481-640)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
481 Oriwort 521 Pennyshelly 561 Popkiss 601 Rilkweed
482 Ortclover 522 Pepberry 562 Poplari 602 Rimeroot
483 Osagess 523 Peppfoot 563 Poplower 603 Riveberry
484 Osagilarry 524 Pigapple 564 Poppnettle 604 Rivenfruit
485 Osagishroot 525 Pilcherry 565 Potagbush 605 Riverbirn
486 Osalquite 526 Pindberry 566 Poxxie 606 Riverflyweed
487 Osato 527 Pingbirch 567 Proikaroot 607 Rivermage
488 Osgafoot 528 Pinkfoot 568 Pudiquerou 608 Riverpungle
489 Osquit 529 Pinoakcap 569 Pudthistle 609 Riverrice
490 Ossfoot 530 Pinposy 570 Pudyecloak 610 Riverweed
491 Ostaplum 531 Pinumkas 571 Pumberwood 611 Riverwort
492 Papejine 532 Pinwortree 572 Pumpfoot 612 Rivyhelly
493 Papewort 533 Pinzeweed 573 Pumpple 613 Roagbush
494 Papweed 534 Pishfern 574 Purplebone 614 Roarweed
495 Papzu 535 Pistaz 575 Purpleveed 615 Rockeye
496 Parlmsbirch 536 Pistleberry 576 Purpquit 616 Rockoak
497 Parscress 537 Pistlebush 577 Quekmaple 617 Rockviss Root
498 Parsenut 538 Pistleoak 578 Quercress 618 Roguewood
499 Parseve 539 Pistleweed 579 Quietberry 619 Roodshade
500 Parslebdis 540 Plauju Nut 580 Raatwort 620 Roothwort
501 Parsthistle 541 Plaundroot 581 Raddisma 621 Rosemaple
502 Parven 542 Plaurweed 582 Radownbirch 622 Rosemawer
503 Parvender 543 Pleasewort 583 Ragepistle 623 Rougarplum
504 Paskeye 544 Ploundwood 584 Ragonfist 624 Ruerocket
505 Paukwort 545 Poish Ash 585 Ragthistle 625 Rumstisma
506 Paxtree 546 Poisjaflower 586 Rambleberry 626 Ryeberry
507 Peacap 547 Poisonflow 587 Rambleborel 627 Sandbirch
508 Peacress 548 Poisonmaple Vine 588 Ramblefern 628 Sandcress
509 Peadwort 549 Poistalder 589 Ramflame 629 Sandgarlick
510 Pearoak 550 Pokari 590 Rantbloom 630 Sandleaf
511 Peartittle 551 Pokerosewort 591 Ranthistle 631 Sanguot
512 Peatviolet 552 Pokewild 592 Rasticrow 632 Scammotweed
513 Pellibirch 553 Poleclove 593 Rayerdalis 633 Scarvpoke
514 Pellwort 554 Polegreen 594 Redmaple 634 Scodblow
515 Pelonwort 555 Poleoak 595 Redoilweed 635 Scrudaur
516 Pelousel 556 Poletberry 596 Redwheeze 636 Scrywood
517 Pelower 557 Pollberry 597 Red Wishfoke 637 Skullweed
518 Pennia Bower 558 Pollder 598 Rembegax 638 Scunflower
519 Pennik 559 Pollistseye 599 Rennak 639 Scurkiss
520 Pennip 560 Polypwood 600 Ribwoundleaf 640 Shaggwood

80
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Random Plant Name (641-800)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
641 Siant Maisy 681 Stagonfire 721 Tajuaweed 761 Tomixie
642 Siistle Silk Vine 682 Stalkpoison Vine 722 Tamflower 762 Toonkberry
643 Silcap 683 Stammercry 723 Tanana 763 Toonkweed
644 Silksbane 684 Stammerweed 724 Tanzve 764 Toothleek
645 Silverash 685 Stargall 725 Tasbabbrea 765 Toubowes
646 Silverweed 686 Starquin 726 Tascress 766 Touchmaple
647 Silvress 687 Starzood 727 Tasseleek 767 Touchvine
648 Skullberry 688 Staulerose 728 Tasselwox 768 Touchweed
649 Skumnot 689 Stralnut 729 Tauit Mai 769 Toucress
650 Skunkmaple 690 Strambwort 730 Tauverfew 770 Toucseleek
651 Slackroot 691 Strirch 731 Taylaurry 771 Toucveeka
652 Snakebern 692 Striverash 732 Teetfoot 772 Toudant
653 Snakeleaf 693 Sugarcress 733 Tekvil 773 Toufik
654 Snakerose 694 Sugweed 734 Thaiqueberry 774 Tougarma
655 Snarybirch 695 Sulkflower 735 Thimbush 775 Touhymfoot
656 Sneezewax 696 Summaple 736 Thimnik 776 Touinave
657 Sneezeweed 697 Sunflow 737 Thirstberry 777 Toukberry
658 Sneflower 698 Sungsert 738 Thirstleaf 778 Toukoak
659 Sneirwood 699 Sunsthistle 739 Thirstmaple 779 Toulberkas
660 Snowdaisy 700 Suvend 740 Thistybirch 780 Toundleaf
661 Snowflax 701 Svodcherry 741 Thollfoot 781 Touood
662 Snowsel 702 Swaalg 742 Thoukweed 782 Tourbirch
663 Snowweed 703 Swachiot 743 Thoulberry 783 Tourfazsy
664 Soarfaurel 704 Swallot 744 Thoumewort 784 Tousaak
665 Softmaw 705 Swampaw 745 Thouseleek 785 Touzal
666 Sonutto 706 Swampcap 746 Thouzeweed 786 Touzalaw
667 Soranglower 707 Swampistle 747 Thouzu 787 Treamhyme
668 Sounwood 708 Swampo Redleaf 748 Thymla 788 Treekmaple
669 Sownerplant 709 Swampthistle 749 Tibwort 789 Trezep
670 Spauress 710 Sweetbane 750 Tickly Shade 790 Trighet
671 Speahair 711 Sweetroc 751 Tiisonberry 791 Trillih
672 Speckjaw 712 Swilderry 752 Tippledown 792 Trillowwood
673 Speedalder 713 Swineapple 753 Tisve Wort 793 Trillquite
674 Spiralweed 714 Swineash 754 Tobaczu 794 Triperroot
675 Spoolwoort 715 Swinerose 755 Tobaddis 795 Triple Redleaf
676 Spristmaple 716 Swinteroot 756 Tobald Witch 796 Triquian
677 Spryweed 717 Swinterry 757 Toblack 797 Tueberry
678 Squadlynight 718 Swinthistle 758 Tomakweed 798 Tugrayroot
679 Squawkberch 719 Sycaquin 759 Tomawood 799 Tukeye
680 Squishfern 720 Sylauxiss 760 Tomblery 800 Tulbouze

81
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Random Plant Name (801-960)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
801 Tulder 841 Vlonioak 881 Wildcloak 921 Wooplari
802 Tulipoleg 842 Vloxgall 882 Wildcoke 922 Wootisroot
803 Tulple 843 Vobscress 883 Wildcot 923 Worel
804 Tulsifew 844 Voltuwood 884 Wildgall 924 Wormze
805 Tulsipplep 845 Voolenwort 885 Wildholly 925 Wouchdwort
806 Tulsium 846 Voundbella 886 Wildleaf 926 Woudina
807 Tusejalap 847 Wabbak 887 Wildnehead 927 Wougarptu
808 Tuur thistle 848 Waixpopky 888 Wildtat 928 Wougmander
809 Tuverbush 849 Wakeroot 889 Wildwood 929 Woukweed
810 Tuwer 850 Wakissroot 890 Wilethistle 930 Woulberry
811 Ullnetzo 851 Walkthistle 891 Williflower 931 Woule
812 Ulseed 852 Wallberry 892 Willowdaisy 932 Wouligue
813 Umkweed 853 Wallgrustar 893 Willoweed 933 Woulip
814 Vailberry 854 Walnerry 894 Willow Pixie 934 Woulmweed
815 Vaizousa 855 Walonwood 895 Willowwood 935 Woulsi
816 Valdin 856 Waterroot 896 Windiadow 936 Woulwort
817 Vallade 857 Watersweed 897 Windiash 937 Woundberry
818 Vallberry 858 Waterzu 898 Windle Greenleaf 938 Woundbirch
819 Vanishoak 859 Watkousa 899 Windruby 939 Woundcress
820 Vanison Ivy 860 Watshade 900 Windseal 940 Woundroot
821 Vaniss 861 Waukberry 901 Windweed 941 Woundvine
822 Varposia 862 Waythaw 902 Winimwood 942 Woundwoak
823 Vijarausa 863 Weakmaple 903 Winnet 943 Woungka
824 Vildevoak 864 Weedcress 904 Winnishoff 944 Woungu
825 Vilmweed 865 Weepfoot 905 Wintercry 945 Wounhem
826 Vimsroot 866 Weepflower 906 Winterfern 946 Wounic
827 Vinepoise 867 Weepillo 907 Wintermaple 947 Wounnik
828 Vinxwoousa 868 Whelum 908 Wintern 948 Wounquort
829 Vinzolla 869 Whimbleberry 909 Winterose 949 Wounsewood
830 Vioga Flare 870 Whitebush 910 Winterweed 950 Wounthik
831 Violetrash 871 Whitefern 911 Winthedge 951 Wounum
832 Violetweed 872 Whitemum 912 Winthistle 952 Wounx
833 Violevtle 873 Whiterash 913 Wintle 953 Wounzek
834 Violwort 874 Whitetaw 914 Wintskouve 954 Wounzet
835 Violyne 875 Whittlte Root 915 Woad Kiss 955 Wounzplant
836 Violzear 876 Whorlcress 916 Wolev Oil 956 Wouquitle
837 Virdberry 877 Whorlwood 917 Woodbin 957 Wourpberry
838 Virgethistle 878 Whorvle 918 Woodbore 958 Wousa
839 Virgin Grave’s Kiss 879 Wightshade 919 Woodthistle 959 Wousarle
840 Virzok 880 Wildblood 920 Woodynwort 960 Wouseleed

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Random Plant Name (961-1000)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
961 Woussrose 971 Yabbage 981 Yeljuneberry 991 Zeadyress
962 Woutle 972 Yarb Root 982 Yellder 992 Zedjin
963 Woutweed 973 Yarpieroot 983 Yellifew 993 Zelflthistle
964 Wouvash 974 Yarplax 984 Yelloweed 994 Zeuriss
965 Wouven 975 Yarrel 985 Yellowwort 995 Zeynthistle
966 Wouverfew 976 Yarrot 986 Yelnut 996 Zhoush
967 Wouvio 977 Yarrowwood 987 Yelxik 997 Zison
968 Wouxroot 978 Yauawbush 988 Yeurzax 998 Zonberry
969 Wouzar 979 Yelcane 989 Yever 999 Zviot
970 Wouzewort 980 Yeleaf 990 Zaythistle 1000 Zyleroot

Name Adjustment Roll Once to Determine the Plant's


d12 Adjustment d12 Adjustment Overall Color, then Again to Determine
1 Flowering 7 Summer the Color of the Ingredient Part.
2 Spiny 8 Spring d100 Color d100 Color

3 Weeping 9 Autumn 01-09 Dark Green 78-81 Purple

4 Deadly 10 Great 10-19 Light Green 82-84 Golden

5 Sweet 11 Blood 20-29 White 85-87 Silver

6 Winter 12 Hungry 30-39 Black 88-90 Sparkling


40-44 Blue 91-93 Slowly Shifting Rainbow
What Kind of Plant Is It? 45-54 Red 94-95 Plaid (Plaid?!)
d10 Kind of Plant d10 Kind of Plant
55-64 Yellow 96-97 Mirrored
1 Large Tree 6 Vine
65-74 Brown 98-100 Phosphorescent
2 Medium Tree 7 Fungus
75-77 Orange
3 Small Tree 8 Moss
4 Flower 9 Lichen What is the Plant's Non-
5 Bush 10 Algae Pharmacological Use?
d8 Use
What Part of the Plant Do You Want? 1 Edible: Bitter
d8 Use d8 Use 2 Edible: Sweet
1 Root 4 Sap 3 Edible: Sour
2 Seed 5-6 Leaf 4 Used as a flavoring
3 Bark 7-8 Berry 5-6 Practical use (i.e. construction materials)
7-8 Considered useless

83
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Credits

84
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Baccaran, Devilweed, Elixir of Fantasy, Luhix, Mordayn
Written by u/falseflorimell Vapor, Mushroom Powder (renamed here to Mushroom
Special thanks to my playtesters, Sam, Blue), Redflower Leaves (renamed here to Bloodflower
Leaf), Sannish, and Terran Brandy were originally described
Marina, Matt, and Liz. in The Book of Vile Darkness.

Bitterleaf Oil was originally described in Races of the


Version 0.3 (Oct. 30, 2018): Basic addiction rules only. Dragon.
Version 0.5 (Nov. 8, 2018): Many drugs added from editions
3.0 & 3.5.
Version 0.8 (Nov. 19, 2018): Several original drugs and
drugs adapted from 5e material added. Arcane Apothecary Dragon Magazine:
prestige class added.
Version 0.9 (Nov. 26, 2018): 4e material incorporated. Alchemist's Mercy (‘Better Living Through Alchemy,’ Issue
Version 0.95 (Dec. 23, 2018): More 4e material 280)
incorporated; some minor adjustments to the Arcane Bloodroot ('Vampires of Waterdeep Part One: Blood of
Apothecary prestige class. Malar,' Issue 126')
Version 1.0b (Dex. 28, 2018): Major revision of section 1. Burrfoot's Nut Brown Ale, Dwarven Grave Ale, and Firebelly
(Drunkards & Flagons,’ Issue 334)
Sources Diamond Water Elixir ('Age of Worms: Wormfood –
The glossary incorporates material from A Text-Book of Surviving the Age of Worms Adventure Path,' Issue 334')
Practical Therapeutics, by Hobart Amory Hare, Philadelphia Fezrah (‘Sinister Tools’, Issue 298)
& New York: Lea Brothers & Co., 1902. Green Rapture ('Ecology – The Ecology of the Kaorti,' Issue
Image Credits (in order of appearance): 'Three women 358)
huddle eagerly around a medicine bottle' by T. Scratchley, Green Welcome ('Seeds of Sehan Part 1: Vile Addiction,'
Advertisement for 'Ayer's Cherry Pectoral', The Explosion in Issue 145)
the Alchemist's Laboratory, by Justus Gustav van Bentum, Liquid Courage (‘Hunting the Wyrm,’ Issue 344)
The Witch on Her Broomstick, by Ida Rentoul Outhwaite, The Diamond Waterale and Miner's Milk ('Age of Worms:
Triumph of Bacchus, by Diego Velázquez, photograph of Wormfood – Surviving the Age of Worms Adventure Path,'
species Rhabdothamnus Solandi by E.W. and F.B Blackwell, Issue 334)
and Beim Advokaten, by Charles Meer Webb. All images Burn Salve (renamed here to Musk Muddle Salve), Elf Hazel,
taken from Wikicommons, a repository of public domain art. Mindfire, Purebalm, Vine Oil, and Wittlewort Brew
Made with GMBinder. (‘Alchemy Begins in the Forest,’ Issue 301)
Sehan ('Seeds of Sehan Part 2: Spawn of Sehan,' Issue 146)

Tongueloose ('Spies: Cloak & Dagger – Gear, Gadgets, and


Some of this material is updated material originally published Gizmos for Your Game,' Issue 316)
in earlier edition books and magazines. Mad Foam ('Feathers and Fur: A Guide to Flying and Fanged
Animal Companions,' Issue 357)
Drowth, Moon Honey, and Stonesulder Wine ('Abyssal
2nd Edition: Trade Goods: Not a Bad Thing,' Issue 421)
Grell Bile ('Assassin Poisons of the Underdark,' Issue 423)
Phoenix Powder was originally described in Assassin
Burning Bronze Rye, Ghost Ale, Myconoid Essence,
Mountain.
Shadewater, and Sonata Wine ('Dine on the Wild Side,' Issue
Night Sleep was originally described in Ruins of the
429)
Undermountain.
Tuanta Quido Miancay was originally described in The
Villains' Lorebook.
Fighting cock wine and firebeer originally appeared in
Volo's Guide to the North. 4th Edition:
Utterdark originally appeared in Volo's Guide to Cormyr. Annasker, Belarris, Belbuck, Bloodpurge, Bloodstaunch,
Rollrum and Hardcheese's Best are from Volo's Guide to Calad, Dathlil, Darnadurr, Dragonbane, Felsul Tree,
the Sword Coast. Fleshwort, Harlthorn, Helmatoss, Lorbralinth, Srindym,
Swiftsleep, Tatterskyre, Thardynyn, Tonandurr Bark, Yethgrel,
Zeskorr, and the 'Scents and Perfumes' section come from
Elminster's Forgotten Realms.
3rd Edition or v3.5: Snake Oil and Sweetheart’s Confection were originally
described in Heroes of the Feywild.
Arthorvin, Carthagu, Mertoran Leaf, and Zixalix were
Black Lotus Extract, Eye of Basilisk Powder, Greenblood Oil,
originally described in Unearthed Arcana.
Insanity Mist, Lich Dust, Nitharit, Ungol Dust, and Wyvern
Aleeian Wine, Dragonbite Bitter, Dwarfhead Stout, Elven
Poison (here renamed Wyvern Ink) were originally described
Moondrop, Frenzywater, Frostwine, Garnet Wine, Golden
in Heroes of Shadow.
Light, Kragg, Mushroom Wine, Pulsch Brown Ale, Scorcher
Fumes, Spiderblood, Thever Paste, and Thudrud were
originally described in Arms & Equipment Guide.
Haunspeir, Phantomdust (here renamed Azuldust), Rhul,
Sakrash, and Tekkil were originally described in Lords of
Darkness.

85
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Some material is also drawn from 5th edition sources:

Fear and Loathing in Faerûn


5th Edition:
Malice (here renamed Malyss Root Paste), Oil of Taggit,
Pale Tincture, Truth Serum, and Truth Wine were originally
described in the 5th edition Dungeon Master's Guide.
Eyescratch is adapted from material in Waterdeep: Dragon
Heist.
Timmask, Tongue of Madness, and Wyrmwizz are based on
material in Waterdeep: Dungeon of the Mad Mage.
Bigwig (here renamed Wurple), Nilhogg's Nose, and
Pygmywort (here renamed Shrinkwort) are based on
material in Out of the Abyss.
The Alchemist, Medic, and Naturalist feats are taken from
2017 Unearthed Arcana playtest material available at
https://media.wizards.com/2017/dnd/downloads/UA-
SkillFeats.pdf.

Blacktooth Fungus was originally described in 'Forest of


Blood', an article from Dungeon Magazine, issue 103.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Table of Contents

An Enchiridion of Drugs - p. 3
Glossary - p. 4
Basic Medicine - p. 5
Medical Feats - p. 5
Alchemist
Expert Poisoner
Iron Constitution
Medic
Master Herbalist
Naturalist
The Nauseated Condition - p. 6
Making Drugs - p. 6
On the Dubious Legality of Drugs
Formulae
Ingredients - p. 7
Foraging
Buying and Selling Ingredients
Prices for Buying & Selling Ingredients
The Actual Crafting - p. 8
Time
Complications for Making Drugs
Buying and Selling Drugs - p. 8
Price Guidelines
Complications for Buying Drugs
Medicines as Poisons - p. 9
Magic Medicines - p. 9
Alcohol - p. 9
Hangovers
Hammered
Alcoholism and Drying Out
Some Well-Known Alcohols - p. 11
Ales, Beers, & Meads
Wines
Stronger Drinks
Addictive Substances - p. 13
Getting Off the Junk
Withdrawal
Withdrawal Levels
Relapsing
Some Addiction Examples
Scents and Perfumes - p. 16

Medicine List - p. 17
Full Descriptions - p. 21

Appendix A: The Arcane Apothecary Prestige Class - p. 70

Appendix B: Random Ingredient Tables - p. 75

Credits - p. 84

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PART 1
An Enchiridion of Drugs

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S
weaty, desperate, and trembling, the halfling Any sophisticated society will develop both medical and
stumbles into the Yawning Portal. He knows recreational drugs, even magic-using societies such as are
exactly who he's looking for, though he's never found in Dungeons & Dragons.
seen her, not really. Always in her cloak, always An adventurer wounded in battle might be able to depend
turned away from the light. Rumor has it she pays on a cleric in her party to heal her, but, depending on how
Durnan 50 gold a tenday to make sure the lamps common magic is in your world, a typical merchant,
are turned down around her table whenever she's tradesperson, pickpocket, or city guard may well never have
around. And tonight, she's around. access to magical healing. Who are they going to go to when
He doesn't exactly sit. It's more like his legs melt sick or injured? Doctors, of course, and those doctors are
underneath him and his butt manages to catch him. He looks going to need medicines.
at her pleadingly. She looks at him sympathetically. Furthermore, while PCs get to go out exploring, finding
'Oh, Nerlax,' she shakes her had at him. 'Look at yourself. grand treasures and fighting incredible monsters, most people
And just yesterday, your friend told me you were doing so well.' don't. And, just as in our world, people like to get high. Where's
'That was yesterday. I was doing well yesterday. I didn't there's a demand for psychotropics, there will be a supply.
need it yesterday. But today...' Finally, assassins have always had a fondness for poisons.
His voice trails off, but she completes his sentence. 'Today, They get the job done cleanly and it's a lot harder to get
you do. Don't worry. I've got what you're looking for. Problem caught as a poisoner than as a backstabber. But what are
is, it's getting harder to find the materials to make it. Costs me poisons, if not powerful medicines and drugs that have
more. And that means it costs you more, too. Sorry.' extremely dangerous side-effects?
The halfling gulps. 'How much more?' This handbook exists to provide rules for handling these
'Relax,' she soothes him. 'It's not going to cost you anything different substances.
at all... in gold.'
'It won't?' The halfling would be worried by this if he were Glossary
in his right mind, but he's not. He's got only one thing he can Abortifacient. A medication that pharmaceutically terminates
think about now, and it's driving him crazy that she's taking so a pregnancy.
long. Who needs conversation when you've got baccaran? Alchemist's Supplies. Proficiency with alchemist's
'Not one single copper. No, I'm going to need you to do supplies enables a character to produce useful concoctions,
something for me, instead. Before I can give you your precious such as acid or alchemist's fire. A standard kit includes glass
baccaran.' beakers, a metal frame to hold a beaker in place over an open
'What? Anything!' flame, a glass stirring rod, a mortar and pestle, and a selection
She holds a vial of liquid in front of him. No idea what it is, of common alchemical ingredients, such as salt, powdered
but it's not baccaran. He's damn sure of that. iron, and purified water.
'Nothing much. Nothing much at all. You see this? I need Anaesthetic. A drug used to produced a lack of sensation. It
you to slip it into someone's wine tonight. You'll like him. An can be eithr local or general
adventurer, like you used to me. That fool Volo's just given him Apothecary. A catch-all term used in this enchiridion to
the deed for the old Trollskull Tavern. And I want to send him refer to anyone, whether alchemist, poisoner, herbalist,
a... warm welcome to the neighborhood. Do that for me and physician, etc., who specialized in making drugs.
I'll make sure you're stocked in baccaran for days.' Brewer's Supplies. Proficiency with brewer's supplies
The halfling looks down at his hands. They're already allows a character to make fermented beverages. A standard
holding the vial, carefully putting it into a vest pocket. A part of kit includes a large glass jug, a siphon, several feet of tubing,
him wonders how he could possibly agree to poison a man and a variety of fermenting agents.
he's never met. But that part is far away and very quiet, and he Contact. Refers to medicines that are absorbed through the
walks to the door with a determined look on his face. He skin.
needs to get this done, as fast as he can. Drug. A nonmagic substance that has a significant effect on
The woman watches Nerlax go, smiling to herself. Then she the physiology of whatever person is exposed to it. Used
pinches a tiny bit of powder from a hidden pocket, whispers a synonymously here with medicine and substance.
few words to it, and throws it into the air, and suddenly where Elixir. A diluted tincture rendered pleasant to the taste by
she was sitting there's no one, no one at all. And nobody in the the addition of aromatic substanes and sugar or honey.
Yawning Portal notices the large, healthy rat that jumps off Extract. The soluble part of plants reduced to a semi-solid
her chair and follows the halfling out the door. The fool served or solid condition by evaporation; the soluble constituents
his purpose once upon a time, but now he's outlived it. Did he being taken from the plant by water or alcohol.
really think she wouldn't hear he'd been talking about her to Formula. The recipe or set of instructions that explains
the Zhentarim? She can't wait to see his face when he realizes how to make a drug.
his 'victim' isn't dead at all. He might make it to the door, but
she guesses he'll be dead before he can even turn around.
You can always count on adventurers when you need a
traitor killed. They're such goody two-shoes. And you don't
even need to pay them.
An Enchiridion of Drugs!

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Herbalism Kit. Proficiency with an herbalism kit allows one All drugs have a degree of scarcity. They can be basic,
to identify plants and safely collect their useful elements. A common, uncommon, rare, and very rare. Drugs that are
standard kit includes a variety of pouches to store herbs, classified as basic are home remedies that are rarely more
clippers and thick gloves for collecting plants, a mortar and complicated than knowing medicinal uses for a few local
pestle, and several small glass jars. herbs. As these require little skill to prepare beyond knowing
Infusion. Made by pouring boiling water on the crude drug what a particular plant is, it can be assumed that anyone with
and allowing it to stand for a short time until the water cools, proficiency in Medicine has learns a number of them equal to
after which the liquid is strained. 2 plus their Intelligence modifier as part of their proficiency.
Ingested. Refers to medicines that are eaten or drunk. Just like there are simple medicines that do not require
Inhaled. Refers to medicines that either are powders to be detailed knowledge to prepare, so there are also basic poisons
snorted or are vapors or gasses to be breathed in. that are easily made, though the materials may not be easily
Injury. Refers to medicines that must be introduced to the obtainable. The venoms of giant spiders and centipedes, for
body directly through the bloodstream. One typical way is for instance, work just as well when injected by a needle as when
a wound to be opened and the medicine put into the wound, as injected by a fang or stinger. Because such basic poisons do
with a needle syringe. Poisoned weapons use injury drugs. not require anything more than harvesting the natural poisons
Kyphi. A drug that is taken through inhalation and that has of dangerous monsters, they are not included in this
been augmented by magic. handbook.
Ointment. The mixture of some kind of fatty substance
with the medicine which it is designed to carry. Also known as Medical Feats
an unguent. Alchemist
Opodeldoc. A drug that is taken through skin contact and You have studied the secrets of alchemy and are an expert in
that has been augmented by magic. its practice, gaining the following benefits:
Poison. A drug that has no beneficial use.
Poisoner's Kit. A favored resource for thieves, assassins, Increase your Intelligence score by 1, to a maximum of 20.
and others who engage in skullduggery. Proficiency with the You gain proficiency with alchemist's supplies. If you are
poisoner's kit allows one to apply poisons and create them already proficient with them, you double your proficiency
from various materials, as well as treat their effects one bonus to checks you make with them.
oneself and on others. A standard kit includes glass vials, a As an action, you can identify one potion within 5 feet of
mortar and pestle, a glass stirring rod, and a selection of you, as if you had tasted it. You must see the liquid for this
reagents and components commonly used in the creation of benefit to work.
poisons. Over the course of any short rest, you can temporarily
Spagyric. A drug that is taken by mouth or introduced improve the potency of one potion of healing of any rarity.
directly into the bloodstream and that has been augmented by To use this benefit, you must have alchemist's supplies
magic. with you, and the potion must be within reach. If the potion
Spirit. An alcoholic solution of volatile substances. is drunk no more than 1 hour after the short rest ends, the
Syrup. A solution of sugar, honey, or gummy substances in creature drinking the potion can forgo the potion's die roll
water, used as a vehicle for the delivery of a drug. and regains the maximum number of hit points that the
Tincture. A solution of the active principle of a drug in potion can restore.
alcohol or a mixture of alcohol and water. Expert Poisoner
Basic Medicine You have studied the ignoble art of poisoning and your degree
of mastery of it has granted you the following benefits:
Most people in the Realms cannot rely on magical means
when they get injured or sick, but they are far from helpless. Increase your Intelligence or Wisdom score by 1, to a
Anyone growing up outside of one of the large cities no doubt maximum of 20.
has a cache of recipes to draw on for various herbal home You gain proficiency with the poisoner's kit.
remedies and knows what to do in the case of common You are able to disguise the poisons you make to appear
injuries and accidents. They can also rely on village or town innocuous. Anyone attempting to identify your poisons
healers who have more specialized knowledge. must roll with disadvantage.
In the cities, doctoring is a respected profession, and The DC for you to learn formulae for poisons is lessened
medicines and techniques are available that cannot be found by 2.
in rural areas. Iron Constitution
There is no germ theory of disease -- indeed, do microbes Prerequisite: Constitution 13, proficiency in the Medicine skill
and viruses exist in the Dungeons & Dragons world? -- but it's and the poisoner's kit
widely understood that open wounds need to be kept clean
and bandaged or infection will set in. Stitching and Your time in the laboratory, surrounded by dangerous
cauterization to close wounds are both known of, though the substances and vapors, has hardened you. You are immune to
former is far more delicate and requires training. The utility of the poisoned condition and have proficiency in Constitution
alcohol as an antiseptic is also common knowledge. saving throws.

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Medic On the Dubious Legality of Drugs
You master the physician's arts, gaining the following benefits: As in our world, the distinction between drugs that can be
freely traded and those that cannot is a fraught one. Because
Increase your Wisdom score by 1, to a maximum of 20. many religions, mage guilds, alchemists, doctors, and
You gain proficiency in the Medicine skill. If you are already apothecaries make use of and even produce substances that
proficient in the skill, you add double your proficiency can be mind-altering, can be misused as poisons, can
bonus to checks you make with it. significantly affect the body, it can be difficult for local laws to
During a short rest, you can clean and bind the wounds of make rigorous distinctions amongst those drugs that are to be
up to six willing beasts and humanoids. Make a DC 15 outlawed, those that are to be regulated, and those that are to
Medicine check for each creature. On a success, if a be openly sold without restriction.
creature spends a Hit Die during this rest, that creature Drugs that are clearly too dangerous for the general,
can forgo the roll and instead regain the maximum number untrained public to use and drugs that are clearly to be used
of hit points the die can restore. A creature can do so only in the service of committing crimes are rarely if ever allowed
once per rest, regardless of how many Hit Dice it spends. in the large cities except under tightly controlled conditions.
Master Herbalist Different societies have different laws regarding other
Prerequisite: Intelligence 13, proficiency in the Nature skill dangerous but useful medicines, perhaps quite similar to our
and the herbalism kit system of doctor's prescriptions.
Your knowledge of medicines and their effects on the body Formulae
is such that you can easily detect and identify illness and In order to make a drug, a character needs to know how to do
poisons wherever you see them. Treat as though you have it. The formulae for creating these medicines can be very
detect poison and disease permanently cast though this trait complicated, so practitioners of drugmaking need to take
isn't itself magical. careful notes and keep records of procedures and ingredients.
Naturalist If a character has already made a particular drug, attempting
Your extensive study of nature rewards you with the following to make it without one's notes has a chance of failure that
benefits: increases with the complexity of the drug.
Drug Rarity Chance of Failure Without Notes
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the Nature skill. If you are already Common 15%
proficient in the skill, you add double your proficiency Uncommon 25%
bonus to checks you make with it.
You learn the druidcraft and detect poison and disease Rare 40%
spells. You can cast detect poison and disease once Very Rare 65%
without expending a spell slot, and you regain the ability to
do so when you finish a long rest. Because of these risks of failure, most apothecaries guard
their notes and keep multiple copies of them, much like
The Nauseated Condition wizards guarding their spellbooks.
These rules occasionally make reference to a new condition, A character can learn a new formula in three ways: being
that of being nauseated. While a character is nauseated, they taught it by someone who already knows how to make the
cannot take any actions or reactions, move at half speed, and drug; researching the drug in an alchemical library or private
automatically fail all Strength, Dexterity, and Constitution collection; or through experimentation.
saving throws. In all three cases, a skill check must be made to see if the
character has succeeded in learning the new formula. The
Making Drugs relevant skill check would be either Medicine or Nature,
Characters with an entrepreneurial side may wish to make depending on the drug being researched. If the character is
their own drugs. As with any crafting activity, this takes time, proficient in both Medicine and Nature, then they roll with
coin, and tools. Depending on what's being made and the laws advantage. When attempting to learn a new formula, the skill
of the realm, it may also require secrecy. check is made at the conclusion of the duration of time it
The primary tools are alchemist's supplies, brewer's takes to learn the formula.
supplies, the herbalism kit, and the poisoner's kit. It is Proficiency Proficiency Proficiency
possible others might be relevant as well, at the DM's Proficiency with 2 with 3 with 4
discretion, but almost all drugmaking benefits from Drug Rarity with 1 tool tools tools tools
proficiency with at least most of these. I recommend that in Basic DC 10 DC 8 DC 5 Automatic
order to make drugs, a PC must at minimum have proficiency
with one of them and either the Medicine or the Nature skill. Common DC 13 DC 10 DC 8 DC 5
As in most things, the more the better, though. Uncommon DC 15 DC 13 DC 10 DC 8
Rare DC 18 DC 15 DC 13 DC 10
Very Rare DC 20 DC 18 DC 15 DC 13

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If a character succeeds on their skill check, they will always be The guild does not share its secrets widely and unless a
able to make that particular drug so long as they have a copy member has reached a position of authority and trust in the
of the formula on hand. guild, the amount of research that person can do at a time will
If they fail the check by 3 or fewer points, they can make a be limited and under close supervision. The materials are
passable version of the drug, but their understanding of the fragile and often one-of-a-kind the guilds of different cities take
formula is flawed. The drugs they make from this formula pride in knowing formulae that other guilds do not.
have a chance of failure that increases with how badly they A basic formula can be learned by archival research in a
failed their skill check. day, and a common one in a tenday, an uncommon one in two
If they fail the check by more than 3, they failed to learn it at tendays, a rare one in four tendays, and a very rare one in
all. In either case, they can't try to learn it again until they gain eight tendays.
a level or acquire proficiency with another of the 4 primary Experimentation. Sometimes, an apothecary does not
tools. have the opportunity to learn a formula from a tutor or
through research. Perhaps their tutor doesn't know it or
Drug Rarity Failed by 1 pt. Failed by 2 pts. Failed by 3 pts. refuses to teach it. Perhaps the drug isn't mentioned in the
Basic 5 % failure 10 % failure 15 % failure guild archives, or the archives are inaccessible for some
reason. The only other option is to figure out the formula
Common 10 % failure 15 % failure 20 % failure oneself through direct experimentation.
Uncommon 15 % failure 20 % failure 25 % failure In order to do this, a sample of the drug must be available.
Rare 20 % failure 25 % failure 30 % failure
A basic formula can be learned by experimentation in three
days, a common one in ten days, an uncommon one in twenty
Very Rare 25 % failure 30 % failure 35 % failure days, a rare one in forty days, and a very rare one in sixteen
tendays.
Tutelage. Many characters learn under the tutelage of an
apothecary who serves as a mentor or master and agrees to Ingredients
take the character on as an apprentice or student. The novice Some drugs have a specific ingredient or ingredients
will be expected to pay their instructor for their training, t do mentioned in their description. For instance, to make unicorn
some menial work for their instructor, and might also be sent horn powder, you definitely need a unicorn's horn. Most,
out on ingredient-finding missions of various sorts in return however, give only vague hints of what they're made of. This is
for their training, and the instructor will almost always keep deliberate, done so that you can have maximum flexibility in
their most advanced formulae secret even from their students. incorporating one or more of these drugs into your games.
Most serious apothecaries take on only a small handful of
students, since their reputation is at stake should it become Drug Rarity Number of Ingredients
known that a student of their does poor work. Good-aligned
apothecaries will be unwilling to teach their students to make Basic 1 (1d2)
poisons, even if they know how to do it themselves, and evil- Common 2 (1d4)
aligned apothecaries will likely demand much more of their Uncommon 4 (1d4 + 2)
students and be willing to share much less than their neutral
or good counterparts. Rare 5 (2d4)
Because of the one-on-one tutoring, the DC to learn a new Very Rare 7 (2d6)
formula from a mentor is reduced by 3. A basic formula can be
learned by tutelage in a day, and a common one in three days, Should a trip be required to obtain the makings of a drug,
an uncommon one in a tenday, a rare one in two tendays, and the tables in Appendix B should be of use.
a very rare one in four tendays. It should take at least a modicum of effort to acquire the
Research. There is a fair degree of competition amongst ingredients for a drug. The more difficult the formula, the
professional apothecaries, and those who earn their livings more difficult the task. Of course, it's reasonable to presume
through making drugs have a strong incentive not to share that a large city like Neverwinter or Waterdeep would have
their learning too widely. However, there are active many of the more obscure ingredients for sale, though it might
apothecary's guilds in all the urban centers along the Sword take some searching through the city to find them, and some
Coast and it is to the benefit of all members that those who do careful haggling and convincing of shopkeepers to acquire
business selling medicines not embarrass the profession them.
through shoddy work. With that in mind, membership in an
apothecary's guild entitles one to limited access to the guild's Foraging
private archive, which will contain: If your PCs have developed an interest in drugmaking, it's not
Drug Rarity Number of Formulae unlikely that they will want to look for possible ingredients
wherever they go, not because they're looking for anything in
Basic All particular but because they're thinking ahead.
Common All Anyone with proficiency with the herbalism or the
poisoner's kit can forage for potentially-useful plants while out
Uncommon 4d4 + 2 in the world. A successful DC 15 Medicine or Nature check
Rare 2d4 + 2 will find a small amount of a random, environment-
Very Rare 1d4 + 2
appropriate ingredient. Proficiency with both kits or in both
skills grants advantage on this check. Foraging in this manner
takes a full hour.

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Finding a random ingredient does not mean that the Time
character knows how to make drugs that use it, just that they Unlike crafting regular items, making drugs is quick. The
recognize it as something that could be useful. Any exact time necessary varies with the drug (fermented
ingredients found by foraging should be useful only for substances will necessarily take longer than powders, for
making basic, common, or uncommon drugs. The ingredients instance) and the DM should determine these on an ad hoc
for rare and very rare drugs must be sought for by name. basis, but only in rare cases should it take more than a few
Buying and Selling Ingredients days to make anything.
Of course, people don't always need to go searching through Complications for Making Drugs
the world (or other planes) for their ingredients, especially if Even in the best of circumstances, buying or making
they are in one of the larger, more cosmopolitan cities. Any medicines is a delicate business. When the substances in
decently-sized town will have at least a few shops devoted to question are illegal, it can get downright exciting.
supplying apothecaries, alchemists, and even poisoners, The likelihood of complications involved in making drugs
perhaps, and with a bit of luck and some good haggling, a lot should depend on the skill of the alchemist. A neophyte is
of things can be found. For a price, of course. more likely to make mistakes than an experienced master.
PCs who have gone foraging can also sell their findings to Additionally, it stands to reason that the more complicated the
such stores, but are unlikely to get a good price if they don't substance being made, the more likely a complication will
know what drug the ingredient is for. arise in its creation. That said, no matter how good the
The following table has some price guidelines for selling alchemist is, there should always be at least some chance of
and for purchasing ingredients. It assumes the transaction failure.
takes place in a medium-sized city and that the character
doing business with the shopkeeper knows how to use what d8 Drug Making Complication
they're selling. If the character doesn't know any formulae that
the ingredient can be used with, I recommend halving the 1
Rumors circulate that you're doing something
dangerous or unhealthy.
price the shopkeeper is willing to offer. If the ingredient can
be used for multiple drugs, use the drug's most common 2 Your laboratory is burgled.
frequency. 3 A local underworld figure wants to recruit you.
Prices for Buying & Selling Ingredients 4
An unscrupulous noble wants to bankroll you in
Rarity Selling Price Purchase Price exchange for a large percentage of the profits.
Basic 2 (1d4) gp 4 (2d4) gp 5 An accident at your lab ruins your work.
Common 25 (2d4 x5) gp 50 (4d4 x5) gp 6 The authorities raid your place of business.
Uncommon 125 (2d4 x25) gp 175 (2d6 x25) gp You've attracted the interest of a corrupt officer of the
7
law who demands kickbacks.
Rare 350 (2d6 x50) gp 650 (2d12 x50) gp
8 You are betrayed by an accomplice.
Very Rare 10500 (4d20 x 50) gp 2100 (4d20 x50) gp

In a large metropolis like Waterdeep, it would likely easier Buying and Selling Drugs
and cheaper to find the materials, and might also be much The market for medicinal and recreational drugs is volatile.
easier to hide one's illicit activities, and in the middle of a Large fortunes can be made almost overnight by the bold and
wilderness, it might well be impossible to do either. On the ruthless, and lives can be ruined in an instant by the callous
other hand, the Xanathar Guild has eyes everywhere... and cruel.
Someone seeking to buy drugs makes a Charisma
The Actual Crafting (Persuasion) check to determine the quality of the seller
Once a character knows the formula and has the ingredients, found. Some deal might carry one drug, and some might be
they can finally craft the drug! Make a Medicine or Nature able to procure a wide variety... for a high price.
check and apply the following table. Make it with advantage if Similar to the guidelines for purchasing magic items in
the character is proficient in both Medicine and Nature. Xanathar's Guide to Everything, the character gains a +1
bonus to the check for every tenday spent looking for a dealer,
Proficiency Proficiency Proficiency and another +1 bonus for every 100 gp spent in the service of
Proficiency with 2 with 3 with 4 bribes, social lubrication, and the like. Of course, the more
Drug Rarity with 1 tool tools tools tools eager a buyer appears, the more suspicious a cautious
Basic DC 8 DC 5 Automatic Automatic criminal is of that buyer.
Common DC 10 DC 8 DC 5 Automatic Price Guidelines
Uncommon DC 13 DC 10 DC 8 DC 5 You can use the following table to help set prices for the
different drugs in this handbook, based on their rarity.
Rare DC 15 DC 13 DC 10 DC 8 Members of some factions such as the Zhentarim might find
Very Rare DC 18 DC 15 DC 13 DC 10 such substances considerably easier to procure and of a much
more reasonable price.

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These prices should be considered only very rough guidelines, Magic Medicines
as everything becomes complicated when one considers that
buying things on the black market isn't always the easiest or If you use this enchiridion, eventually some especially sharp
safest thing to do. Depending on locale, the legal authorities player of your is going to wonder if there's a way to infuse
may consider such substances to be anywhere from magic into these drugs. They'll want to make a lorbalinth +1,
unimportant to gravely serious and may try to control their for instance, or an enhanced shadowbalm that also casts
distribution with methods that range from laissez-faire to silence on the user, etc. Awesome. Think carefully before you
draconian. open this can of worms, because by their nature, such drugs
Rarity Typical Asking Price
can be game-breakingly powerful. Use at your own risk.
The resulting concoctions have special names: spagyric (an
Basic 5 gp ingested or injury medicine that also contains a spell effect),
Common 150 gp
kyphi (an inhaled medicine that also contains a spell effect),
and opodeldoc (a contact medicine that also contains a spell
Uncommon 875 gp effect). The exact details of how to make magic drugs I leave
Rare 3,900 gp to the DM, but in essence they would have to involve casting
the desired spell into the drug during the time of manufacture.
Very Rare 16,800 gp As for the rest, treat the magical augmentation as the
equivalent of crafting a potion, with all the consequent
Complications for Buying Drugs difficulties and restrictions.
I recommend there be around a 10 percent chance of a
complication occurring when attempting to purchase drugs.
That percentage could be significantly increased or decreased
Alcohol
based on local laws, the enthusiasm of local law enforcement, Because alcohol is almost certainly going to be the most
any cooperation or shelter given by local underworld figures, commonly taken drug in any fantasy campaign, it has special,
the activities of rivals, and so on. simplified rules that should make it easy to run a drinking
contest, a night carousing or looking for information in a
d12 Drug Buying Complication tavern, or even help the DM should the PCs decide to open
1 Drug's a harmless fake. their own bar.
Every alcoholic drink has a strength level, which roughly
2
Drug's been cut with laxative. Effects are half as corresponds to the amount of alcohol in it, and as they
strong and user gets diarrhea. consume more and more alcohol, drinkers acquire different
3 Drug's too old. One of the effects doesn't occur. levels of drunkenness.
Every time someone has a drink of alcohol, they have to
4
The dealer's under investigation by the authorities. make a Constitution saving throw or acquire a level of
Now the buyer is, too. drunkenness. The DC for the saving throw is (8 + the number
5 The dealer's an undercover officer of the law. of levels of drunkness already acquired + the alcoholic
6 The dealer is killed by a rival.
strength of the beverage).
You can use the following chart as a guideline for
7 Drug's way too strong. User overdoses. determining how strong a drink is:
8 The dealer tries to rob the buyer. Drink Type Alcoholic Strength
9 Contaminated. One effect is replaced another drug's. Beer, Ale, Cider 1
10 User has the poisoned condition 1d4 hours. Wine, Mead 2
11 Dealer tries to kill the buyer. Dessert Wines, Brandy 3
12 User must roll on the short-term madness table. Hard Liquor 4

Medicines as Poisons, aka If the creature is smaller than size medium, they make their
Deliberately Overdosing Someone drunkenness saving throw with disadvantage, and if larger
than medium, with advantage. Creatures of giant size and
Most of the medicines found in this handbook can be used to above cannot get drunk by these rules, as the beverages that
deliberately provoke deleterious effects upon an unsuspecting puny creatures like dwarves and humans drink are far too
user. Effectively, this is done by overdosing one's victim. weak to affect them.
Anyone with proficiency with the poisoner's kit can make a It takes a number of drinks equal to a character's
DC 10 Medicine check to determine the dosage necessary to Constitution modifier minus one before that character is
do this. If a character has crafted the drug, no Medicine check visibly drunk. They may well have acquired some levels of
is necessary. drunkenness by then, but it would take a Wisdom
When someone has been poisoned with one of these (Perception) check to tell. The DC for the check is (10 plus the
medicines, treat it as though they have taken two doses of the drinker's CON modifier).
drug at the same time. In addition to the regular effects of the After someone has stopped drinking, each level of
drug, the overdose effects occur immediately. drunkenness takes one full hour to go away. The effects of
drunkenness levels stack.

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If a creature advances 3 or more drunkenness levels in an The drinker must make a DC 10 Charisma saving throw for
hour, they must make a Constitution saving throw or suffer every person within 30 feet, starting with the closest and
from alcohol poisoning. The DC for this save is (8 + their getting progressively farther away. The first person for whom
drunkenness level + the strength of their most recent drink). the drinker fails their saving throw becomes the drinker's best
friend in the world (temporarily).
Drunkenness
Level Effect
Treat this as though the person had cast the charm person
spell on the drinker with the exception that the drinker will
1
Wisdom (Perception) checks have not willingly leave that person's company under any
disadvantage circumstances.
All Dexterity saving throws and checks have If the drinker has a lengthy interaction with someone else,
2
disadvantage the charm effect may move to that person, at the DM's
discretion.
3
All Charisma saving throws and checks have Sad Drunk. If the drinker is a sad drunk, then during this
disadvantage stage of drunkenness they are morose and weepy, lamenting
4 Character becomes 'hammered' (see below). all the bad things that have happened to them, to their friends,
Character is unconscious and cannot be
and to the world in general. All effort is pointless, all
5 woken until at least two levels of
aspirations hopeless. For the duration of this stage, the
drunkenness have expired. drinker behaves as though they had acquired 4 levels of
exhaustion.
Moreover, even being around the drinker is enervating.
Hangovers Unless they have at least two drunkenness levels, anyone
Everyone's favorite part of drinking. After all drunkenness within 15 feet of the drinker or who significantly interacts
levels have been lost, the drinker probably feels pretty awful. with them (DM's discretion) must make a DC 10 Charisma
They must make a Constitution saving throw to avoid a saving throw every hour or acquire a level of exhaustion.
hangover. The DC is (10 plus the maximum drunkenness level Levels of exhaustion gained in this manner are lost much
acquired plus the strength level of the strongest drink they faster than normal: once out of the drinker's influence, they go
imbibed). away at a rate of 1 per hour.
Angry Drunk. If the drinker is an angry drunk, then during
Last night, Hermione drank wine until she became
this stage of drunkenness they are aggressive and bellicose.
hammered, so her DC to avoid a hangover is 16 (10 Every character within sight of the drinker must make a DC
plus 4 for becoming hammered plus 2 for drinking 10 Charisma saving throw, starting with the closest and
wine). getting progressively farther away. The first character to fail
the saving throw becomes the target of the angry drunk's ire.
The drinker is compelled to attack that character using only
Hangovers cause characters to move at half speed and have fists and improvised weapons. Fortunately for their intended
disadvantage on all attack rolls and Dexterity saving throws victim, the drinker has disadvantage on all attack rolls and all
and checks. If a hungover character completes a short rest, attacks made against them have advantage. The drinker will
they can make their saving throw again and, on a success, they continue to fight until victorious (the target flees or drops
shake off the hangover. unconscious), at which point a new target is found, or is
The hangover condition goes away on its own after a long knocked unconscious themselves.
rest. Stupid Drunk. If the drinker is a stupid drunk, then during
this stage they have great trouble following even simple
conversations and consider themselves to be the wisest, most
'Hair of the Dog' variant
knowledgable person in whatever room they happen to be in.
The drinker loses 2d4 points of Intelligence and 1d4 points
A variant rule is that a character has advantage on
their saving throw to avoid a hangover if they
of Charisma. Ability score damage acquired in this way goes
imbibe more of the drink that they were having
away entirely after a long rest.
before. Think carefully before introducing this They must then must make a DC 10 Wisdom saving throw
variant, as massive PC drunken high jinks may well for every person within 30 feet, starting with the closest and
ensue. getting progressively farther away. The first person for whom
the drinker fails their saving throw becomes the focus of the
drinker's undivided attention.
Hammered As far as the drinker is concerned, whoever it is they're
At drunkenness level 4, the drinker enters the 'hammered' focused on is wrong about something very, very important that
stage, also known as 'wasted,' 'sauced,' or 'knackered.' There the drinker is an expert on, and the drinker is compelled to
are four options for this, determined by the drinker's correct that person's misunderstandings.
personality. Treat this as though the drinker has had the suggestion
Happy Drunk. If the drinker is a happy drunk, then during spell cast on them with the command that they talk to the
this stage they consider everyone around them on the best person they've identified. If the drinker has a lengthy
possible terms. All jokes are funny. All people are generous interaction with someone else, the suggestion effect may
and worthy. All love is true and all enemies misunderstood. move to that person, at the DM's discretion.

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Alcoholism and Drying Out Ghost Ale: Ghost ale is brewed from barley and hops
If you use these rules for drunkenness, it may well be that harvested under the new moon—called the “no moon” by
there is no need for addiction rules for alcohol in your some -- and treated with a secret formulation that might
campaign. Depending on your setting, alcoholic drinks may be include a touch of formaldehyde. This dark brew has a
so common that very few non-alcoholic drinks are even spiritual impact on those who drink it. Those who imbibe too
available, and so everyone is going around on a permanent much of it report having out of body experiences. Few
semi-buzed level. (Something like drunkenness level 0.5, I breweries in the material world produce ghost ale, but the
suppose.) drink is more common in the Shadowfell, where it is easier to
However, if you want to apply the addiction and withdrawal make and its effects are less pronounced. In some regions of
rules in this handbook to alcohol as well, I recommend giving the Shadowfell, ghost ale is the local small beer, and it is
alcoholic beverages a save DC of 5 and 4 addiction dice. consumed at every meal.
When alcoholics drink alcohol, they have advantage on their Golden Light: A fine, lightweight beer with flowery accents,
saving throws to acquire drunkenness levels and lose their this is a favorite trade item with humans and halflings.
drunkenness levels at half speed. Hardcheese's Best: A blended beer made by the halfling
Fulbar Hardcheese in Daggerford that tastes like almonds.
Some Well-Known Alcohols Helmatoss: A sweet, oily, clear pale ale, helmatoss sits
heavily on the stomach. Some say it was named for the long-
Just a tiny sampling of the panoply of alcoholic beverages dead tavernkeeper Alanra Helmatoss, and others say it’s
available on the Sword Coast. named for the violent retching it induces in those who over-
imbibe. In smaller doses, it’s known to neutralize many
Ales, Beers, & Meads poisons and settle raging acidic stomachs -- Harpers have
Beer is made locally all over the Realms, and the flavor and tested both contentions and proven them true -- and is
appearance of brews vary widely. For many, it is a cheap, daily definitely an acquired taste. Those who have acquired that
drink often enjoyed with gusto. taste often drink great amounts and swear by it, whereas one
Annasker: Named for the family who first made it, large tankard will leave a first-timer spewing. Warning: highly
annasker is a sparkling, pinkish pale ale that tastes sweet but flammable!
tart, like lemonade mixed with several berry juices. Kragg: This spirit is popular among orcs and goblins. It is
Belbuck: A halfling-brewed beer, and by far the most extremely powerful and tastes dreadful to the non-goblinoid
popular, belbuck is sweet and a translucent green thanks to palate. Drinking a tankard of this foul brew nauseates anyone
fermented herbs that make it both strong and minty. Like who is not an orc, half-orc, goblin, or hobgoblin.
spearmint, it clears other tastes, and it chills the throat like Pulsch Brown Ale: A halfling creation, found among the
menthol. It’s deceptive; many a traveler has drunk deeply few permanent halfling settlements that have acquired the
before feeling the effects, and afterward been unable to rise taste of ale. It has a pleasant, nutty flavor.
and walk across a taproom unaided. Saerloonian Topaz: Although not normally famed for
Chichiatl. This strong, thick, milky-white alcohol is popular brewing, elves find exotic honey in their forest homes to
throughout the northlands of Faerûn. It is made from the hard, create this delightful mead. Even dwarves find its taste
starchy, normally-inedible roots of the yarrotreed bush, also appealing—though they are loath to admit it.
known as moosetongue, which must be boiled, sliced into thin Thudrud: Almost universally avoided by non-goblinoid
pieces, and then chewed to a pulp and spat into a bowl before races, thudrud has been described as having the taste and
fermentation can begin. Those who have never tasted it can smell of “a rotting cow that caught fire.” It is favored by some
rarely be convinced to do so once they find out how it is made, barbarians as the drink of choice.
but in the frozen lands chichiatl is a major part of the diet of Zeskorr: A dark brown pale ale, zeskorr tastes of salt and,
nearly all humans and quite a few orcs. It is said that three some say, fish; others just say it tastes strange. Apt to upset
glasses of chichiatl a day contain all the nutrition a full-grown the stomachs of the unwary, zeskorr is deeply enjoyed by
person needs and that anything else a person might eat is just those who have acquired a taste for it.
gravy, but this is a rumor yet to be successfully tested.
Darndarr: A sandy or nutty flavored beer, darndarr goes Wines
silkily well with both seared meats and fish. This ale keeps Faerûnian wines range from opaque, glossy black to clear and
well, even out in the sun. The small earthenware jugs it is nigh-colorless, from sugary sweet to “wrinklemouth” bitter,
served in collapse into powder if flung or swung against and from local “tath” (poor or very ordinary) to expensive, far-
something hard, making them into preferred “drench people” traveled “dance in your glass” vintages sought after by
missiles in pranks. Many locals have crocks and kegs of collectors, argued over by snobs, and unobtainable by the
darndarr around the house for casual drinking and for use as ordinary “jack in the street.” Literally thousands of vintages
a marinade or to “jug” perishables in, for longer keeping. exist, from the little-known and the local to those whose
Diamond Water Ale: Created and distilled in much the volume fills hundreds of casks that are shipped far across
same way as diamond water elixir, this thick, muddy ale has a Faerûn for local bottling. In particular, the production of
chokingly poppy taste (usually riddled with crunchy bits from Tethyr’s coastal vineyards has climbed steadily throughout the
its imperfect brewing process). 1300s DR and 1400s DR.
Dragonbite Bitter: The recipe for this exceptional dark
beer is centuries old, and only the Dragonbite Brewery has
been able to reproduce it.
Dwarfhead Stout: Found almost exclusively in dwarven
communities, this powerful brew is a “day- to-day” beer
favored by warriors.
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Elves, and to a lesser extent half-elves, can consume large Stonesulder wine is made by crushing the fruits and leaves
amounts of wine without becoming inebriated, whereas red of certain jungle and swamp plants found in many layers of
wines contain some substance not yet identified that leaves the Abyss to capture their sap or juice, which is then
gnomes reelingly imbalanced -- or puts them rapidly to sleep -- fermented in wooden barrels. The fermentation process takes
after they imbibe only a small amount. place either in the Abyss or in the Realms, and the barrels
Aleeian Wine: The grapes for this astounding wine are must be from a hardwood, or else the wine is soured, and the
picked from wild vines located deep in the forest. It takes aging should be in a damp and warm, rather than cold, place.
many tendays to find enough grapes to create even one batch. Utterdark: Has an almost salty taste. Few enjoy it, but
Fighting Cock Wine: A local brew from Luskan. Quite vile, those who take to it can't get enough. When used as a
but laced with spirits to make it raw and strong. It burns marinade, its powerful flavor can cover the taste of spoiled
readily in any flame. food, and that and its potency make it a favorite with the
Frostwine: This delicate white wine is created from an quartermasters of many ships plying the waters of the Sea of
exotic blend of grapes that grow only in extreme northerly Fallen Stars.
climes. Frost worms in particular are drawn to the scent of
frostwine grapes in bloom, making it dangerous to harvest. Stronger Drinks
Garnet Wine: Made from grapes found high in the Increasingly, among humans, spirits aren’t drunk straight, but
mountains, this fine, if bold, wine includes at least 10 gp worth are mixed with other drinks to increase the potency of the
of ground of garnet “for flavor.” secondary drink. Generally, in the warmer climes, and as far
Mushroom Wine: Created by several different species that north as Amn, intoxicating drinks are blended for taste
live below ground, there are many types of this wine. Prices reasons, sometimes mixed with fresh fruit juices. However,
range widely. they are almost never deliberately made stronger by
Sonata Wine: A cultivar of grape in the vineyards of eladrin combining one alcoholic drinkable with another.
nobility tastes of potential. Vintners throughout the Feywild That said, from Westgate northward, and Beregost
considered it a mediocre grape until Hebaru Tonaro northward on the Sword Coast, most inns and taverns serve
discovered the grape’s secret quality: It loves song. If the vine fortified drinkables. These are of two sorts: the booze that the
is cared for with melodious song throughout its life, it house waters down habitually and every patron knows about,
develops into a unique fruit from which expert winemakers of and the mixed drinks that are done on the spot, at the request
the eladrin nobility can make an exceptional wine. of a patron or when a patron accepts an offer to “warm” his or
The amount of work that goes into singing a grape to her drink.
greatness makes bottles of sonata wine rare. What’s more, the The first group of warmed drinks includes zzar
quality of song dictates the quality of the resulting grape, and (Waterdhavian fortified wine) and what’s called deep ale or
the finest singers prefer to perform for crowds of appreciative fire ale (beer to which a grain-based spirit has been added).
people rather than for silent, impassive fruit. Still, many These beverages might be watered to make them go farther if
singers have earned small fortunes by dedicating themselves the taste is harsh (and to save some coins), and are often
to the vine for a season. fortified with distilled spirits. These spirits are usually potato-
Some vintners prefer to use mortal vocalists rather than based, akin to real-world vodka: essentially clear, colorless,
eladrin for their grapes. They enchant the greatest voices from and tasteless.
the mortal world and take them away for a year and a day that The second group of warmed drinks includes those that
they will not remember, until the day when a properly aged approach the elaborate recipes of realworld cocktails, but
bottle appears as thanks. such beverages are found only in places like Waterdeep,
Spiderblood: A slight misnomer, this mushroom wine Silverymoon, Luskan, Neverwinter, Sembia, Westgate, and
crafted by the drow includes a substantial dose of venom from the coastal ports of the Dragon Reach. Usually this kind of
poisonous spiders. Its taste is remarkable and unlike anything warmed drink is a simple “Warm your wine by stirring in a
encountered on the surface world. Anyone not used to little throatslake, goodsir?” concoction (“throatslake” here
drinking this wine (usually a nondrow) makes their meaning an unspecified distilled spirit). If the throatslake’s
intoxication saving throw with disadvantage. strong taste clashes with the wine, the result can be horrible.
Stonesulder Wine: The long-dead merchant Ariast Burning Bronze Ale: The efreet masters of the Burning
Stonesulder popularized the vintage that bears his name by Bronze Distillery, originally in the City of Brass but now with
tirelessly selling it all over the Heartlands of the Realms. The satellite distilleries across the Elemental Chaos, take great
yellow-hued, sharp-flavored liquid known as Stonesulder wine pains to conceal their source for the rye that they use to make
is now a staple in many kitchens. Not only does this pleasant their famous Burning Bronze Rye. Competing distilleries have
drink cleanse the palate when imbibed by itself, but it also has sent spies across the plane searching for the flame-grown
the property of binding sauces and gravies to rice and root grass from which the famous drink must be distilled. In truth,
vegetables (such as potatoes, turnips, parsnips), so that the all the rye is sourced from a single farm in the material world,
flavors of the sauces cling and mask or alter the natural run by generations of farmers who raise a good crop and are
flavors of what they cling to. Stonesulder wine has an acidic successful, despite the fact that no one nearby knows where
“tang” or edge to its taste that clears the throat and has been they sell their produce.
described as “sweet fresh fruit crushed and squeezed to jet
juices down one’s gullet” (by the “Sage of the Table” and
gourmand Halitz Marlel of Athkatla).

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The combination of excellent -- if mundane -- rye and a Some substances are highly addictive in that after just one
magical distilling process infuses the final spirit with heat and hit you’re likely to be addicted, but going cold turkey isn’t very
depth of flavor. Aficionados the worlds over recognize it as a difficult. Some substances are less likely to cause an addiction
fine drink, and many wealthy nobles keep it on the back of the but, once caused, their addictions are much more difficult to
top shelf until they need to impress a guest. Burning Bronze kick. Because of this, addictive substances have a Constitution
Rye warms the soul, invigorates the spirit, and inspires save DC and an addiction dice number. The higher the DC,
greatness. Or so it states on the label. the likelier someone is to get addicted in the first place. The
Burning Bronze Rye comes in bottles aged 15 years, aged higher the number of addiction dice, the harder it is to break
50 years, and aged 500 years. the habit.
Elven Moondrop: Exquisite beyond compare, this beverage
can be produced only by someone with expertise in Getting Off the Junk
alchemist's tools. It is made through a bizarre process The description for each addictive substance lists a number of
involving fresh dew and moonlight. ‘addiction dice’. These come into play if an addict wants to
Firebeer: A concoction of ale made stronger by dumping kick their habit of using the substance. The addiction dice,
spirits into it. It tastes even more vile than it sounds, but can which are always d4s, determine how hard it is to go cold
be used as lamp fuel. turkey. If the addict is lucky enough to have someone around
Frenzywater: An extremely potent clear alcohol. Rumors of who can cast greater restoration, it’s also a measurement of
bottles spontaneously catching fire when exposed to sunlight how many times the spell has to be cast on them in order for
have never been proven. the addiction to be completely gone.
Rollrum: A dark, licorice-laced Tashlutan drink, which has
a cool, clear, minty aftertaste. If you’re addicted to carthagu, which has 5
Shadewater: Water burbles up from a spring into an addiction dice, you'll need your cleric friend to cast
underground lake, flows down subterranean streams, and greater restoration on you for 5 consecutive days to
never sees the surface. When that water pools in the corpse of get clean!
an intelligent creature who drowned in that stream and left
behind a lost spirit, the water becomes shadewater. Light has
never touched it, and the only life it knows is cold, eternal Withdrawal
despair. When an addict does not ingest their drug, they begin to risk
Naturally formed shadewater is rare; attempts to create it withdrawal. The following formula determines how many days
intentionally have yielded few successes. When a creature an addict can go without a hit: half of [20 - (a roll of all the
does find a source, it never lasts long: such conflict arises over addiction dice) + (CON Modifier)].
possessing a source of shadewater that, inevitably, blood spills After that duration has passed, the addict must make a
in the lake and spoils the discovery for everyone. Constitution saving throw (same DC as listed in the
A drink of shadewater chills the spirit and makes the description) every day. The addiction dice are also rolled, and
drinker cold in action and emotion. It serves as a protection the resulting number is subtracted from the character’s d20
against feelings, allowing calculated and considered roll, making the addict's roll [1d20 - (a roll of all the remaining
decisions, and it also distances the mind from those who addiction dice) + (CON Modifier)].
would affect the imbiber. If the addict succeeds, the process repeats the next day, only
Wyrmwizz: A muddy, alcoholic swill popular in Skullport. one fewer addiction dice are used. If the character succeeds
when the addiction die is 1d4, then they are no longer
Addictive Substances addicted.
After someone ingests an addictive substance, they have to
make an immediate Constitution saving throw. The DC for Luhix, for example, has 4 addiction dice. If Hrothgar
this depends on the substance and is listed in the description. (CON 16) stops taking the drug, he can go [20
If the creature succeeds in their saving throw, they are not -4d4 +2] days without suffering any withdrawal
addicted. The effects of the substance take place as stated in effects. Let's say he rolls 4d4 and gets a 10. 20-
the description. Nothing to see here. Move on. Go about your 10+2 is 12. Divide that by 2 and we get that he has
business. (They need to make the save again if they take the 6 days before he needs to make his first addiction
substance again, of course.) saving throw. Hrothgar will now have to make 4
Unless it states otherwise in the description, creatures that successful addiction saving throws to kick his habit,
are immune to the poisoned condition cannot become one for each die. Good luck, Hrothgar!
addicted. Creatures that have resistance to poison or
vulnerability to poison roll their addiction saves with
advantage and disadvantage, respectively. As before, addicts that have resistance to poison or
If the creature fails their saving throw, they become vulnerability to poison roll their addiction saves with
addicted to the substance and special rules apply. advantage and disadvantage, respectively.

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Withdrawal Levels Hrothgar has a Constitution of 16 (modifier of +2) and and
If an addict fails one of these saves, then they gain a level of rolls a 2, a 2, and a 3 for his initial, secondary, and side effects.
withdrawal and the next day must roll their Constitution He experiences terrible pain for 2 rounds as his wounds close
saving throw with the same number of addiction dice. There and then is zonked out of his gourd with pleasure for 16
are six levels of withdrawl, detailed in the chart above. As with minutes. For 24 minutes after the luhix is applied, he thinks
levels of exhaustion, levels of withdrawal are cumulative. everyone around him is friend of his and does pretty much
If a character succeeds in breaking their addiction, their whatever he's told to do (although for 16 of those 24 minutes
withdrawal level decreases by one for every completed long he's not paying much attention to anything but his own bliss).
rest. A greater restoration spell will remove two levels of Unfortunately, Hrothgar has also failed his addiction saving
withdrawal. throw and now has a dependency on luhix. The next time he
takes the drug, the effects will be much less strong than the
Withdrawal first time, and if he doesn't take it regularly, he's likely to
Level Effect experience some very unpleasant side effects.
1 Addict can no longer take short rests.
After ten or fifteen tendays living with his unfortunate (and
expensive) luhix habit, Hrothgar decides to go cold turkey.
2 Addict has disadvantage on all ability checks. Luhix is very hard to get off of and has a high number of
Addict has disadvantage on attack rolls and
addiction dice: 4d4. It also it pretty addictive: DC 15. Unlucky
saving throws (does not apply to the saving for Hrothgar! Fortunately, Hrothgar has a Constitution of 16
3 throw to break free from the addiction). One and is proficient in his Constitution saves, so he gets a +5
physical and one mental ability score, each bonus to his d20 roll. Let’s see how he fares.
randomly chosen, lose 1d4 points. Day One: Hrothgar has 4 addiction dice. This is going to be
tough. If we subtract his saving throw bonus from the DC for
4
Addict's long rests have a 50 percent chance
of failure. One physical and one mental ability
Luhix, he needs to get a 10 or above. 1d20-4d4 has only a 7.38
score, each randomly chosen, lose 1d4 points.
percent chance of being at least a 10. Good luck Hrothgar!
Day Two: Having succeeded, somehow, Hrothgar now faces
Addict acquires an indefinite madness (p. 259 3 addiction dice. He has a 17.58 percent chance of getting at
5
of the DMG). One physical and one mental least a 10 rolling 1d20-3d4. Hope you make it, dude!
ability score, each randomly chosen, lose 1d4 Day Three: Now things are getting downright easy! With
points. only 2 addiction dice, Hrothgar’s chances of getting at least a
6 Addict dies (heart attack, most likely). 10 are a whopping 30 percent.
Day Four: Finally, with only one addiction die remaining,
On the event that a character’s roll is negative, then that his chances are looking pretty darn good: 42.5 percent.
character falls off the wagon and must acquire a new hit of But you know what? Hrothgar’s chances of going cold
their addictive substance within a day or gain two withdrawal turkey on his first try without gaining any withdrawal levels?
levels. Just 1.22 percent. Don’t do drugs, kids. It’s easy to start and
hard to stop.
Relapsing
If an addict ingests the substance they're addicted to, any Herschel's drinking problem.
withdrawal levels they've acquired are eliminated. Herschel (level 1 paladin) has been drinking carthagu
Even if an addict has successfully kicked their habit, they (addiction DC 5) to help calm his nerves, but now he’s
still remain an addict, just not a user. If they try their drug thinking that his carthagu habit has become a problem. It’s got
again, they're likely to relapse. a whopping 5 addiction dice, though, and he doesn’t have a
In the event that an addict who has successfully stopped very high Constitution (12), which means he’s only going to get
using ingests their drug of choice again, they have to roll their a +1 bonus added to his Constitution saves. Can he do it?
addiction saving throw with disadvantage. They get the full First, he rolls 5d4 and gets a 13. 20-13+1 is 8, so if he goes
effect of the drug the first time they use again. cold turkey, he wont start feeling the effects of withdrawal for
A greater restoration spell cast on a non-using addict will 8 days. After 8 days have passed since his last drink, though,
remove that (invisible) condition. he needs to start making those Constitution saves.
Day One: Chances of rolling at least a 4 (DC 5 - 1 Con
Some Addiction Examples bonus) on 1d20-5d4 is 22.64 percent.
Day Two: Chances of rolling at least a 4 on 1d20-4d4: 35
Hrothgar takes luhix percent
Hrothgar (level 1 fighter) lies gravely wounded on the Day Three: 1d20-3d4: 47.5 percent chance of getting at
battlefield, a deep gash in his leg reaching all the way from least a 4.
crotch to knee. Bleeding heavily, Hrothgar is likely to die in Day Four: 60 percent chance of success!
mere moments. Acting quickly, Hildegaard rushes to his aid Day Five: 72.5 percent chance of kicking the carthagu
and applies luhix to his injury, stabilizing him. She has saved habit!
his life... but at what cost? It looks good at this point, but overall, Herschel has a
depressing 1.64 percent chance of making it through first try.
Wowzers!

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Hannah smokes too much.
Hannah (level 1 wizard) has a nasty smoking habit. She
started using haunspeir to help her get through her studies at
the wizarding academy and now finds she needs to smoke all
the time or she feels awful. Plus, Hrothgar and Herschel keep
telling her how bad it smells. Time to quit!
Hannah has a good Constitution (15) so she's going to need
to get at least an 8 each time she rolls. Let's see how she does.
Day One: She's got a 40 percent chance of success.
Looking good!
Day Two: 52.5 percent chance of success. Will she make it?
Hannah has a 21 percent chance of getting off haunspeir
first time without any withdrawal levels. That's darn good, if
you're asking me.
But, unfortunately, she missed the first roll and picked up a
level of withdrawal. She stuck with it, and made it on the
second try, knocking one of the addiction dice out, but, as luck
would have it, she failed the next roll and picked up another
withdrawal level.
Now she can no longer take short rests and has
disadvantage on all her ability checks. Life's looking pretty
unpleasant for Hannah right about now. Should she try again
or give up and admit that this attempt at quitting is a bust? At
this point, she's got a 52.5 percent chance of beating that
devilish weed out of her system, but if she fails the roll, a third
level of withdrawal is going to cost her a LOT: disadvantage
on all her attack rolls and saving throws and a serious penalty
to TWO of her ability scores. Ouch!
Glum and defeated, Hannah picks up her pipe and lights it.
Maybe next time.

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Jassal: Subtle but capable of wafting for long distances,
Scents and Perfumes jassal is a fashionable scent that looks like a blue-green
While not strictly speaking drugs, manufactured scents are translucent alcoholic drink and smells like ripe cherries. It
made in very similar ways and can be extremely lucrative. feels chilly when applied to the body, turns transparent, and
There have been attempts to regulate the industry, but they imparts that same cherry smell to the wearer for around six
are token measures at best. Most people who make drugs hours. It is widely believed to be made from cherries, alcohol,
know a thing or two about making scents as well, if only to and some secret ingredient, but in fact is made from alcohol
make their medicines more palatable to their customers, and and the distilled roots of thistles, nettles, and three small
most legal purveyors of drugs will have a few 'house brand' flowering weeds. Priestesses of Loviatar long ago discovered
scents available as well. that if a body drenched in jassal is whipped, the skin briefly
feels intense, “on fire” pain, but heals itself of all scratches,
That said, there is a great difference between someone who weals, bruises, and other small wounds. The church of
knows how to make a simple perfume and someone who Loviatar now uses jassal in many rituals because of these
specializes in complicated, expensive ones. The recipes for properties. Jassal-coated flesh makes a loud, cracking sound
very good scents are closely guarded and standards are very when struck, and emits an intense cherry odor, even if the
high: a perfume that stains clothing or makes one's skin itchy initial smell has faded almost to nothing. The cost per flask is
is worthless, after all. Moreover, a scent that changes over 140 gp.
time isn't to be trusted. No one wants to buy a lovely perfume Sunrise: A yellow-orange translucent liquid, sunrise smells
only to discover a tenday later that it now smells of dung or like freshly grated lemons. On the body it turns transparent
rotted meat. and imparts a minty smell with a citrus tang that lasts for
If you wish, you can use the same crafting rules for around six hours. It is widely believed to be made from
perfumes as this enchirion sets out for drugs. alcohol, various citrus fruits, and a secret ingredient. In fact, it
The following six perfumes are the most commonly found is alcohol in which specific sorts of mussels, oysters, and
in Waterdeep. Each is the signature scent of one of the major snails have been boiled, with the addition of a few drops of the
perfume-makers in the city and they can be found in most any juice of a certain sort of melon, and more than a few drops of
shop that sells perfumes. rabbit urine. The cost per flask is 20 gp.
Bluestars: A blue translucent liquid with gold flecks, Tanlarl: A reddish brown, oily ointment, tanlarl turns
bluestars has a strong medicine smell until it is applied to the transparent and stops feeling oily upon contact with the skin.
body of a humanoid, whereupon it turns transparent and It smells of faint wood smoke before contact with a body, and
smells like fresh before-storm winds (with the exception of on some bodies has no smell at all. However, on most female
orcs, on whom it smells like fresh-baked bread). It also bodies it smells mildewy, and on most male bodies it smells
instantly and lastingly banishes body odors and strong food- warm and leathery, and the odor is very attractive to females.
related smells such as curry and garlic. The effects last for Tanlarl is widely believed to be made from the bodily
about a day. Bluestars is purportedly made from forest dew secretions of rare monsters, but is in fact derived from
that has mirrored starlight, virgins’ tears, and a distillate of vegetable oils, the livers of oxen, and certain herbs. The smell
alicorn (unicorn horn), but in fact it contains none of these is a very strong aphrodisiac to orcs and halforcs, who might
things. It is actually derived from a specific kind of clay, the be moved to accost beings they would otherwise shun. The
powdered shells of a particular type of snail, and the saps of cost per flask is 12 gp.
three weeds. The cost per flask (holding about a pint) is 220
gp -- its high price due to its odor-banishing properties and
alleged but false efficacy as a ward against poisons.
Darkdew: A scent that has been associated with dangerous
women for nigh a century, this opaque black oily ointment is
said to come from the Underdark and to have something to do
with both the blood of monsters and the sweat of female drow.
In truth, it is a combination of three plant oils, six herbs, and a
distillate of slugs. It turns transparent upon contact with the
skin, and it imparts a musky smell to the wearer for most of a
day that most folk, from fey to goblinkin, find arousing.
Darkdew tastes like black, bitter, unsugared licorice. The cost
per flask is 176 gp.
Harlyr: The cheapest widely known perfume in Waterdeep,
harlyr (har-leer) is a rose red translucent liquid that feels
slightly oily or gummy, and smells of nothing at all. When
applied to the body of a humanoid (except for goblinkin), it
turns transparent and sinks into the skin and for the next
three hours or so, the wearer smells strongly of a clear and
pleasant fragrance like that of freshly opened roses. If the
wearer is a goblinkin, the smell is like scorched urine. Harlyr
is correctly known to be made of nut oil, alcohol, and the sap
of three abundant, nondescript field flowers. The cost per
flask is 4 sp.

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PART 2 Medicine List

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Medicine List

A
ny place with a reasonably developed population The medicines marked with an asterisk are my own
will have their own such substances that rely on inventions. The others are adaptations or updates or existing
local flora and fauna. These are merely some of D&D material, as noted on the final section of this handbook.
the most commonly found in the larger
settlements and cities of the Sword Coast.

Name Type Rarity Addiction DC Addiction Dice


Alchemist's Mercy ingested common n/a n/a
Alindluth ingested rare 12 3d4
Appearing Ink* injury rare n/a n/a
Arthorvin ingested rare 15 2d4
Azuldust inhaled rare 10 4d4
Baccaran ingested/inhaled rare 15 4d4
Belarris ingested rare n/a n/a
Bitterleaf Oil contact common n/a n/a
Black Lotus Extract contact/ingested/injury rare n/a n/a
Blacktooth Fungus Paste ingested rare 10 3d4
Bloodflower Leaf ingested rare 15 3d4
Bloodpurge contact basic n/a n/a
Bloodroot ingested very rare 5/15 1d4/3d4
Bloodstaunch injury basic n/a n/a
Bookworm Resin* contact/ingested rare n/a n/a
Burrfoot's Nut Brown Ale ingested uncommon as alcohol as alcohol
Calad ingested uncommon n/a n/a
Carthagu ingested common 5 5d4
Chaunsel contact uncommon n/a n/a
Darklake Ale* ingested uncommon as alcohol as alcohol
Dathlil ingested basic n/a n/a
Devilweed inhaled common 12 2d4
Diamond Water Elixir ingested basic n/a n/a
Donavitch's Sunshine* contact uncommon n/a n/a
Dose of Haagen* ingested common n/a n/a
Dragonbane contact/ingested/injury very rare n/a n/a
Dread Sobaka* ingested rare 12 2d4
Drowth contact/ingested rare n/a n/a
Dwarven Grave Ale ingested rare as alcohol as alcohol
Elf Hazel contact rare n/a n/a
Elf Juice* ingested uncommon as alcohol as alcohol
Elixir of Fantasy ingested uncommon 8 1d4
Eye of Basilisk Powder contact very rare n/a n/a
Eyescratch Juice contact very rare n/a n/a

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Name Type Rarity Addiction DC Addiction Dice
Felsul Tree contact basic n/a n/a
Fezrah ingested very rare 10 2d4
Firebelly ingested rare 5 1d4
Fleshwort injury basic n/a n/a
Gnomish Moonguard* injury very rare 10 3d4
Green Rapture injury/ingested uncommon 8 2d4
Green Welcome ingested rare 14 2d4
Greenblood Oil ingested rare n/a n/a
Grell Bile ingested/injury uncommon n/a n/a
Harlthorn ingested/contact basic n/a n/a
Haunspeir inhaled common 10 2d4
Insanity Mist inhaled very rare n/a n/a
Izverg Kholodets* ingested rare 10 2d4
Jalynfein* injury very rare 5 3d4
Lich Dust ingested/injury very rare n/a n/a
Liquid Courage ingested uncommon 5 3d4
Lorbralinth ingested/injury uncommon n/a n/a
Luhix injury rare 15 4d4
Mad Foam ingested uncommon n/a n/a
Mad Honey* ingested uncommon n/a n/a
Malyss Root Paste inhaled rare n/a n/a
Mertoran Leaf ingested uncommon 8 5d4
Mindfire injury rare 12 2d4
Miner's Milk ingested basic as alcohol as alcohol
Moog's Cheer* ingested uncommon as alcohol as alcohol
Moon Honey ingested uncommon n/a n/a
Mordayn Vapor inhaled rare 17 3d4
Musk Muddle Salve contact uncommon n/a n/a
Mushroom Blue inhaled rare 12 3d4
Myconoid Essence ingested rare n/a n/a
Night Sleep injury common n/a n/a
Nilhogg's Nose ingested rare n/a n/a
Nitharit ingested rare n/a n/a
Oil of Taggit contact rare n/a n/a
Palasa* contact common n/a n/a
Pale Tincture ingested rare n/a n/a
Perjury Sauce* ingested rare 10 3d4
Philter of Madness* ingested rare 8 2d4
Phoenix Powder ingested rare n/a n/a
Purebalm contact uncommon n/a n/a
Ralayan's Comfort* injury very rare 15 2d4

104
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Name Type Rarity Addiction DC Addiction Dice
Rhul ingested common 12 2d4
Sakrash ingested uncommon 10 4d4
Sannish ingested rare 18 4d4
Scorcher Fumes inhaled common n/a n/a
Sehan contact very rare 18 2d4
Shadowbalm* contact rare n/a n/a
Shrinkwort ingested rare n/a n/a
Silphium* ingested common n/a n/a
Slumbering Ignatius* inhaled uncommon n/a n/a
Snake Oil contact very rare n/a n/a
Srindym contact/ingested/injury very rare n/a n/a
Sweetheart's Confection ingested common n/a n/a
Swiftsleep injury uncommon n/a n/a
Tansabra injected uncommon n/a n/a
Tatterskyre ingested basic n/a n/a
Tekkil contact uncommon 8 5d4
Terran Brandy ingested very rare 15 3d4
Thardynyn contact uncommon n/a n/a
Theriac* any common n/a n/a
Thever ingested/inhaled uncommon n/a n/a
Timmask inhaled rare 14 2d4
Tonandurr Bark contact basic n/a n/a
Tongue of Madness ingested rare 12 3d4
Tongueloose ingested uncommon n/a n/a
Trueform Oil* contact very rare n/a n/a
Truth Serum ingested very rare 5 1d4
Truth Wine ingested rare as alcohol as alcohol
Tuanta Quido Miancay inhaled very rare n/a n/a
Underbeer* ingested uncommon as alcohol as alcohol
Ungol Dust contact/ingested/inhaled very rare n/a n/a
Unguent of the Hydra* injury very rare n/a n/a
Unicorn Horn Powder* inhaled very rare n/a n/a
Vine Oil contact rare n/a n/a
Vlonwelv's Silvertongue* ingested rare n/a n/a
Vornduir inhaled uncommon n/a n/a
Wittlewort Brew ingested rare n/a n/a
Wurple ingested rare n/a n/a
Wyvern Ink injury rare n/a n/a
Yethgrel ingested rare n/a n/a
Zixalix ingested rare 12 5d4
Zolegamenda* ingested common n/a n/a

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Full Descriptions
Alchemist's Mercy Secondary Effects. None.
Non-addictive substance, ingested, common Side Effects. The drinker must make a DC 5 Constitution
saving throw or get the hiccups for 1d10+1 minutes.
A fine powder that, when mixed with juice or water and Overdose Effects. If more than one dose of alchemist's
drunk, can help those suffering from having drunk too mercy is taken within an 8 hour period, the drinker
much the night before. It tastes terrible but many swear definitely gets the hiccups.
by it.

Initial Effects. Alchemist's mercy grants an immediate


saving throw, with advantage, to throw off the effects of
a hangover.

Alindluth Side Effects. People tend to have violent reactions to the


effects of alindluth wearing off. There is a 50 percent
Addictive substance, ingested, rare
chance that for a number of rounds equal to 1d4
multiplied by (10 minus the user's CON modifier), the
When ingested, alindluth deadens all pain and prevents user will be overwhelmed with fury, attacking the first
shock and nausea effects for a few minutes. There are person they see.
no known side effects, but if the substance is used too
soon after first exposure (or in too large a dose; dosages Overdose Effects. If more than one dose of alindluth is
vary by body volume and weight), it induces a short- taken within a 12 hour period, the drinker must make a
duration coma. DC 10 Constitution saving throw or fall into a comatose
state for a number of minutes equal to 1d20 multiplied
by (8 minus the user's CON modifier).
Initial Effects. A dose of alindluth renders the drinker
numb to all pain. It takes 1d4+2 rounds to take effect. Addict Effects. When taken by someone who is addicted
Thereafter, the drinker is numbed to all pain for a to alindluth, the duration of the initual effects and the
number of minutes equal to 1d8 multiplied by (10 chance of side effects occuring are both halved.
minus the user's CON modifier). Under this effect, the
user will not notice when they are wounded unless they Addiction DC. 12
make a DC 10 Intelligence check.
Addiction Dice. 3d4
Secondary Effects. None.

Appearing Ink Initial Effects. None.


Non-addictive substance, injury, rare
Secondary Effects. None.
Only the most specialized tattoo artists carry this ink, Side Effects. Getting an appearing ink tattoo can be an
which is made from the secretions of a particular exhilarating experience. There is a danger that the
bioluminescent squid. Under normal conditions, a tattoo wearer will become infatuated with their own body art.
made from appearing ink looks absolutely normal -- so The wearer must make a DC 8 Charisma saving throw.
much so that it is indistinguishable from ordinary On a failure, they become incredibly protective of their
tattoos. If the wearer of the tattoo exposes it to bright tattoo and refuse to put it in danger for fear of spoiling
sunlight for at least six hours, then for the next 3d4 its great beauty. Their AC is lowered by 1 until the tattoo
hours, whenever the wearer goes into an area of near or is removed. Moreover, they will not willingly let anyone
total darkness, their tattoo wilglow in a flowing, they consider to be an enemy or a fool see it.
hypnotic manner. It does not glow brightly enough to be
Overdose Effects. A person can have only one appearing
used as illumination.
ink tattoo on their body at one time. If someone tries to
Those that see it must make a Wisdom saving throw or get a second one, or if the tattoo requested is too large
be charmed for as long as they see the tattoo. Treat as (DM's discretion), then the wearer must succeed on a
the hypnotic pattern spell except that the effect ends 1 DC 12 Constitution saving throw or be poisoned until
round after the target stops looking at the tattoo (such all appearing ink tattoo is removed from their skin. This
as if the wearer leaves or covers it up) and the save DC can be done with a lesser restoration spell.
is determined by the skill of the tattoo artist. The range
is line of sight, limited to 30 feet.
Those with darkvision can see the tattoo's nature during
106 the day, but it has no effect on them then. In darkness,
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Arthorvin

Side Effects. Arthorvin produces a general dulling of the


Addictive substance, ingested, rare
emotions and senses. Patients who take it often
complain of feeling detached and distant from the
A fragrant gray powder made from rare magic plants, the world. For a number of hours equal to 1d4 multiplied by
drug called arthorvin is an appropriate alchemical (10 minus the user's CON modifier), the drinker has
treatment for anxiety, mood disorders, and dissociative disasvantage on all initiative rolls and Wisdom and
disorders. When taken in large doses, it is likely to cause Charisma checks.
them.
Overdose Effects. If more than three doses of arthorvin
are taken in a 24-hour period, the drinker must make a
Initial Effects. Within 1d4+1 rounds of a person drinking DC 12 Constitution saving throw or become mentally
a dose of arthorvin, the drinker loses 1d4+1 points of damaged. Treat as though the feeblemind spell had
Charisma. This is restored after a long rest. been cast on them. This lasts a period of hours equal to
Secondary Effects. If the drinker is insane, arthorvin has a 1d4+1 multiplied by (10 minus the drinker's CON
chance of curing or treating them. Arthorvin can cure modifier).
short-term madness but can only treat long-term and
indefinite madness. In those cases, the patient would Addict Effects. When taken by someone who is addicted
have to be continually under the effect of the drug or to arthorvin, the duration of the side effects is doubled
the symptoms would return, but so long as they keep and the DC to avoid the overdose condition increases to
drinking it, they behave perfectly sanely. A dose of 15.
arthorvin wears off in a number of minutes equal to
2d20 multiplied by (12 minus the user's CON Addiction DC. 12
modifier). Addiction Dice. 5d4
Madness
Type Effect of Arthorvin
Short-term 75 percent chance of cure
50 percent chance of treating the
Long-term
symptoms
10 percent chance of treating the
Indefinite
symptoms

Azuldust Secondary Effects. Inhaling azuldust is also extremely


stressful for one's body. The user must make a DC 15
Addictive substance, inhaled, rare
Constitution save. On a failure, the user can see only the
ethereal plane and is blind to the material one, causing
Azuldust is made from cacti found in Azulduth, also all the expected disasvantages. This lasts for a number
known as the Lake of Salt. It is a gray, fine-grained dust of rounds equal to 1d10 multiplied by (10 minus the
normally carried in small paper envelopes. It is often user's CON bonus).
used in attempts to contact the ethereal plane, for
inhaling the powder can allow one to glimpse nearby Side Effects. None.
ethereal creatures. Overdose Effects. Taking azuldust more than once in a 6
hour period increases the saving throw DC to avoid the
It can temporarily blind and disable its users, and is thus secondary effects to 20.
popular with rogues and assassins who want a way to
quickly discourage those who interfere with their work.
Addict Effects. When taken by someone who is addicted
Azuldust can be used as a weapon by casting a pinch in to azuldust, the initial and secondary effects are of half
an opponent's face. Treat this as an action, melee touch duration.
attack; if the attack is successful, the target must make
their Constitution save or suffer the effects of the drug. Addiction DC. 10
If the attack misses, the dose dissipates harmlessly. Addiction Dice. 4d4

Initial Effects. Upon inhaling a dose of azuldust, the user


experiences a rush of uncanny awareness as the scales
of reality seem to fall from their eyes. For a number of
rounds equal to 1d8 multiplied by (10 minues the user's
CON modifier), the user can see into the ethereal plane.

107
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Baccaran Secondary Effects. Once the initial effects have worn off,
baccaran induces in the user a surfeit of nervous energy.
Addictive substance, ingested/inhaled, rare
The user's mind races and they find themselves in a
state of extreme creativity. All Intelligence and Charisma
This pasty substance is dried and kept either as a checks are made with advantage and all exhaustion
powder (to be snorted) or a thick paste (for rubbing on levels are temporarily lost during this period. The user is
the user's gums). The ingredients are numerous and unusually susceptible to illusions, however, rolling all
difficult to obtain. Only a very small amount is taken at a relevant saving throws with disadvantage. When
time and a container about the size of a can of shoe snorted, this period lasts for a number of minutes equal
polish can contain as much as 30 or 40 doses. Due to to 1d4 multiplied by (10 minus the user's CON
its high toxicity, addicts of baccaran are at high risk of modifier) and when eaten, for a number of minutes
dying by overdose. equal to 1d6 multiplied by (10 minus the user's CON
modifier).
There are some who attempt to use baccaran as a
poison for the purposes of assassination, but, Side Effects. After the secondary effects of baccaran end,
fortunately for their potential victims, baccaran has a any exhaustion levels the user had come tumbling back,
very strong and unpleasant taste that is extremely prompting a Constitution saving throw DC 12. On a
difficult to mask or disguise. Experienced assassins view failure, the stress causes the user to lose consciousness
the use of baccaran as a technique that marks amateurs. for 1d4 restless hours. If the baccaran was eaten, then
the user rolls this save with advantage. Additionally, the
There are slight differences between the effects of the user gains a new level of exhaustion.
drug when inhale and when eaten.
Overdose Effects. If more than one dose of baccaran is
Initial Effects. When inhaled, baccaran produces an taken within an 8 hour period, the user takes damage
immediate effect of disorientation and pleasurable equal to 2d8 minus the user's Constitution modifier.
confusion lasting a number of rounds equal to 1d4 The initial and secondary effects last twice as long.
multiplied by (10 minus the user's CON modifier).
During this period, the user has disadvantage on all Addict Effects. When taken by someone who is addicted
saving throws and is immune to fear effects and the to baccaran, the initial and secondary effects are of half
frightened condition. duration.

A similar but less intense effect is produced when Addiction DC. 15


baccaran is rubbed on the gums instead of inhaled. The Addiction Dice. 4d4
disorientation and confusion lasts a number of rounds
equal to 1d6 multiplied by (10 minus the user's CON
modifier). During this period, the user does not have
disadvantage on their saving throws and is not immune
to fear effects and the frightened condition. Instead, the
user has advantage on all saving throws against fear
effects.

Belarris Initial Effects. Anyone taking belarris must make a DC 12


Non-addictive substance, ingested, rare constitution saving throw or immediately gain 1 level of
exhaustion. One minute after that, the victim falls
One of the few poisons that can be cooked thoroughly unconscious for a number of minutes equal to (10
in food and remain effective, belarris is a black, oily minus the user's CON modifier).
mixture of wyvern blood, two tree barks, and six plant
Secondary Effects. None.
saps.
Side Effects. None.
Someone who ingests a dose is hit with a tide of fatigue
as the substance enters his system. If the poison takes Overdose Effects. None.
full effect, the victim is rendered unconscious for
several minutes.

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Bitterleaf Oil Initial Effects. If applied once per day, bitterleaf oil
moisturizes and coats the wearer's scales luxuriously,
Non-addictive substance, contact, common
giving them a lustrous, healthy shine. The wearer does
not need to shed while regularly using bitterleaf oil and
This salve is used by scaled creatures to help keep their heals an additional hit point per long rest.
hides healthy and shiny. Different brands of bitterleaf oil
are sold that have fragrances applied and that are Secondary Effects. None.
marketed to different races. Kobolds and dragonborns Side Effects. None.
both use the oil, but might be offended or disgusted if a
shopkeeper tried to sell them a brand that was intended Overdose Effects. If more than one dose of bitterleaf oil
for the other species. is applied within a 24 hour period, the wearer gets really
slimy. Disadvantage of all Dexterity checks.

Black Lotus Extract When it is ingested, black lotus extract provokes a DC


16 Constitution saving throw. On a failure, the victim
Non-addictive substance, contact/ingested/injury, rare
takes poison and necrotic damage. The number of d8s
for each is (12 minus the user's CON modifier). For
This powder is derived from the legendary black lotus instance, if someone with a +2 CON modifier drinks
flower. The effect is devastating when this substance black lotus extract, they take 10d8 poison damage and
comes in contact with a creature for more than a few 10d8 necrotic damage. On a successful save, the victim
seconds. takes half damage.
Black lotuses bloom only once every three years, and it When applied to the skin, black lotus extract rots the
is during that time that the flowers can be harvested to victim's flesh, causing a paralyzing pain. The target must
produce this toxic oil. Black lotuses grow only in deep make a DC 14 Constitution saving throw. On a failure,
swamps, along shadowed riverbanks, and at the edges they take 4d8 necrotic damage and lose 2d6 points of
of caves where they are sheltered from direct light. Charisma.
This thick oil is dark blue, though it becomes invisible In all three cases, the necrotic damage taken by the
when applied to a weapon or object. victim cannot be healed by any means short of a greater
restoration spell.
Initial Effects. Black lotus extract is terrifyingly Secondary Effects. None.
dangerous. When it is introduced into someone's
bloodstream that person must make a DC 18 Side Effects. None.
Constitution saving throw or take 2d8 poison damage Overdose Effects. None.
and 2d8 necrotic damage every round for the next (10
minus the user's CON modifier) rounds. On a
successful save, the victim takes half damage. Each
round, the victim may make another saving throw and
on a successful save take half damage.

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Blacktooth Fungus Paste Side Effects. People who have eaten blacktooth fungus
paste can often be identified by their ash-gray teeth.
Addictive substance, ingested, rare
Every time someone takes a dose, there is a 50 percent
chance of their teeth being permanently dyed.
The blackened edges of this white fungus give it the
appearance of having been scorched. The discs cling to Overdose Effects. Taking more than one dose of
cavern walls or trees in wet areas, and they smell like blacktooth fungus paste within a 24 hour period
wet animal fur. The toxins in the fungus become increases the rate of ability score loss to 1 point every 2
extraordinarily potent if prepared into an oily gray paste. rounds. Only half of the points lost return after the
When consumed, the poison inflicts Wisdom and secondary effects cease.
Intelligence damage, some of which is permanent drain.
The victim's teeth slowly darken, growing grayer with Addict Effects. When taken by someone who is addicted
every dose. In addition to the ability loss caused by the to blacktooth fungus paste, the initial effects are of
fungus, the concoction also causes a descent into double duration and the Intelligence and Wisdom points
insanity, forcing its victims into a feral state. lost by the secondary effects take twice as long to
return.
If wounded during the feral state, the character must
make a Charisma saving throw [DC = (1d6 - the user's Addiction DC. 10
CON modifier) multiplied by the amount of damage Addiction Dice. 3d4
taken]. On a failure, the character must attack their
assailant until they have dealt at least double the
amount of hit points to what they took.

Initial Effects. Eating blacktooth fungus paste provokes


an immediate DC 12 Constitution saving throw. On a
failure, the eater is nauseated for 1 hour.
Secondary Effects. Every minute after consuming the
paste, the eater loses 1 point of Intelligence or Wisdom,
randomly chosen. If either of them drops below 3, the
victim enters a feral state. They gain advantage on all
attack rolls and damage roles, lose all class-based
spellcasting ability, and the ability to use ranged
weapons. The duration of the secondary effects lasts for
a number of minutes equal to 1d4 multiplied by (8
minus the user's CON modifier). After this duration,
three quarters of the Intelligence and Wisdom points
lost return at a rate of 2 points every minute.

Bloodflower Leaf Side Effects. Users of bloodflower bleed more freely than
normal. For a number of minutes equal to 1d8
Addictive substance, ingested, rare
multiplied by (10 - the user's CON modifier).

'Bloodflower' is the common name for a tiny red flower Overdose Effects. Drinking bloodflower more than once
that grows in warm, boggy regions. A sweet-tasting, pale in a 6 hour period prevents the secondary effects from
elixir can be made from the petals of these flowers that taking place again for 12 hours. Additionally, the user
is popular among warriors and athletes. In addition to must make a DC 15 Constitution saving throw. On a
being addictive in small doses, bloodflower can be taken failure, the user's Strength increases by one, the user's
in large amounts (i.e., deliberately overdosing) to Wisdom or Charisma (chosen at random) decreases by
produce dramatic, and dangerous, permanent changes one, and the user acquires a level of exhaustion. If the
to the users body. user's Strength is already 20, it can still increase by
means of drinking bloodflower but only to 22 and every
Whether the name comes from the deep red color of point of increase comes with a decrease by 1 of BOTH
the flowers or from the war-like nature of those who Intelligence and Wisdom. Every time the user's Strength
abuse the drug is an open question. increases, there is a 1 in 4 chance that the aggression of
the initial effects are permanent.
Initial Effects. Upon drinking a dose of bloodflower, the
user experiences a rush of aggressive feelings. Even the Addict Effects. When taken by someone who is addicted
slightest affronts or insults provoke DC 8 Constitution to blooddflower, the initial and secondary effects are of
save. On a failure, the user must attack the offender. half duration and the DC to resist the overdose effect
This lasts for a number of minutes equal to 1d4 increases to 20.
multiplied by (10 minus the user's CON modifier).
Addiction DC. 15
Secondary Effects. Instead of making a movement on Addiction Dice. 3d4
their turn, the user may focus their attention on a
110 particular creature. If on their next turn the user attacks
Thiscreature,
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theyFanhave
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l i li d b (10 i h ' CON difi ) f
Bloodpurge Initial Effects. If a successful DC 10 Medicine check is
made when applying bloodpurge to a wound that has
Non-addictive substance, contact, basic
had poison introduced into it within 3 rounds of the
person having been poisoned, there is a 50 percent
Found in the depths of freshwater marshes polluted by chance of the ill effects of the poisoning being halved.
magic and nonmagic wastes, this herb can neutralize How that happens is up to the DM's discretion.
minor poisons. When applied to a wound that has had
poison introduced into it, bloodpurge can sometimes Secondary Effects. None.
assist in resisting the ill effects of that poison. Side Effects. None.
Overdose Effects. None.

Bloodroot Side Effects. If the drinker is a vampire, then the scent of


blood provokes a DC 12 Wisdom saving throw. On a
Addictive substance, ingested, very rare
failure, the vampire is compelled to do whatever they
can to find the source of the blood scent and drink from
This is a tea made from plants found exclusively in the it. This effect lasts a number of rounds equal to 1d8
Mhair jungles. It is highly addictive to vampires and multiplied by (10 minus the user's CON modifier). If the
small amounts of it have been known to fetch vampire succeeds on their saving throw, they are not
thousands of gold pieces in the underworld of major affected by that particular blood scent for the next 24
cities across Faerûn. It is said by some that the hours but can still be affected by the scent of a different
wandering folk known as the Vistani are protected by person's blood.
shadowy forces precisely because they are able to
Overdose Effects. None.
produce an especially fine product of bloodroot.
Addict Effects. When taken by someone who is addicted
Initial Effects. After drinking bloodroot, the user is dazed to bloodroot, the initial effects are of half duration.
for 1 round. When taken by a vampire who is addicted to bloodroot,
the side effects are of double duration.
Secondary Effects. Drinkers of bloodroot have advantage
on all Strength and Constitution checks and saving Addiction DC. 5 (15 if a vampire)
throws for 1d6 rounds. Drinkers who are vampires also
have advantage on all Charisma checks and saving Addiction Dice. 1d4 (3d4 if a vampire)
throws for the same duration. Undead drinkers who are
not vampires gain no effect at all.

Bloodstaunch Secondary Effects. None.


Non-addictive substance, injury, basic Side Effects. None.
Overdose Effects. None.
Found in dry gullies in semiarid temperate zones, this
herb thickens blood very quickly upon direct contact,
and so can be applied to open wounds to slow or stop
bleeding.

Initial Effects. When a medic succeeds in applying


bloodstaunch to an open wound on a DC 10 Medicine
check, immediately clots all blood flowing from it and
closes the wound over in a thick scab. The wounded
person is considered stabilized and has resistance to all
nonmagical piercing damage for a number of rounds
equal to 1d4 multiplied by (6 minus the user's CON
modifier).

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Bookworm Resin The possibilities of hijinks have not gone unnoticed.
Tales abound of students sending dirty messages to one
Non-addictive substance, contact/ingested, rare
another at dinner parties, for instance. In a grislier
example, it is said that the Lady of Pain once disposed
This jet-black paste is not made from bookworms at all of a superfluous lackey by sending him a gift of cakes
but rather is a derivative of aboleth slime. One uses with 'you have just been poisoned' written in fezrah.
bookworm resin by coating one's teeth with it. Once
applied, the resin has an amazing extrasensory effect Initial Effects. A person whose teeth have been coated in
upon the user, from which its name is derived. When bookworm oil can read by eating. The material must be
the user eats a page of writing, the resin somehow chewable and written in a language the eater knows how
'reads' that writing and communicates it to the user. to read normally. In order to read it, the eater must make
This mode of reading is just as thorough and effective a DC 8 Wisdom check for each page. The effect lasts for
as reading with the eyes or hands (if blind). 10 minutes or until the user drinks something.
Only pages that can be eaten under normal conditions Secondary Effects. None.
can be 'read' using bookworm resin. Inscriptions, clay
tablets, and the like are opaque to the drug's power. Side Effects. Bookworm resin makes one's mouth tingle.
While the initial effects are in place, all ability score
One advantage of using bookworm resin is that the text checks that rely on speech have to made with
written on the page need not be visible to the naked eye disadvantage.
to work. So long as the ink has a significant taste from
the paper (or papyrus or whatever) it's on, the resin Overdose Effects. Using bookworm resin more than
works. Thus invisible messages can be conveyed this once in a 6 hour period there is a 15 percent chance
way. Moreover, the 'paper' need not at all be what is that the user's teeth will be dyed black permanently.
normally considered as paper. Text written on bread, on
chocolate, on an apple slice, and so on will all be legible
to the resin.

Burrfoot's Nut Brown Initial Effects. Although the qualities of Burrfoot’s are not
as miraculous as its proponents claim, any individual
Ale who drinks at least one pint of Burrfoot’s nut brown ale
Addictive substance, ingested, uncommon has disadvantage on all Wisdom checks and advantage
on all Charisma checks. This lasts a period of minutes
equal to 1d4 multiplied by (10 minus the user's CON
This full-bodied ale is based on a recipe first attributed modifier).
to Nedelmeier Burrfoot, a halfling brewmaster of great
renown. Burrfoot’s nut brown ale has long been used as Secondary Effects. None.
a social lubricant among both halflings and taller races.
“Burrfoot’s”, as it is commonly referred to, is different Side Effects. The standard effects of drinking alcohol also
from standard tavern-fare as, in addition to the regular apply.
effects of alcohol, it also produces a mild euphoria in its Overdose Effects. Treat as alcohol (ale).
drinkers. This quality is attributed to the secret recipe
that Nedelmeier’s descendants still follow faithfully to Addict Effects. Treat as alcohol (ale).
this day. Halflings claim that a flagon of Burrfoot’s will
mellow even the most taciturn dwarf, so long as he Addiction DC. Treat as alcohol (ale).
keeps drinking.
Addiction Dice. Treat as alcohol (ale).

Calad Initial Effects. After consuming calad, the drinker is


afflicted by hallucinations. They have disadvantage on all
Non-addictive substance, ingested, uncommon
saving throws and attacks and automatically fail all
ability score checks. This lasts for a number of minutes
This golden, opaque liquid is derived from the cranial equal to 1d4 multiplied by (8 minus the user's CON
fluids of basilisks, catobelpas, and disenchanters. Calad bonus)
causes short-term distorted hearing and vision in its
victims, at the same time that its alien chemical Secondary Effects. None.
composition eats at one’s insides. Side Effects. None.
Overdose Effects. None.

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Carthagu Side Effects. After a person drinks carthagu they are
often suggestible and even a bit meek. For a number of
Addictive substance, ingested, common
minutes equal to 1d6 multiplied by (10 minus the user's
CON modifier) after drinking a cup, the user has
When leaves from the carthagu plant are dried and then disadvantage on all saving throws against hypnotism,
steeped in boiling water for a few minutes they make is charms, suggestions, and the like. Additionally, the user
a thin, green tea with mild medicinal use. It has a will not engage with an enemy unless attacked first
calming, relaxing effect on casual drinkers and is part of unless they make a DC 10 Charisma saving throw.
many home remedies for a variety of ailments. Barbarians who drink carthagu cannot rage during this
period.
Initial Effects. The drinker experiences a wave of calm, Overdose Effects. If more than one cup of carthagu is
peaceful relaxation wash over them. Treat as though the drunk within a 6 hour period, the drinker must make a
calm emotions spell has been successfully cast on Constitution save (DC 10) or fall asleep for a number of
them. Additionally, the user is immune to the confusion hours equal to 1d8 minus the drinker's CON modifier.
spell and all similar disorientations. These effects last for
a number of minutes equal to 1d4 multiplied by (10 Addict Effects. When taken by someone who is addicted
minus the user's CON modifier). to carthagu, the initial and secondary effects are of half
Secondary Effects. The user's Strength and Dexterity duration.
decrease by 1d4-1 points for a number of minutes equal Addiction DC. 5
to 1d4 multiplied by (10 minus the user's CON
modifier). Addiction Dice. 5d4

Chaunsel Secondary Effects. None.


Non-addictive substance, contact, uncommon Side Effects. None.
Overdose Effects. If more than one cup of chaunsel is
Upon contact with bare skin, chaunsel makes
the applied within a 12 hour period, the user must make a
affected area extremely sensitive for up to
about twenty DC12 Constitution save or the relevant area becomes
minutes. It is often used by thieves
or others working in numb for a number of hours equal to 1d4 multiplied by
darkness, applied to their
fingertips to make them able (8 minus the drinker's CON modifier). During that
to feel tiny details,
seams, and such. Overdosing causes period, they have disadvantage on all checks and
days of
numbness in the affected area. abilities that involve the sense of touch.

Initial Effects. For a number of minutes equal to 1d4


multiplied by (8 minus the user's CON modifier), the
skin that has had chaunsel applied to it is
hypersensitive. The user has advantage on all checks and
abilities involving the sense of touch.

Darklake Ale Secondary Effects. For a number of hours equal to 1d4


multiplied by (8 minus the user's CON modifier), a
Addictive substance, ingested, uncommon
drinker of Darklake has sunlight sensitivity: disadvantage
to attack rolls and Wisdom (perception) checks that rely
This savory ale is a duergar favority. Made using a secret on sight whenever they, their target, or what they're
blend of Underdark mushrooms, Darklake is available trying to perceive are in direct sunlight.
exclusively from Darklake Brewery in Gracklstugh, but
due to an advantageous trading agreement the Brewery Side Effects. The standard effects of drinking alcohol also
has made with the Bregan D’aerthe, the drink is widely apply.
available throughout the Sword Coast. Overdose Effects. Treat as alcohol (ale).

Initial Effects. Drinkers of Darklake have resistance to Addict Effects. Treat as alcohol (ale).
poison damage and are immune to the poisoned
Addiction DC. Treat as alcohol (ale).
condition for a number of hours equal to 1d4 multiplied
by (8 minus the user's CON modifier) after they've had Addiction Dice. Treat as alcohol (ale).
a flagon.

113
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Dathlil Initial Effects. After consuming dathlil, the drinker makes
Non-addictive substance, ingested, basic all their saving throws versus poison effects in the
following manner: the player rolls a d4; the result is the
The tiny petals of the common white ground flower number of d6s that they roll in place of a d20 for the
known as dathlil work to neutralize poisons for some saving throw. This effect lasts 2d4 minutes.
who consume them, typically by drinking them as a tea,
Secondary Effects. None.
or washing them down with water or alcohol. The
effects vary widely with the individual and the poison Side Effects. None.
being fought against, and even vary unpredictably for
Overdose Effects. None.
the same individual over time, but do apply to all known
creatures and are sometimes (not often) complete cures
-- one petal banishes all poison effects. Dathlil can work
on contact, ingested, and insinuative poisons -- but it
sometimes does nothing at all. For most individuals, the
herb usually slows poison and lessens its eventual
damage.

Devilweed Side Effects. Smokers of devilweed tend to deny this, but


those around them who do not use the drug usually
Addictive substance, inhaled, common
agree that devilweed smokers are a bit confused and
weak-minded. For a number of minutes equal to 1d6
Devilweed is the generic name for a variety of similar multiplied by (10 minus the user's CON modifier) after
tobacco-like products all derived from the wyssin plant. lighting up, the user takes a 1d4-1 penalty to Wisdom.
Small differences exist amongst different devilweed
products, and many addicts have strong feelings about Secondhand Smoke Effects. Anyone within 20 feet of
which 'brand' of devilweed is the best. Nevertheless, someone smoking devilweed must make a Constitution
they all have pretty much the same effects upon the saving throw with advantage. On a failure, they
user. experience the initial effects of the drug, but no other
effects. If an addict of devilweed who no longer smokes
Devilweed smoking is currently on the wane in urban it is within that area, they make their saving throw with
areas but is smoked widely throughout rural areas, disadvantage, and on a failure they are compelled to
particularly farmlands, and among sailors. satisfy their addiction immediately.
Habitual smokers of devilweed are easy to identify by Overdose Effects. Smoking devilweed more than once in
the yellow staining of the drug's residue on their teeth a 24 hour period causes the user to suffer both the
and fingers. initital effects and the side effects of the drug, but not
the Strength bump.
Devilweed has a 'secondhand smoke' effect, noted
below.
Addict Effects. When taken by someone who is addicted
to devilweed, the secondary and side effects are of half
Initial Effects. The user's eyes briefly cloud over. For a duration.
number of rounds equal to 1d4 minus their
Constitution modifier the user has disadvantage on all Addiction DC. 12
perception checks.
Addiction Dice. 2d4
Secondary Effects. The user's Strength increases by
1d4+1 points for a number of minutes equal to 1d4
multiplied by (10 minus the user's CON modifier).

Diamond Water Elixir Initial Effects. Characters who imbibe a flask of diamond
Non-addictive substance, ingested, basic water elixir recover 2 points lost to ability score damage
that day. However, the user is poisoned for 24 hours
An herbal remedy made from local vegetation, salts after consuming this drought.
from the mines, and Diamond Lake's tainted water, this
Secondary Effects. None.
concoction is meant to help cure illness. Local sayings
about the medicine rightly claim that drinkers “will feel Side Effects. None.
a lot worse before they feel any better." Despite its
Overdose Effects. None.
name, diamond water elixir is a cloudy brownish
mixture.

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Donavitch's Sunshine Secondary Effects. For 2d20+40 minutes after applying
the ointment, the wearer has resistance to radiant
Non-addictive substance, contact, uncommon
damage.

This is a powerful cosmetic ointment that, when rubbed Side Effects. The ointment has a distinct, mushroomy
on the skin, darkens and roughens it, making it seem as smell that some find quite offensive and glows very,
though the person wearing it has spent a considerable very faintly. A wearer of Donavitch's sunshine has
amount of time outdoors during the daytime. This disadvantage on stealth checks and all creatures with
ointment is especially prized by those who find direct darkvision have advantage on perception checks to
sunlight uncomfortable, as it can offer limited locate the wearer.
protection against damage from the sun's rays. Overdose Effects. None.

Initial Effects. Within 2d8 minutes of applying


Donavitch's sunshine, the wearer's skin tans and gains a
healthy, perky texture. This effect fades over the course
of 1d4+2 days.

Dose of Haagen Secondary Effects. If the person eating a dose of Haagen


is doing so in the company of another doing the same,
Non-addictive substance, ingested, uncommon
each must make a DC 8 Wisdom saving throw or be
charmed by one another for 1d6 +2 hours.
Haagen is a powerful medicinal herb known to calm
Side Effects. None.
emotions and bring succor to the lovelorn. It is sold in
tiny ampules that are drizzled over shaved ice or snow, Overdose Effects. Consuming more than one dose of
which is then eaten with a spoon. Haagen in a 2 hour period has a 50 percent chance of
producing a condition known as 'brain freeze'. While
Doses of Haagen are commonly sold in a wide variety of experiencing brain freeze, one's head is wracked with an
flavors and are consumed by many not for their intense, stabbing pain right between the eyes and they
medicinal effects but simply because they are quite have difficulty seeing. They have disadvantage on all
delicious. Wisdom (perception) checks and Dexterity saving
Afficianados of Haagen doses tend to disapprove of throws and checks and cannot cast any spells. Brain
people who drink Moog's Cheer in order to cure their freeze lasts for 1d4 +2 rounds.
romantic ills. The feeling is mutual.

Initial Effects. Within 1d4 +2 minutes of consuming a


dose of Haagen, the eater becomes profoundly relaxed
and at peace with the world. If the eater was in love or
experiencing a charm effect, they are no longer.

Dragonbane Initial Effects. Anyone who is exposed to dragonbane


Non-addictive substance, contact/ingested/injury, very must make a DC 14 Constitution saving throw. On a
rare failure, they are incapacitated with agonizing pains for a
number of minutes equal to 1d4 multiplied by (10
A legendary poison that is far more often counterfeited minus the user's CON modifier).
than found, this bright blue, opaque liquid is a mixture
If the creature exposed to dragonbane is a dragon,
of the blood of three sorts of dragons. Dragonbane is
dragonborn, or of draconic bloodline or heritage, then
used to best effect on real dragons, who find
they make their saving throw with disadvantage and on
themselves unable to breathe for a brief time after being
a failure, in addition to being incapacitated, they cannot
dosed with it. (Other creatures are “merely” wracked
breathe. Use the suffocation rules in the PHB.
with pain and internal distress.) Dragons tend to slay
anyone they encounter carrying it -- because, as many Secondary Effects. None.
wyrms have discovered to their chagrin, the poison can
Side Effects. None.
be delivered by simple contact or through an injury and
does not have to be ingested. Overdose Effects. None.

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Dread Sobaka Secondary Effects. None.
Addictive substance, ingested, rare Side Effects. The drinker's hit point maximum drops by
1d10 for the duration of the initial effects.
This nasty, vile ichor is so foul tasting that in order to Overdose Effects. Consuming more than one dose within
consume it, one must mix it with honey. It is a a 24 hour period increases the side effect hit point loss
derivative of death dog saliva, and has the effect of to 2d10. There is a 5 percent chance that this loss will
making one's blood into a poison. This toxin affects be permanent. A greater restoration spell will restore the
even the undead, so dread sobaka is a standard, if pricey, lost hit points.
item in a sophisticated vampire hunter's kit.
Addict Effects. Anyone addicted to dread sobaka loses
Anyone who consumes the blood must succeed on a
the ability to take short rests for 24 hours after taking a
DC 12 Constitution saving throw against disease or
dose.
become poisoned until the disease is cured. Every 24
hours that elapse, the creature must repeat the saving Addiction DC. 12.
throw, reducing its hit point maximum by 5 (1d10) on a
failure. This reduction lasts until the disease is cured. Addiction Dice. 2d4.
The creature dies if the disease reduces its hit point
maximum to 0.

Initial Effects. 1d4 minutes after taking a dose of dread


sobaka, the drinker's blood becomes toxic. This effect
lasts a number of minutes equal to 2d6 multiplied by
(10 minus the user's CON modifier), after which the
toxicity fades away. Blood taken from the drinker's body
and stored also ceases to be toxic at this time.

Drowth Initial Effects. Skin coated with drowth has resistance to


Addictive substance, contact/ingested, rare acid damage. If applied to eyes that have been blinded
due to a magical effect, drowth has a 50 percent chance
Also called “demon’s blood,” droth is a black, sticky of restoring sight. If eaten by someone who is sick with
substance made from the blood of manes and the an illness that causes necrotic damag, drowth has a 25
boiled-down chitin (body plates) of derghodemons. percent chance of curing the disease.
When smeared on the eyes, it cures certain sorts of
Secondary Effects. None.
blindness in some individuals, and when ingested (its
taste is generally described as salty and horrible), it can Side Effects. None.
help to cure certain diseases. When smeared on acid-
Overdose Effects. None.
drenched items or living creatures, it cuts the corrosion
done by the acid in half. Ingested or smeared, droth
stops all green slime effects instantly, and turns back
existing slime into the living material it was before
being slimed.

Dwarven Grave Ale Initial Effects. Any individual who drinks at least one
Addictive substance, ingested, rare flagon of dwarven grave ale is immune to the frightened
condition for a number of minutes equal to 1d4
When a great dwarven hero dies, skilled brewmasters multiplied by (10 minus the user's CON modifier).
are commissioned to create a signature ale to
Secondary Effects. None.
commemorate his passing. These recipes are created
and brewed only once, and each is tailored specifically Side Effects. The standard effects of drinking alcohol also
to the deceased’s personality and exploits. Once the apply.
brew is finished it is stored in specially made barrels
Overdose Effects. Treat as alcohol (ale).
embellished with carved scenes of the hero’s famous
deeds. These barrels are given to the hero’s friends and
family as tokens of remembrance. Highly praised, Addict Effects. Treat as alcohol (ale).
dwarven grave ale is said to imbue those who drink it Addiction DC. Treat as alcohol (ale).
with the courage of the dwarven hero to whom it is
dedicated. Addiction Dice. Treat as alcohol (ale).

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Elf Hazel Initial Effects. If elf hazel ointment is applied to any scar
(from a now-healed wound) the scar slowly vanishes. It
Non-addictive substance, contact, rare
takes a tenday of daily applications for the scar to vanish
completely.
The elven willow is a small tree (maximum height 5
feet) that grows by the banks of rivers in temperate Secondary Effects. None.
forests. The willow has a golden sheen to its bark and Side Effects. The standard effects of drinking alcohol also
produces golden colored buds in the spring. There is apply.
much superstition concerning the elven willow. It is said
that each elven willow bears the spirit of a love-lorn elf Overdose Effects. If more than one dose of elf hazel is
who drowned in a river near the tree. The sap from this applied in a 24 hour period, there is a 25 percent
tree makes a powerful cosmetic ointment. chance that the ointment will leave a permanent dark
stain on the area.

Elf Juice Overdose Effects. If more than 1 flagon of elf juice is


drunk within a 4 hour period, the drinker has to make a
Addictive substance, ingested, uncommon
DC 10 Constitution saving throw or become vaguely
bat-like in appearance. This change lasts for a number of
Fortunately for its drinkers, and for the elven community hours equal to 1d4 multiplied by (10 minus the user's
in general, 'elf juice' is not made from real elves. CON modifier).
Unfortunately for its drinkers, it is made from stirges.
Pressed stirges. It's a vile 'wine' made from fermented Addict Effects. Treat as alcohol (wine).
stirge blood.
Addiction DC. Treat as alcohol (wine).
Initial Effects. Drinking a flagon of elf juice satisfies the Addiction Dice. Treat as alcohol (wine).
drinker's need for food for the next two full days.
Drinking water is still necessary.
Secondary Effects. Darkvision 60 ft. Woah! Trippy. This
lasts a number of minutes equal to 1d6 multiplied by (8
minus the user's CON modifier).
Side Effects. The drinker must make a DC 12 Wisdom
saving throw or become very thirsty for fresh, warm,
living blood. Nothing else will do. So thirsty. So, so
thirsty. Fortunately, another flagon of elf juice would
satisfy just as well as their friend's carotid artery. Or at
least, it could tide them over... This blood lust lasts for a
number of minutes equal to 1d4 multiplied by (8 minus
the user's CON modifier).

Elixir of Fantasy Secondary Effects. The drinker's Wisdom score is


decreased by 1d4 points for a number of hours equal to
Addictive substance, ingested, common
1d4 multiplied by (10 minus the user's CON modifier).
Side Effects. Every time someone takes the elixir of
Made from the distillate of an Underdark lichen, elixir of
fantasy, there is a 1 percent chance that they will never
fantasy is a powerful hallucinogen that makes drinkers
leave the hallucinatory state. In these cases, only a
believe they are other people. It is used by some
greater restoration spell can bring the drinker back to
mystics and cults as part of rituals.
reality.
Habitual users typically develop elaborate fantasy lives Overdose Effects. None.
that they visit over and over in exhaustive detail,
sometimes retreating into permanent madness as they
Addict Effects. When taken by someone who is addicted
come to believe their hallucinatory lives are more real
to elixir of fantasy, the initial and secondary effects are
than their real ones.
of half duration and the chance of the side effect
occurring increases to 3 percent.
Initial Effects. The drinker retreats into a dreamlike state,
lost in their own fantasies for a number of hours equal Addiction DC. 8
to 1d4 multiplied by (8 minus the user's CON modifier).
During this time, they have disadvantage on all saving Addiction Dice. 1d4
throws and attacks and automatically fail all ability score
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Eye of Basilisk Powder Initial Effects. When this powder is applied to someone's
Non-addictive substance, contact, very rare eyes, they must make a DC 12 Constitution saving
throw. On a failed save, the creature magically begins to
Among the rarest of poisons used by assassins, eye of turn to stone and is restrained. It must repeat the saving
basilisk powder is exceptionally potent in minute throw at the end of its next turn. On a success, the
quantities. The eyes of actual basilisks (harvested at effect ends. On a failure, the creature is petrified until
great expense by adventurers) are dried out and ground freed by the greater restoration spell or other magic.
into a powder that, when properly prepared, can turn its
Secondary Effects. None.
victims to stone. Assassins put small amounts of the
powder into alchemical pellets that explode when Side Effects. None.
broken to release a small cloud of the poison around the
Overdose Effects. None.
victim.

Eyescratch Juice Secondary Effects. None.


Non-addictive substance, contact, very rare Side Effects. None.
Overdose Effects. Taking more than one dose of
This is a contact poison developed by the drow eyescratch juice within an 8 hour period increases the
alchemist Nar'l Xibrindas. DC for the initial effects saving throw to 16 and doubles
the duration.
Initial Effects. A creature that comes into contact with
eyescratch juice must succeed on a DC 14 Constitution
saving throw or be poisoned for a number of minutes
equal to 1d8 multiplied by (10 minus the user's CON
modifier) and blinded while poisoned in this way.

Felsul Tree Initial Effects. Chewing felsul tree wood has a 75 percent
Non-addictive substance, contact, basic chance of curing the nauseated condition.
Secondary Effects. Chewing felsul tree also alleviates the
Chewing the soft wood that directly underlies the bark
pains of toothaches and sore throats.
of a felsul tree, or chewing small datherthorn roots
(those of purplish hue) quells nausea and deadens all Side Effects. None.
mouth, tooth, and throat pain. This does nothing to
Overdose Effects. None.
remove the cause of the discomfort; it merely
temporarily removes the discomfort to allow sleep,
hearty eating, and other usual activities. Eating a volume
roughly as much as the eater’s palm, as thick as the
eater’s hand, will deaden for a day and a night, or so.

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Fezrah, aka Spiderblind Side Effects. The user must succeed on a DC 12 Wisdom
saving throw or become deeply paranoid, convinced
Addictive substance, ingested, very rare
their friends are conspiring against them. This lasts a
period of minutes equal to 1d12 multiplied by (10
This pitch-black fungus has numerous fuzzy white spots minus the user's CON score).
and produces an odor that is repulsive to any sort of
arachnid. When these spore-filled spots are harvested, Overdose Effects. If more than one dose of fezrad is
turned into a thick, chunky paste, and ingested, the user eaten in a 12 hour period the user must succeed on a
produces a scent that spiders cannot stand. DC 15 Constitution saving throw or take 2d6 poison
damage and acquire the poisoned condition for 1d4+1
hours.
Initial Effects. After eating a dose of fezrah, the user
begins to emit a scent that spiders cannot bear. Any Addict Effects. When taken by someone who is addicted
spider or spider-like creature (DM's discretion) within to fezrah, the DC to avoid paranoia increases to 15 and
30 feet of the user must make a DC 10 Constitution the initial effects are of half duration.
saving throw or frightened of the user. The fear effect
lasts for a number of minutes equal to 1d8 multiplied by Addiction DC. 10
(10 minus the user's CON modifier).
Addiction Dice. 2d4
Secondary Effects. The user's scent is off-putting to
other creatures as well. For a number of minutes equal
to 1d8 multiplied by (12 minus the user's CON
modifier), they have disadvantage on all Charisma
checks.

Firebelly Side Effects. None.


Addictive substance, ingested, rare Overdose Effects. If more than one dose of firebelly is
drunk in an 8 hour period, the DC to avoid vomiting
A harsh liquor distilled by inhabitants of cold climates, goes up to 15.
firebelly is prized -- by those who can keep it down -- for
the resistance to frigid temperatures it grants. As a Addict Effects. When taken by someone who is addicted
result, a bottle or two is considered to be essential gear to firebelly, the DC to avoid vomiting drops to 5 and the
for any who plan on braving arctic climes. secondary effects are of half duration.
Addiction DC. 5
Initial Effects. Imbibing firebelly in the first place takes
Addiction Dice. 1d4
effort. Unless the drinker is a giant, they must succeed
on a DC 10 Constitution saving throw or vomit it all
back up before any positive effects take place.
Secondary Effects. For a period of minutes equal to 1d8
multiplied by (10 minus the user's CON modifer), the
drinker has resistance to cold damage and is vulnerable
to fire damage.

Fleshwort Initial Effects. If a medic succeeds on a DC 10 Medicine


Non-addictive substance, injury, basic check while binding fleshwort into an open wound, that
wound heals 2 hit points and is unlikely to scar.
Made from the stalk of a gray, celery-like vegetable, Fleshwort can be used only once per wound.
fleshwort is found only on recent battlefields, where
Secondary Effects. None.
corpses are buried near the surface or left to rot above
ground. If sewn into an internal wound, fleshwort is Side Effects. None.
slowly absorbed by any mammalian body as raw material
Overdose Effects. None.
for building new tissue.

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Gnomish Moonguard A lycanthrope being treated with this medicine can tell
when it is wearing off: about three days before the end
Addictive substance, injury, very rare
of the initial effects, they feel its power beginning to
wane inside them.
Not many outside of Blingdenstone know how to make
gnomish moonguard and the two svirfneblin brothers Secondary Effects. None.
who first introduced it to the Sword Coast quickly Side Effects. For a number of hours equal to 1d6
became fabulously wealthy dealing it. A few other multiplied by (10 minus the user's CON modifier),
sources have sprung up here and there since then, and anyone taking gnomish moonguard feels a distracting
there is no longer a monopoly on trade in the substance, tingling throughout their body. This sensation interferes
though it is still fantastically expensive. Those who need with their daily activities, making short rests impossible
it, however, will pay any price, for it can mean the and imposing disadvantage on all Dexterity checks.
difference between life and death for them and their
loved ones. It is a pale, silver liquid that must be Overdose Effects. If more than one dose of gnomish
introduced directly into the bloodstream. When taken moonguard is taken in a 15 day period, the side effects
by a normal individual, there are very few effects, mostly last for a number of hours equal to 3d6 mutliplied by
a vague and not entirely pleasant tingling throughout (10 minus the user's CON modifier).
the body. But when taken by a lycanthrope, the effects
are dramatic, incredible, even, for a lycanthrope being Addict Effects. Gnomish moonguard has very distressing
treated with gnomosh moonguard cannot change addiction effects. If a lycanthrope is addicted to this
shape, either willingly or unwillingly, into their hybrid or medicine, then they dare not stop taking it, for if a
their creature form. lycanthrope with any withdrawal levels from ceasing use
of gnomish moonshine transforms, they must succeed
Gnomish moonguard has no effect on other on a DC 15 Constitution save in order to change back
transformations, such as being affected by the into their humanoid form.
polymorph spell or consuming a dose of wurple.
Addiction DC. 10. Gnomish moonguard is addictive only
to lycanthropes and withdrawal begins after (25 minus
Initial Effects. For a number of days equal to 1d4
3d4) days.
multiplied by (10 minus the user's CON modifier), a
person who has taken a dose of gnomish moonshine is Addiction Dice. 3d4
immune to lycanthropy. If bitten by a lycanthrope, they
cannot catch the condition, and if already a lycanthrope,
they cannot transform.

Green Rapture Secondary Effects. None.


Addictive substance, injury/ingested, uncommon Side Effects. For the duration of the initial effects, the
user experiences a powerful surge of ecstatic bliss.
Introduced to a creature via consumption or injection, a Overdose Effects. Taking more than one dose of green
dose of this pale green poison (which is made primarily rapture within a 12 hour period increases the DC for the
from grell tentacles) acts as a powerful paralytic. initial effects saving throw to 14 if ingested and 16 if
taken through the bloodstream.
Initial Effects. Anyone who eats green rapture or has
green rapture introduced into their bloodstream must Addict Effects. When taken by someone who is addicted
make a Constitution saving throw. On a failure, they are to green rapture, the initial effects are of double
paralyzed. If the green rapture was ingested, the DC for duration.
the saving throw is 10 and the paralysis lasts for a
number of rounds equal to 1d6 multiplied by (10 minus Addiction DC. 8
the user's CON modifier). If the green rapture was Addiction Dice. 2d4
introduced into the bloodstream, the DC is 12 and the
paralysis lasts for a number of rounds equal to 1d8
multiplied by (10 minus the user's CON modifier).

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Green Welcome Side Effects. None.
Addictive substance, ingested, rare Overdose Effects. If more than one dose of green
welcome is taken in a 24-hour period, the user falls
Green welcome is a highly addictive chemical unconscious for 1d4 hours and suffers 1 point of
resembling grayish-green mucus. permanent Wisdom drain.

Addict Effects. When taken by someone who is addicted


Initial Effects. Anyone exposed to green welcome must to green welcome, there is a 50 percent chance that the
make a DC 14 Constitution saving throw. On a failure, enhancement bonus from the secondary effects will not
they lose 1d4 points of Intelligence and 1d4 points of occur and a 50 percent chance that the user will
Wisdom. After a number of minutes equal to 1d6 permanently believe that they have succeeded in all
multiplied by (8 minus the user's CON modifier), the their saving throws.
lost ability score points return at a rate of 1 point every
round. Addiction DC. 14
Secondary Effects. Green welcome fills the user with a Addiction Dice. 2d4
feeling of strength, contentment, and belonging. For a
number of minutes equal to 1d4 multiplied by (10
minus the user's CON modifier), the user's Strength and
Charisma are temporarily enhanced by 1d4+1 points (to
a maximum of 20). Additionally, the user believes they
have succeeded on all saving throws.

Greenblood Oil Initial Effects. Consuming a dose of greenblood oil has a


Non-addictive substance, ingested, rare palliative effect of temporarily making one's blood
thinner and less apt to clot. This can be quite an
Named for its color and thickness, greenblood oil is a effective treatment for strokes or some infections or to
viscous poison derived from poisonous plants that grow counteract the effects of drugs that thicken one's blood,
deep in primeval forests. This combination of oils from such as bloodstaunch or yethgrel. This blood-thinning
several different sources has medicinal uses: It breaks effect lasts for a number of minutes equal to 1d4
up dangerous blood clots and can be used to help drain multiplied by (10 minus the user's CON modifier).
infections from the body. During this period, the subject is vulnerable to piercing
damage.
Assassins, however, use greenblood oil to make it more
difficult for the body to heal. This poison is often used Secondary Effects. None.
to make a target more vulnerable to harm rather than by Side Effects. None.
harming directly. For example, an assassin might pour
greenblood oil over a target’s food early in the day Overdose Effects. None.
before performing a very public assassination, to ensure
that the victim cannot be magically healed once the
attack takes place.

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Grell Bile Grell bile is a watery fluid that can be left in its natural
state when applied to food or drink, since it is all but
Non-addictive substance, ingested/injury, uncommon
undetectable in this form. Assassins who want to apply
the thin liquid to a weapon thicken it with sand or flour
Grell bile can be harvested from a number of organs in a so it can be easily smeared on a blade or arrowhead.
grell’s floating, sacklike body. In truth, it is not bile at all,
but a distillation of the aberrant creature’s blood and Initial Effects. Consuming a dose of grell venom can
other bodily fluids. This fluid is extremely toxic and can seriously degrade one's hand-eye coordination. For a
drastically affect the hand–eye coordination of its number of minutes equal to 1d6 multiplied by (8 minus
victims. the user's CON modifier), anyone who has drunk grell
bile makes all attack rolls and Dexterity saving throws
Master assassins and poison crafters know that grell bile
and checks with disadvantage. If grell venom is
has an additional property beyond its common
introduced into someone's bloodstream (with a
applications. Grells have powerful psionic abilities, and
poisoned weapon, for instance), the victim must make a
grell bile contains a trace of this ability. By imbibing a
DC 12 Constitution saving throw. On a failure, the
small amount of grell bile (at no small personal risk), the
victim sees double for a number of rounds equal to (10
poisoner can establish a temporary psionic link to the
minus the user's CON modifier). Treat this as though
victim. Through this link, an assassin has a chance to
everyone the victim looks at is the subject of a mirror
momentarily shunt any aggression the victim feels
image spell.
toward him or her onto a different target.
Although certainly not common, the recipe for grell bile Secondary Effects. None.
can be purchased throughout the Underdark Drow, Side Effects. None.
duergar, and dark folk manufacture and use the poison,
and by knowing how to ask and where to look, one can Overdose Effects. None.
find it easily. The recipe for grell bile occasionally makes
its way into the inventory of those who deal in illicit
substances on the surface.

Harlthorn Secondary Effects. Harlthorn can also be used as a


topical ointment to relieve the discomfort of rashes and
Non-addictive substance, ingested/contact, basic
hemorrhoids.
Side Effects. None.
Drinking the liquid derived from boiling down equal
parts of the thorns from harlthorn bushes (a common Overdose Effects. None.
Heartlands wild shrub) with dried or fresh leaves of the
very common weed known as hoof-leaf (because its flat,
on-the-ground leaves look like the print of a cloven-
hoofed herd animal) calms delirium, rage, and grief, and
soothes itchiness and skin rashes, allowing for rest or
sleep.

Initial Effects. When someone who is suffering from a


short-term madness consumes harlthorn, there is a 75
percent chance that it will cure the insanity. There is a
50 percent chance that harlthorn will temporarily stop
the effects of a long-term madness for a number of
minutes equal to 1d6 multiplied by (10 minus the user's
CON modifier), and a 25 percent chance that it will
temporarily stop the effects of an indefinite madness for
a number of minutes equal to 1d4 multiplied by (10
minus the user's CON modifier).

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Haunspeir Secondary Effects. The user's Intelligence increases by
1d4+1 points for a number of minutes equal to 1d4
Addictive substance, inhaled, common
multiplied by (10 minus the user's CON modifier).
Additionally, any concentration checks made during that
Haunspeir is the generic name for a variety of similar period are made with advantage.
tobacco-like products made from dried glassat leaves.
Small differences exist amongst different haunspeir Side Effects. Smokers of haunspeir frequently get the
products, and many addicts have strong feelings about shakes. For a number of minutes equal to 1d6
which 'brand' of haunspeir is the best. Nevertheless, multiplied by (10 minus the user's CON modifier) after
they all have pretty much the same effects upon the lighting up, the user takes a 1d4-1 penalty to Dexterity.
user. Secondhand Smoke Effects. Anyone within 20 feet of
someone smoking haunspeir must make a Constitution
Haunspeir smoking is currently on the rise in urban saving throw with advantage. On a failure, they
areas, especially Waterdeep and Neverwinter. Students experience the initial effects of the drug, but no other
are quite familiar with the drug as it is known to effects. If an addict of haunspeir who no longer smokes
temporarily increase intelligence, memory, and it is within that area, they make their saving throw with
concentration. Unfortunately, while most who try it just disadvantage, and on a failure they are compelled to
a few times never develop a dependency, those who do satisfy their addiction immediately.
become addicted to haunspeir often find it very hard to
stop smoking (perhaps due to the notoriously low Overdose Effects. Smoking haunspeir more than once in
Constitutions scholars are said to possess!). Habitual a 24 hour period causes the user to suffer both the
smokers of haunspeir typically develop a nasty cough initial effects and the side effects of the drug, but not
that's often called 'hound's cough' both because of the the Intelligence bump.
euphonic similarity to 'haunspeir' and because the
cough sounds a lot like the bark of a large dog. Addict Effects. When taken by someone who is addicted
to haunspeir, the secondary and side effects are of half
Haunspeir has a 'secondhand smoke' effect, noted
duration.
below.
Addiction DC. 10
Initial Effects. The user gets a sore throat and an ugly
Addiction Dice. 2d4
cough. They take damage equal to 1d4 minus their
Constitution modifier.

Insanity Mist Initial Effects. Anyone who inhales a dose of insanity mist
Non-addictive substance, inhaled, very rare must make a DC 14 Intelligence saving throw. On a
failure, they acquire a long-term madness (see the table
Another poison designed to affect the mind as much as in the DMG) and lose 1d4 points of Intelligence.
the body, insanity mist is a deep purple liquid swirls
Secondary Effects. None.
with milky colors that sometimes seem to resolve into
disturbing images. Insanity mist is distilled from the Side Effects. None.
brains of mind flayer thralls (or mind flayers themselves,
Overdose Effects. None.
which produce a much higher quantity of poison) and
combined with several kinds of mold spores to deliver
the poison straight to the brain. Only potent when made
airborne, usually through an atomizer, and then inhaled,
it begins eroding the consciousness of the victim
almost instantly.

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Izverg Kholodets Side Effects. The eater exudes an aura of abomination
that is offensive to fiends, celestials, and fey. Any fiend,
Addictive substance, ingested, rare
celestial, or fey creature that is within 60 feet of the
user must make a DC 16 Wisdom saving throw or be
Only a depraved or evil person could make this forced to attack them. This aura lasts for a number of
repulsive substance, which is essentially an aspic made minutes equal to 1d8 multiplied by (10 minus the user's
from the boiled body of a fiend. No fiend will knowingly CON modifier).
allow this drug to be sold, consumed, or even to exist
within their sight. Fiends are immune to the effects of Overdose Effects. Eating more than one dose of izverg
izverg kholodets. Fey and celestials also find the drug to kholodets in an 18-hour period forces the user to make
be repellent but are not immune to its effects. In fact, a DC 15 Wisdom save. On a failure, the user comes to
they make all their relevant saving throws with believe that they are, in fact, a fiend and that the drug
disadvantage. has allowed their true nature to finally break free of its
mortal prison. Nothing anyone can do can convince the
user otherwise. The user's alignment changes to that of
Initial Effects. Eating a dose of izverg kholodets endows the fiend the dose was made from. This delusion lasts
the user with the ability scores and saving throws of the for a number of hours equal to 1d4 multiplied by (10
fiend it was made from. Any of the eater's ability scores minus the user's CON modifier).
or saving throws that are better than the fiend's do not
change. The eater also becomes resistant to all Addict Effects. When taken by someone who is addicted
bludgeoning, slashing, and piercing damage from non- to izverg kholodets, the range for the side effect's aura
magic weapons. This lasts for a number of minutes increases to 120 feet and its duration increases to 1d12
equal to 1d4 multiplied by (10 minus the user's CON multiplied by (10 minus the user's CON modifier).
modifier).
Addiction DC. 10
Secondary Effects. For as long as the initial effects last,
the eater registers as a fiend for the purposes of all Addiction Dice. 2d4
magical detection, such as a paladin's divine sense or
the detect evil and good spell.

Jalynfein Secondary Effects. As the jalynfein crystals do their work,


and for 1d4+2 minutes thereafter, the user experiences
Addictive substance, injury, very rare
intense, overwhelming pleasure that stuns them into
inaction.
This is an especially reviled drug originally used
exclusively by the priestesses of Lolth in assassinating Side Effects. None.
one another during their never-ending internal power Overdose Effects. Applying more than a few crystals to a
struggles. Of late, as more of the Underdark has been small wound runs a risk of serious and very dangerous
opened to trade, it has seen use in some of the major overdose effects. The sensations felt by someone who
cities, especially Neverwinter, Waterdeep, and Baldur's has a large amount of jalynfein rubbed into their wounds
Gate. are so powerful as to be agonizing. The victim must
make a DC 12 Constitution saving throw or be
Jalynfein is a crystalline powder must be introduced into unconscious from the pain for 1d4 multiplied by (8
an open wound to take effect. When dry, jaynsfeir looks minus the user's CON modifier) minutes. The frothy,
like deep purple, almost black, flaked sea salt that bloated mass that erupts from the jalynfein also is much
effervesces a bright, incandescent yellow when mixed larger, and, if the wound is placed unwisely, can restrict
with living blood. airflow, suffocating the victim.
The flesh affected by the jalynfein bubbled and swells,
bloating into a terrible, multi-colored mess that Addict Effects. When taken by someone who is addicted
resembles a fungus-growth. The more jalynfein that is to jalynfein, the secondary effects are of half duration.
applied, the larger and more disfiguring the effect
becomes. Recreational users sprinkle just a few flakes Addiction DC. 8
into small cuts, resulting in feelings of intense pleasure Addiction Dice. 3d4
and little more consequence than a raised, purplish scar.
Those who wish to use jalynfein to maim or even
murder rub large quantities into long, deep lacerations
on their victims, causing fiery, unbearable agonies.

Initial Effects. The jalynfein crystals froth and glow,


briefly, foaming out until they fill the wound and begin
to overflow it. Within 1d4+2 rounds, the effect ends,
and what is left behind is a dark purple scar, raised and
warm to the touch.

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Lich Dust A creature subjected to lich dust by injury must make a
DC 16 saving throw. On a failure, they take 1d4 necrotic
Non-addictive substance, ingested/injury, very rare
damage and gain 1 level of exhaustion. This repeats
every round until either the subject succeeds on a
To those uneducated in the art of poison crafting, lich saving throw, dies, or a number of rounds passes equal
dust is often believed to be a powder made from the to (10 minus the user's CON modifier).
ground-up bones of liches. This belief is only partially
correct; in truth, lich dust is made from a combination Secondary Effects. None.
of pulverized bones taken from a variety of undead Side Effects. None.
creatures (liches among them) mixed with other
alchemical and natural substances. Lich dust retains Overdose Effects. If more than one dose of lich dust is
some of the necromantic power that once animated the taken in a 48 hour period, the DCs to avoid the initial
bones it is made from, which can drain the energy and effects increase by 2.
spirit of creatures that consume it or are injured by a
weapon coated with the poison. This white powder
looks to be the residue of ground-up bones.
Lich dust has different effects depending on whether it
is consumed or applied through injury.

Initial Effects. A creature who consumes lich dust cannot


regain hit points by resting or expending hit dice. Every
time they attempt a short or long rest they must make a
DC 14 Constitution saving throw. On a failure, they take
2d6 necrotic damage and gain no benefit from the rest.
This effect lasts for (15 minus the user's CON modifier)
days or until a greater restoration spell is cast upon the
victim. During this period, the victim registers as
undead for the purposes of divination spells and class-
ability detections (such as that of the Paladin or Grave
Cleric).

Liquid Courage Secondary Effects. None.


Addictive substance, ingested, uncommon Side Effects. The drinker becomes quite forgetful after
drinking liquid courage. There is a 5 percent chance that
they will have no memory of anything that happens
It should be no surprise that that dwarves were the first
during the initial effects and a 25 percent chance that
to distill this potent alcoholic beverage with courage-
they will misremember significant details of what
boosting properties. Dwarves refuse to reveal the exact
occurred.
ingredients, but researchers believe the drink is distilled
from several varieties of fungus, including one with Overdose Effects. Drinking more than one glass of liquid
hallucinogenic properties. courage in a 24-hour period increases the chances of
side effect memory loss to 10 percent and 50 percent,
Initial Effects. Someone who drinks a glass of liquid respectively.
courage feels brave and arrogant, able to accomplish
anything. For a number of minutes equal to 1d8 Addict Effects. When taken by someone who is addicted
multiplied by (8 minus the user's CON modifier), the to liquid courage, the initial effects are of half duration.
drinker has advantage on all Charisma checks and
initiative rolls. They are also immune to the frightened Addiction DC. 5
condition. Addiction Dice. 3d4

Lorbralinth Initial Effects. A creature subjected to this poison must


Non-addictive substance, ingested/injury, uncommon succeed on a DC 12 Constitution saving throw or
become incapacitated by chills and fever for a number
Better known as just lorbral, this sweet-smelling, clear, of minutes equal to 1d4 multiplied by (8 minus the
oily poison is made from the spittle of no less than user's CON modifier).
sixteen monsters, including the basilisk and the
Secondary Effects. None.
leucrotta.
Side Effects. None.
Touching the concoction does no harm, but someone
125
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is unofficial
ingests itFanorContent permitted
is wounded by aunder the Fan Content Policy. Not Overdose
lorbral-tainted
taken in an
Effects. If more than one dose of lorbalinth is
approved/endorsed
8-hour
by Wizards. Portions of the materials used
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withofalternating
Wizards of the Coast. ©Wizards of the Coastperiod,
LLC. the DC to avoid the initial
f hill d f effects increases to 15
Luhix Secondary Effects. After the pain wears off, the user
experiences a wash of relaxation and euphoria. They are
Addictive substance, injury, rare
numbed, only semiconscious, and in a state of
incredible bliss. Treat as the stunned condition. This
Made from the powdered stalks of plants that grow only condition lasts for a number of minutes equal to 1d4
in the Abyss, luhix is mainly used by battlefield medics multiplied by (10 minus the user's CON modifier).
and unlicensed surgeons. When sprinkled on an open
wound, luhix staunches the bleeding almost instantly Side Effects. For a number of minutes equal to 1d6
and swiftly causes the laceration to close without the multiplied by (10 minus the user's CON modifier) after
need for stitches. A bandage is applied to protect the first taking luhix, the user is extremely suggestible,
area, and when removed 2d4 hours later, only a rough, regarding everyone around them who is not an obvious
dark scar that is forever slightly warm to the touch threat (i.e., actively attacking) as a close friend.
remains. Overdose Effects. Taking luhix more than once in a 24
period provokes a DC 20 Constitution saving throw. On
However, luhix is considered by many physicians to be a a success, the user loses half their hit points and is
tool of last resort, for it is extremely addictive and knocked unconscious for 1d4 hours. On a failure, the
dangerous to use. Veterans who return from war user dies by heart attack.
missing a limb often bring with them a spirit-crushing
craving for yet more luhix, which they administer to
Addict Effects. When taken by someone who is addicted
themselves by cutting themselves for the purpose of
to luhix, the initial and secondary effects are of half
applying luhix to their self-inflicted wounds. Some
duration.
famous generals and members of high society have
been found, upon their deaths, to be covered under Addiction DC. 15
their clothes with small scars earned through many
years of secret luhix use. Addiction Dice. 4d4

Initial Effects. Searing, terrible pain lasting 1d4 rounds.


During this time, the user has disadvantage on all ability
checks, attack rolls, and saving throws. If applied to a
creature who is bleeding out, they are immediately
stabilized and restored to 1 hit point.

Mad Foam Initial Effects. When eaten by a mammal, mad foam


Non-addictive substance, ingested, uncommon makes their mouths foam for 2d6 minutes. During this
period, they have advantage on all intimidation checks.
If chewed and swallowed by a mammal, mad foam If a yuan-ti consumed mad foam, it must make a DC 12
interferes with the salivary glands, causing them to Constitution saving throw or be poisoned for a number
produce great quantities of white foam. Often, mad of rounds equal to 2d6 multiplied by (8 minus the
foam is suffused into dog biscuits or treats, but druids, user's CON modifier).
lycanthropes, and shapeshifters have been known to eat
Secondary Effects. None.
mad foam deliberately in order to appear more
fearsome. Mad foam has unpredictable and sometimes Side Effects. None.
quite unpleasant effects on non-mammals, and is a
Overdose Effects. None.
poison to yuan-ti.

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Mad Honey Secondary Effects. None.
Non-addictive substance, ingested, uncommon Side Effects. None.
Overdose Effects. Eating more than one dose of mad
'Mad Honey' is the name given to honey produced by honey in a 12 hour period changes the initial effects.
bees who harvest nectar from rhododendron flowers. The eater must make a DC 12 Constitution saving
Tavern keepers sometimes buy mad honey to mix into throw. On a success, they fall unconscious for a number
their poorer beers and ales, in order to increase their of hours equal to 1d4 multiplied by (8 minus the user's
potency. When taken in large doses, it can make the CON modifier). On a failure, they are reduced to 0 hit
eater very ill, and even kill them. points.
When introduced into alcoholic drinks, a small amount
of mad honey will increase the strength of the drink by
1 level. It has a strong, sweet taste that cannot be
disguised.
In appearance, it is indistinguishable from other honeys.
A DC 12 Nature check will reveal that it smells odd.

Initial Effects. 1d4+2 minutes after eating a dose of mad


honey, the user must make a DC 12 Constitution saving
throw. On a success, they feel nauseous and weak. They
have disadvantage on all Strength saving throws and
checks and move at half speed. This lasts a number of
hours equal to 1d4 multiplied by (8 minus the user's
CON modifier). On a failure, they fall unconscious for a
number of hours equal to 1d4 multiplied by (8 minus
the user's CON modifier).

Malyss Root Paste Initial Effects. A creature subjected to this poison must
succeed on a DC 15 Constitution saving throw or
Non-addictive substance, inhaled, rare
become poisoned for 1 hour. The poisoned creature is
blinded.
This is a sour, deep brown paste made from a fermented
mash of various rare herbs and tubers. When burned, it Secondary Effects. None.
releases a pleasant-smelling smoke that fills a 30-cubic- Side Effects. None.
foot space. A dose of malyss root paste burns for 3d4
minutes. Overdose Effects. If more than one dose of malyss root
paste is taken in a 24-hour period, the duration of the
initial effects is tripled.

Mertoran Leaf Side Effects. None.


Addictive substance, ingested, uncommon Overdose Effects. Taking mertoran leaf more than once
in an 8 hour period prevents the secondary effects from
When mertoran leaf is dried, treated, and chewed, it taking place again for 48 hours. Additionally, the user
provides appropriate alchemical treatment for must make a DC 15 Constitution saving throw. On a
personality disorders, and substance abuse disorders. failure, the user gains a level of exhaustion.
While it is in itself slightly addictive, mertoran leaf is
often used to help addicts get off harder drugs and ease Addict Effects. When taken by someone who is addicted
various withdrawl symptoms. to mertoran leaf, the initial and secondary effects are of
half duration.
Initial Effects. The user takes 1 point of Dexterity Addiction DC. 8
damage and gains 1 point of Charisma. These
Addiction Dice. 5d4
adjustments last for a number of minutes equal to 1d4
multiplied by (10 minus the user's CON modifier).
Secondary Effects. Any one level of withdrawal that is
accrued for a different drug turns into two levels of
exhaustion instead. The withdrawal level must be earned
within a number of hours equal to 1d4 multiplied by
(10 minus the user's CON modifier) after the mertoran 127
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propertywith
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advantage
Mindfire Secondary Effects. The user must make a DC 10
Constitution saving throw. On a failure, for a number of
Addictive substance, injury, rare
minutes equal to 1d8 multiplied by (10 minus the user's
CON modifier), the user experiences a state of perfect
Wild fireclover is a summer plant with a brilliant red and contentment with the world. They can engage in no
orange flower that blooms in temperate plains and aggressive actions and will use force only to defend
farmland. The unmistakable red blooms of fireclover are themselves.
usually found in small clusters of three to ten. The petals
of wild fireclover are often crushed and used by Side Effects. Once both the initial and secondary effects
peasants to provide pleasant scents. Crushed petals have worn off, the user must make a DC 5 Constitution
provide a beautiful aroma for up to a tenday. saving throw or acquire a short-term madness.
Overdose Effects. Taking mindfire more than once in a 6
What is not commonly known is that the stem of the hour period initial and secondary effects are twice as
wild fireclover is capable of producing a powerful mind- long and the DC to avoid the side effect increases to 10.
clouding drug. When applied directly to the
bloodstream (as through an open wound), mindfire
Addict Effects. When taken by someone who is addicted
leaves its users disoriented, confused, weak of will, and
to mindfire, the initial and secondary effects are of half
utterly happy.
duration and the relevant DCs increase by 2.
Initial Effects. After a dose of mindfire is taken, the drug Addiction DC. 12
immediately clouds the mind and befuddles the senses.
Addiction Dice. 2d4
For a period of minutes equal to 1d8 multiplied by (10
minus the user's CON modifier), the user has
disadvantage on all Intelligence, Wisdom, and Charisma
saving throws and checks, and in order to case a spell,
the user must succeed on a DC 12 Constitution check.

Miner's Milk Secondary Effects. None.


Addictive substance, ingested, basic Side Effects. The number of drunkenness levels gained
by drinking miner's milk are twice normal. The standard
effects of drinking alcohol also apply.
A syrupy whiskey brewed in makeshift stills and
basements all over the Sword Coast. No one actually Overdose Effects. Treat as alcohol (hard liquor).
likes it, but it's easy to make and gets you drunk, so who
cares? Local 'enthusiasts' exaggerate that a drop of Addict Effects. Treat as alcohol (hard liquor).
miner's milk can crack stone.
Addiction DC. Treat as alcohol (hard liquor).
Initial Effects. For a number of minutes after drinking Addiction Dice. Treat as alcohol (hard liquor).
miner's milk equal to 1d6 multiplied by (8 minus the
user's CON modifier), the drinker has advantage on
Constitution saving throws.

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Moog's Cheer Secondary Effects. If the drinker was in love or
experiencing a charm effect, there is a 25 percent
Addictive substance, ingested, uncommon
chance that they will develop an intense antipathy to the
person they were attached to. In that case, for a period
Technically, 'Moog's Cheer' is the name of a strong of days equal to 1d4 multiplied by (10 minus the user's
mead brewed by hill giants, but we smaller creatures CON modifier), if the drinker finds themselves within
would be quite defeated by the strength of that. The sight of that person, they must make a DC 12 Wisdom
Moog's Cheer that is marketed to those of large size saving throw or be compelled to attack.
and smaller is a weaker, watered down version that still
packs quite a powerful punch. It's said that the only two Side Effects. The standard effects of drinking alcohol also
surefire ways of curing a broken heart are killing your ex apply.
and drinking Moog's Cheer, and since the first is usually Overdose Effects. Treat as alcohol (mead).
illegal one might as well drink up.
Addict Effects. Treat as alcohol (mead).
Drinkers of Moog's Cheer tend to look down on those
who use Doses of Haagen to cure their romantic ills. Addiction DC. Treat as alcohol (mead).
The feeling is mutual.
Addiction Dice. Treat as alcohol (mead).
Initial Effects. After imbibing a tankard of Moog's Cheer,
the drinker experiences an overwhelming wave of
calmness and contentment. If the drinker was in love or
experiencing a charm effect, they are no longer.

Moon Honey Moonhoney doesn’t melt in sunlight, even when it’s left
to bake on a rock or shield in the desert. Actual flame
Non-addictive substance, ingested, uncommon
(or certain of the strongest acids) is required to reduce
it to a foul, unpleasant liquid.
The substance with the unlikely name of moonhoney is
actually the prepared dung of groundworms that dwell Initial Effects. Eating a piece of moon honey roughly the
on many Abyssal layers (and which are eaten by many size of one's fist is sufficient sustenance for an entire
demons). It is a smoky-tasting, nourishing, even rib- day.
sticking treat to humans, halflings, dwarves, elves, and
half-elves. Its name comes from its consistency and Secondary Effects. None.
appearance (both of which are rather like the honey
Side Effects. None.
produced by wild bees), and the fact that when bathed
in moonlight, it momentarily acquires a rough, fleeting Overdose Effects. After 1d4 plus the user's CON
sweetness. Moonhoney doesn’t spoil unless it is modifier days of eating nothing but moon honey, the
scorched in open flame or soaked in citrus juices, and user's system begins to need different foods. Beyond
so it is an ideal trail food for wayfarers of all kinds, who that duration, each day that the user eats nothing but
can readily carve it into handy chunks. moon honey they must make a DC 10 Consitution
saving throw or gain a level of exhaustion.

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Mordayn Vapor, aka Side Effects. Inhalers of dream mist often speak of the
astonishing loveliness and tranquility of their visions and
Dream Mist of how drab and futile their everyday lives are in
comparison. After the initial effects have worn off, the
Addictive substance, inhaled, rare user must make a DC 15 Charisma saving throw. On a
failure, the user falls into a deep malaise, unable to stop
Made of roughly ground leaves of a rare herb found in pining after the dream world. The user rolls all Dexterity
deep forests, mordayn is so potent that it is taken by saving throws and checks, and Initiative rolls, with
steeping a small amount in hot water, and then inhaling disadvantage. This lasts for a period of minutes equal to
the vapors of the resultant tea. Raw mordayn powder 1d12 multiplied by (10 minus the user's CON
and mordayn-tainted water are deadly poison; taking the modifier).
powder directly or drinking the water produces an
Overdose Effects. If more than one dose is taken in a 60
immediate overdose. Dream mist is renowned for the
minute period, or if mordayn is ingested, then the drug
beautiful visions it induces and the deadly peril of its
becomes a deadly poison. The user must make a DC 17
sinister embrace.
Constitution saving throw or take 2d10 points of
Overdosing or ingesting mordayn is extraordinarily Constitution damage. The user takes half that on a
dangerous, and those addicted to dream mist must be successful saving throw. If the user's Constitution score
very careful to make sure they do not make mistakes. reaches 0, they die.

Initial Effects. Exotic visions of incredible beauty enthrall Addict Effects. When taken by someone who is addicted
the inhaler for a period of minutes equal to 1d6 to mordayn vapor, the initial effects are of double
multiplied by (10 minus the user's CON modifier). duration.
During this period, any actions or bonus actions they Addiction DC. 17
attempt have a 50 percent chance of failing.
Addiction Dice. 3d4
Secondary Effects. The user has disadvantage on all
Wisdom saving throws and checks for a number of
minutes equal to 1d8 multiplied by (12 minus the user's
CON modifier). Additionally, the inhaler cannot add
their proficiency bonus to their spell attack bonus or
spell save DC during this period.

Musk Muddle Salve Secondary Effects. Any damage caused by fire damage
heals at a rate of 1 hit point per round. This lasts as long
Non-addictive substance, contact, uncommon
as the initial effects last or until (1d20 plus the wearer's
CON modifier) hit points have been restored, whichever
Musk Muddle is a brown, dead-looking plant with wide comes first.
leaves and an unpleasant aroma, musk muddle can be
found in nearly any swamp or marsh. Musk muddle Side Effects. None.
resembles the dock plant, a foul-smelling weed. The Overdose Effects. If more than one dose of musk muddle
boiled leaves from this plant form an integral part of an salve is applied within a 12 hour period, the wearer gets
especially good remedy for even quite severe burns.
. really slimy. Disadvantage on all Dexterity checks.

Initial Effects. When rubbed on the body, musk muddle


salve grants the wearer temporary resistance to fire
damage. This lasts a number of minutes equal to 1d4
multiplied by (10 minus the wearer's CON modifier).

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Mushroom Blue Side Effects. None.
Addictive substance, inhaled, rare Overdose Effects. Taking mushroom blue more than
once in an 8 hour period prevents the initial effects
Mushroom blue is a powder made from a rare, blue-gray from taking place again for 24 hours. Additionally, the
fungus found in the Underdark. When dried and user must make a DC 15 Constitution saving throw. On
pulverized, the powder has a bright, electric blue color a failure, the user becomes highly aggressive and is
and a sticky, chalky consistency. Mushroom blue is affected as though by the confusion spell.
taken by snorting it and is popular mainly among mages
who find that the benefits it offers to their spellcasting Addict Effects. When taken by someone who is addicted
make up for the rather unpleasant side effects. to mushroom blue, the initial and secondary effects are
of half duration.
Initial Effects. Upon inhaling a dose of mushroom blue, Addiction DC. 12
the user experiences a rush of self-confidence, even
Addiction Dice. 3d4
arrogance as every memory and perception and thought
that passes through their minds seems uncannily vivid
and complex. For a number of minutes equal to 1d6
multiplied by (10 minus the user's CON modifier), the
user's Intelligence and Charisma are increased by 2.
Secondary Effects. Mushroom blue does not just hone
the intellect. It also acts as an hallucinogen, producing
confusing perceptual effects that even habitual users of
the drug find very difficult to distinguish from reality.
For a number of minutes equal to 1d8 multiplied by (10
minus the user's CON bonus), the user's Wisdom
decreases by 2 and has disadvantage on all saves versus
illusions.

Myconoid Essence Myconoid essence spoils quickly when exposed to the


air, so prospective poisoners must apply it to their
Non-addictive substance, ingested, rare
victim's food or drink less than a hour before it will be
consumed.
Myconid essence is drawn from the spongy cores of
dead myconid sovereigns. Or, among the cruel drow, it Initial Effects. Anyone consuming food or drink tainted
is harvested painfully from living myconids kept with myconoid essence has disadvantage on all Strength
imprisoned for this purpose. Myconid essence is an oily checks and saving throws for a number of minutes equal
substance with an earthy tang. A phial about the size of to 1d8 multiplied by (10 minus the user's CON
a human child’s finger contains a single dose. It is an modifier).
earthy-smelling oil that pours slowly, and only strong
food can cover its taste. Secondary Effects. None.
This extract saps the strength from those who consume Side Effects. None.
it. Some drow families use it to dose all the food they Overdose Effects. None.
give to their prisoners or to selected slaves who are too
valuable to kill but too dangerous to be allowed full use
of their faculties.
Certain drow alchemists and mages are searching for
ways to make the essence easier to deliver to an
unsuspecting victim. Adventurers in the Underdark
should beware; they might end up on the receiving end
of such a research effort.

Night Sleep Initial Effects. Anyone who takes damage from a piercing
weapon coated in night sleep must make a DC 14
Non-addictive substance, injury, common
Constitution saving throw or be effected as by the slow
spell for a number of rounds equal to 1d4 multiplied by
Because of their dramatically unbalancing effect, using (8 minus the victim's CON modifier). One dose of night
weapons coated in night sleep during a sanctioned duel sleep contains enough poison to coat five weapons of
is grounds for immediate execution. normal size.
Secondary Effects. None. 131
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Side Effects. Coastthe
LLC.slow effects wear off, the victim
has advantage on all attacks against their poisoner for
Nilhogg's Nose Side Effects. The user suffers disadvantage on all saving
throws against effects based on smell for the duration
Non-addictive substance, ingested, rare
of the initial effects.

'Nilhogg's nose' is the name of a small green mushroom Overdose Effects. If more than one Nilhogg's nose is
found in the Underdark. eaten within an 8 hour period, the user develops
tremendously bad body odor. For a number of hours
equal to 1d4 multiplied by (10 minus the user's CON
Initial Effects. For 1d4 hours after eating one of these modifier), the eater has disadvanatge on all Charisma
mushrooms, the user has advantage on all Wisdom and stealth checks.
(perception) checks based on smell.
Secondary Effects. None.

Nitharit Secondary Effects. For a number of minutes equal to 1d4


multiplied by (8 minus the user's CON modifier),
Non-addictive substance, ingested, rare
anyone who has consumed nitharit is vulnerable to
poison and necrotic damage.
This clear, odorless, tasteless liquid is one of the few
slow-acting poisons in the assassin’s repertoire. Nitharit Side Effects. If someone who is immune to poison
gradually breaks down a creature’s natural defenses damage and/or the poisoned condition consumed
against toxins and eventually turns those defenses nitharit, then neither the initial nor the secondary
against the poisoned creature. The poison is often used effects take place, but for a number of minutes equal to
as a precursor to weaken a target before a second 1d6 multiplied by (10 minus the user's CON modifier),
poisoning assault. For example, an assassin might put that creature is only resistant to poison damage and is
nitharit in a magistrate’s wine, then later in the evening not immune to the poisoned condition. If the creature
return to finish the job with a stronger poison once the normally is resistant to poison damage, then the initial
target’s body is in no shape to fight it off. effects take place, though the secondary do not, and the
creature is not resistant to poison damage for the
duration of the initial effects.
Initial Effects. For a number of minutes equal to 1d6
multiplied by (8 minus the user's CON modifier), Overdose Effects. None
anyone who has consumed nitharit has disadvantage on
all saving throws against poison effects and damage.

Oil of Taggit Initial Effects. A creature subjected to this poison must


Non-addictive substance, contact, rare succeed on a DC 13 Constitution saving throw or
become poisoned for 24 hours. The poisoned creature
Invented by a half-orc alchemist who was driven near to is unconscious. The creature wakes up if it takes
madness by exhaustion because her companion, an elf damage.
bard who specialized in the accordion, wouldn't let her
Secondary Effects. None.
sleep. Her eponymous oil did not work on her party
mamber, unfortunately, and Taggit descended further Side Effects. None.
into insanity, vanishing one night, never to be seen
Overdose Effects. None
again.
The bard's accordion disappeared with her.

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Palasa Secondary Effects. None.
Non-addictive substance, contact, common Side Effects. There is a 5 percent chance that having a
palasa pessary will affect the wearer's appetite
This small pessary is highly effective in preventing significantly.
conception. Only mammals can make use of it. It has no Overdose Effects. None.
effect on an already existing pregnancy.

Initial Effects. Once inserted into the vagina, palasa acts


as a powerful spermacide and physical barrier covering
the uterus. The pessary is left inside the vagina where it
slowly dissolves, losing its effectiveness after
1d20+1d8 days. If menstruation begins before the
pessary is dissolved, it comes out with the menses flow.

Pale Tincture Secondary Effects. None.


Non-addictive substance, ingested, rare Side Effects. None.
Overdose Effects. None
This is a runny, sticky liquid that's light yellow or light
blue in color and smells strong and spicy, a bit like
cumin and cinnamon. It mixes easily in almost all
potables.

Initial Effects. A creature subjected to this poison must


succeed on a DC 16 Constitution saving throw or take 3
(1d6) poison damage and become poisoned. The
poisoned creature must repeat the saving throw every
24 hours, taking 3 (1d6) poison damage on a failed
save. Until this poison ends, the damage the poison
deals can’t be healed by any means. After seven
successful saving throws, the effect ends and the
creature can heal normally.

Perjury Sauce Side Effects. None.


Addictive substance, ingested, rare Overdose Effects. If more than one dose of perjury sauce
is ingested in a 24-hour period, the user must succeed
Perjury sauce is a deep orange syrup that is consumed on a DC 15 Constitution saving throw or be knocked
either by the spoonful or served on food. It has a citrusy unconscious for 1d4+1 hours. On a successful save, the
smell and taste, though strangely bitter, and sticks to user is instead poisoned for 1d4+1 hours.
the tongue and mouth, making it difficult to entirely
swallow. Addict Effects. When taken by someone who is addicted
to perjury sauce, the DCs for all the above saving throws
increase by 2.
Initial Effects. After taking perjury sauce, the drinker
must succeed on a DC 10 Constitution saving throw or Addiction DC. 10
be poisoned for a number of minutes equal to 1d4
Addiction Dice. 3d4
mutliplied by (10 minus the user's CON modifier).
Secondary Effects. The drinker must make a DC 15
Charisma saving throw. On a failure, they cannot
knowingly speak the truth. This lasts a number of
minutes equal to 1d4 multiplied by (10 minus the user's
CON modifier).

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Philter of Madness, aka Secondary Effects. None.
Side Effects. None.
Stella's Savior Overdose Effects. Drinking more than one dose of the
Addictive substance, ingested, rare philter of madness in a 24 hour period has a 25 percent
chance of doing 1d4 points of Constitution damage.
The philter of madness is a powerful drug with few This damage heals at a rate of 1 point per day.
applications. Some try it recreationally, but few do so
more than once. Those unlucky enough to be held in its Addict Effects. When taken by someone who is addicted
sway live truly damnable existences. Only for the truly to the philter of madness, the initial effects are of half
desperate would this strange concoction be a boon. duration.
It's a matter of speculation why the substance is Addiction DC. 8
sometimes known as 'Stella's savior'. Indeed, it is not
entirely clear that the two are the same at all. There is an Addiction Dice. 2d4
old folk song that may be the source of the nickname,
for it describes a young woman name Stella who is
forced into a loveless engagement by her family and
takes refuge in the madness the philter offers as her
only way to escape marrying a man she despises.

Initial Effects. After the drinker takes a dose of the


philter, they must make a DC 15 Constitution saving
throw or become convinced that they are a small,
common animal, such as a cat or dog. This conviction
will persist despite any and all evidence to the contrary.
The drinker does not lose any abilities or stats and can
speak normally in all the langauges they know. They
simply are convinced without a shadow of a doubt that
they are a different creature. This condition lasts a
number of days equal to 1d4 multiplied by (8 minus the
user's CON modifier), but the drinker may make a new
Constitution saving throw every day.

Phoenix Powder Side Effects. None.


Non-addictive substance, ingested, rare Overdose Effects. If more than one dose is taken in a 48-
hour period, phoenix powder is quite deadly. The victim
must make a DC 15 Constitution saving throw. On a
Phoenix powder is a sticky, blue drug derived from the
success, they are poisoned for 2d4 minutes. On a
root of desert plant. In very small doses, it can be used
failure, they are wracked with unbearable, searing pains
as a very powerful anti-nausea medication, but it is so
in the mouth, the stomach, the anus, and finally the
dangerous that it is rarely, if ever, used that way. In
heart. The victim gets another saving throw, same DC,
larger doses, it is an exceptionally deadly poison.
and on a failure, they die. On a success, they are blinded
for a number of minutes equal to 1d20 multiplied by
Initial Effects. A very small dose of phoenix powder (10 minus the victim's CON modifier).
counteracts even the worst case of nausea.
Secondary Effects. None.

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Purebalm Initial Effects. Once a dose of purebalm has been applied
Non-addictive substance, contact, uncommon to the skin, the user has resistance to poison damage
and advantage on all saving throws to avoid the
The cotsbalm is a fleshy-leafed plant, characterized by poisoned condition. If already poisoned, the user may
clusters of small yellow flowers, grows to a height of 1 immediately make a new saving throw with advantage to
foot. A hardy vegetable, it can be found throughout shrug off the effects of the poison. One application of
temperate and subtropical forests. Many hedge wizards purebalm lasts for a number of minutes equal to 1d8
and midwives use cotsbalm as part of a folk remedy multiplied by (10 minus the user's CON bonus).
when treating sick children. After crushing the flowers
Secondary Effects. None.
until they emit a sweet smell, the herbalist sprinkles
them around the child's bed to draw out the illness. Side Effects. There is a 5 percent chance every time that
Educated doctors, priests, and other skilled healers purebalm is applied that the user's skin will be
claim that this has no effect, but the practice persists in permanently dyed yellow. If this is an unnatural color for
many communities. the user's race, this may result in a Charisma penalty, at
the DMs discretion.
Cotsbalm sap is extracted and used as a base for a clear,
syrupy substance called purebalm. When applied to the Overdose Effects. If more than one dose is taken in a 24-
skin of someone who has been poisoned by an injury or hour period, the purebalm has no effect. No further
contact poison, purebalm turns black as it absorbs the applications of purebalm will have an effect until 2 full
poison out of the victim’s system. days have passed after the last time it was used.

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Ralayan's Comfort Still others develop cravings for the music, needing it
with such an intensity that their lives seem pale and
Addictive substance, injury, very rare
feeble in comparison with the chromatic richness and
incomprehensible complexities of what they hear when
Some illnesses of the mind are so severe that they on the drug. They long for the maddening lushness and
threaten the existence of the sufferer. When an clarity that the music brings with it, and increasingly
archmage, for instance, falls victim to insanity the find the world outside their thoughts to be false, an
arcane powers they have developed over a lifetime of impersonation, a meaningless tissue obscuring a
intense study can threaten to overwhelm and destroy grander reality.
their body. It is an alarming state to be in, and a
terrifying one to witness someone else going through. Ralayan's comfort must be injected directly into the
In those cases, sometimes this potent drug can be the spinal column.
only succor.
Initial Effects. After receiving an injection of ralayan's
It has another, far less savory use as well. Scoundrels comfort, the user feels an unnatural calmness and
sometimes make use of it as a very deadly poison, one transquility fall over them. It becomes impossible for
that eats away at their victim's mind as well as their the user to feel strong emotion of any kind. This lasts
flesh. for a number of minutes equal to 3d8 multipled by (10
minus the user's CON modifier).
Even among those who traffic in ralayan's comfort, few
know the means by which it is made. Indeed, it is a very Secondary Effects. At the same time, the user must make
carefully guarded secret. Ralayan's comfort is made with a DC 12 Intelligence saving throw. On a failure, roll 3d6.
the excretions of ustilagors, the larval form of intellect If the total equals or exceeds the user's Intelligence
devourers, and as such the only suppliers of the drug are score, that score is reduced to 0. The user is stunned
pawns, often unwitting pawns, of mind flayers. Why they until it regains at least one point of Intelligence. As the
have decided to produce and distribute this strange secondary effects wear off, the user will regain their
medicine among us is unknown, but then of the illithids Intelligence at a rate of one point per hour.
little can be said but that their motives are opaque and
their methods bizarre. Side Effects. For a number of minutes equal to 3d10
multiplied by (10 minus the user's CON score) or until
While under the effect of the drug, the user 'hears' in the user's Intelligence score returns to normal,
their mind a strange, otherworldly music. This is so whichever is longer, the user's mind is filled with
strong that it threatens to overwhelm their own strange music.
thoughts. The music is haunting and disturbing, obeying
no laws of rhythm, mode, harmony. Even the notes Overdose Effects. If more than one dose of ralayan's
themselves are uncanny, made of weird tones and comfort is taken within a 12 hour period, the duration
instruments that seem to dwell in realms our own of the initial and side effects doubles and the DC to
musics cannot capture. avoid the secondary effects increases to 15.
The effects of this music on the user are be quite Addict Effects. When taken by someone who is addicted
unpredictable. Some find themselves transformed by it: to ralayan's comfort, the side effects bleed over into
deep-seated madness has been known to simply drift their everyday lives, lasting a number of hours equal to
away, as though carried off by the eldritch, wordless 1d6 multiplied by (10 minus the user's CON modifier).
songs brought by the drug. Such users describe their
experience under the drug's effects as revolutionary. Addiction DC. 15
Liberated from past commitments and ideals, these
people often strike out on brand-new careers and life Addiction Dice. 2d4
paths, and their friends and loved ones frequently
describe them as having changed on a fundamental
level.
Others are unnerved by the music, horrified to their
core by the impossibility of incorporating it into the
world they are familiar with. These people tend to drift
away from society, unable to stop obsessing over the
implications of these sounds, seeking illumination in
far-off lands. Perhaps they are called by the music,
drawn towards a place they can only dream of. These
people are usually never heard from again.

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Rhul Side Effects. Due to stimulation of scent and tactile
nerves, while the initial effect is functioning, the drinker
Addictive substance, ingested, common
prefers to to engage those in close battle. If the user is
given the choice of fighting in melee or with ranged
Also known as 'battlewine', rhul is a spicy, red liquid attacks, they must make a DC 15 Wisdom saving throw
with a bitter aftertaste. It is made from crushed and or choose the melee attack.
fermented beetles.
Overdose Effects. If more than one dose of rhul is drunk
within a 2 hour period, the drinker takes 1d4 points of
Initial Effects. After taking a dose of rhul, the drinker Intelligence and Wisdom damage. This damage goes
experiences increased physical prowess, aggression, and away after the drinker finishes a long rest.
recklessness. For a period of rounds equal to 1d4
multiplied by (10 minus the user's CON modifier), the Addict Effects. When taken by someone who is addicted
drinker has advantage on all attack rolls and Strength to rhul, the drug agitates the drinker so much that they
saving throws and checks and all attacks made against cannot take short rests.
the drinker have advantage.
Addiction DC. 12
Secondary Effects. After the initial effects have worn off,
the drinker must make a DC 10 Constitution saving Addiction Dice. 2d4
throw or acquire a level of exhaustion.

Sakrash Overdose Effects. If more than one dose of sakrash is


drunk within a 6 hour period, the drinker takes 1d4+1
Addictive substance, ingested, uncommon
points of Wisdom damage. This damage goes away after
the drinker finishes a long rest.
This sweet, oily concoction of wines, rare tree saps, and
certain herbs is only manufactured in Thay and Addict Effects. When taken by someone who is addicted
Mulhorand. It protects the user's mind and thoughts. to sakrash, the initial and secondary effects are of
double duration and the save DC to avoid the side
Initial Effects. Sakrash has an immediate effect of effects increases to 15.
dazzling and confusing the drinker. For a number of
Addiction DC. 10
rounds equal to 1d4 multiplied by (8 multiplied by the
user's CON modifier), the drinker cannot take any Addiction Dice. 4d4
actions other than move actions and moves at half
speed.
Secondary Effects. After the initial effects have worn off,
the drinker feels a wave of weird silence come over their
thoughts. For a number of minutes equal to 1d6
multiplied by (10 minus the user's CON modifier), the
drinker's thoughts cannot be read by any means. All
attempts to communicate telepathically with the drinker
fail. Their emotions are impossible to magically alter
(e.g., through fear effects). Spells such as zone of truth
and modify memory have no effect on them.
Side Effects. Due to unnatural quiet inside the drinker's
mind, there is a significant danger of falling into
solipsism. Unless the drinker succeeds on a DC 12
Wisdom saving throw, they become convinced that they
are the only creature with genuine consciousness, that
all other apparently intelligent beings are like automata
or empty shells, devoid of individuality or thought.
Convinced that they are effectively the only real thinking
being in existence, they lose all inhibitions. Harming
them is as morally unproblematic as hurting a rock or an
ocean. Once the secondary effects wear off and the
regular background noise of other minds comes back, a
further DC 12 Wisdom save is necessary. On a failure,
the drinker passes into unconsciousness due to shock
for 1d4 hours.

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Sannish Side Effects. The mental fuzziness sannish produces has
the lingering effect of slowing the drinker's reflexes. For
Addictive substance, ingested, rare
a number of minutes equal to 2d4 multiplied by (10
minus the user's CON modifier), the drinker has
This is a thick, bluish liquid distilled from a concoction disadvantage on all Dexterity saving throws and all
made of wolf's milk and the juice of a rare desert plant. initiative rolls.
At one point it was commonly used as a surgical
anaesthetic but its medicinal uses are now minimal, as Overdose Effects. Taking sannish more than once in a 24
doctors have sought out less addictive treatments. hour period provokes a DC 15 Consitution saving
Recreational users now make up the overwhelming throw. On a success, the drinker experiences a euphoric
majority of sannish consumption. condition that makes it difficult to make decisions or
concentrate on anything. They have disadvantage on all
Addicts can be easily recognized by the permanent blue Intelligence, Wisdom, and Charisma checks and saves
stains on their lips., and perhaps in part because it is so and cannot cast spells of any kind.
easy to identify habitual users of sannish, the drug has a On a failure, the drinker goes into a numb stupor
very negative stigma attached to it. Wealthy and noble making it impossible to think straight. The user moves
sannish drinkers go to great lengths to hide or eliminate at half speed, has disadvantage on all rolls, and cannot
the staining, sometimes employing elaborate cosmetics take both an action and a bonus action on their turn.
or even minor illusion spells. These overdose effects last for a number of hours equal
to 2d6 multiplied by (10 minus the user's CON
Initial Effects. Sannish drinkers experience a rush of modifier).
pleasurable fuzziness in their thinking as their cares
melt away. For a number of rounds equal to 1d6 Addict Effects. When taken by someone who is addicted
multiplied by (10 minus the user's CON modifier), the to sannish, the secondary effects are of half duration.
drinker has disadvantage on all Wisdom checks and
saves. Addiction DC. 18
Secondary Effects. Drinking sannish has a powerful Addiction Dice. 4d4
anaesthetic effect. The drinker is numbed to all pain for
a number of minutes equal to 2d4 multiplied by (10
minus the user's CON modifier). Under this effect, the
user has advantage on all saving throws versus fear-
based effects and will not notice when they are
wounded unless they make a DC 10 Intelligence check.

Scorcher Fumes Secondary Effects. It's hard to breathe scorcher fumes.


Every minute a breather remains within the fume-filled
Non-addictive substance, inhaled, common
area, they must make a DC 10 Constitution saving throw
or be overcome with a coughing fit that forces them
Prized by morticians, workers in slaughterhouses, either to leave the area. If they cannot leave, then after 3
taxidermists, refuse collectors, and explorers of rounds, they collapse in unconsciousness until brought
swamps, scorcer fumes work to inhibit the sense of into fresh air.
smell. Sold as a small bundle of incense-like sticks, a
single scorcher rod burns for one hour and fills an area Side Effects. None.
equal to 1,000 cubic feet. Overdose Effects. None.

Initial Effects. Anyone breathing in the fumes must make


a DC 10 Constitution saving throw. On a failure, the
breather loses their sense of smell, which returns once
they breathe fresh air once again.

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Sehan Side Effects. For a number of hours equal to 1d4
multiplied by (8 minus the user's CON modifier), the
Addictive substance, contact, very rare
user's sweat is thick and mucus-like. They overheat
quickly, have a +1 bonus to their natural armor, and
The effects of Sehan are similar to green welcome, but disadvantage on all persuasion checks.
much more potent. Unlike the weaker drug that it is
derived from, sehan can work through the skin, and Overdose Effects. Taking more than one dose of sehan
need not be consumed, merely touched. within a 48 hour period increases the amount of
Intelligence and Wisdom damage from 1d6 to 1d8 and
doubles the duration of the side effects.
Initial Effects. Anyone exposed to sehan must make a DC
18 Constitution saving throw. On a failure, they lose Addict Effects. When taken by someone who is addicted
1d6 points of Intelligence and 1d6 points of Wisdom. to sehan, there is a 50 percent chance that the
After a number of minutes equal to 1d6 multiplied by enhancement bonus from the secondary effects will not
(10 minus the user's CON modifier), the lost ability occur and a 50 percent chance that the user will
score points return at a rate of 1 point every 3 rounds. If permanently believe that they have succeeded in all
an ability score drops below 3 due to the effects of their saving throws.
sehan, there is a 50 percent chance that the points will
not return on their own. Addiction DC. 18
Secondary Effects. Sehan fills the user with a feeling of Addiction Dice. 2d4
strength, contentment, and belonging. For a number of
minutes equal to 1d4 multiplied by (10 minus the user's
CON modifier), the user's Strength and Charisma are
temporarily enhanced by 1d4+1 points (to a maximum
of 20). Additionally, the user believes they have
succeeded on all saving throws.

Shadowbalm A shadow monk cannot use the shadows created by


shadowbalm to teleport.
Non-addictive substance, contact, rare
Initial Effects. After applying shadowbalm to the skin, an
Shadowbalm is made from glands found in the aura of darkness extends out 5 feet. The aura lasts for
darkmantle, a monstrosity that dwellsin the Underdark five minutes or until the shadowbalm is washed off. The
and the Shadowfell. When applied to the skin, in-game effects of the shadow aura depend on exactly
shadowbalm produces a 5-foot radius of darkness that where it was applied and are at the DM's discretion.
surrounds it. This darkness spreads around corners and
not even darkvision can penetrate it. No natural light can Secondary Effects. None.
illuminate the part of the body that has had shadowbalm
Side Effects. The parts of the body that have
applied to it. Magical light created by a spell of 3rd level
shadowbalm applied to them have normal sensation
or higher can penetrate the shadow.
except that they cannot feel pain. Because of that, the
Thieves and assassins sometimes cover their whole user may well be surprised to find when the shadow
bodies with shadowbalm in order to escape detection, aura wears off that they are injured. The DM should keep
but that is extremely expensive, as one dose of a private tally of any HP lost to shadow-covered body
shadowbalm is only enough to cover two hands. parts..
So many duellists were covering their hands in Overdose Effects. Frequent applications of shadowbalm
shadowbalm in order to disguise their attacks that it has run the risk of making the side-effects permanent. If
been written into the latest edition of the shadowbalm is applied to the same area more than once
Gentleperson's Guide to Etiquette that the use of in a 6 hour period, there is a 5 percent chance that the
shadowbalm is dishonorable and anyone who uses it in pain-numbness will not wear off. In that case, a lesser
a contest of skill is disqualified. restoration spell will return sensitivity to the area.

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Shrinkwort Secondary Effects. Ten minutes before the initial effects
end, the creature feels a tingling sensation, at which
Non-addictive substance, ingested, rare
point it can sustain it's current size by drinking another
glass. The effect ends if the creature drinks a glass of
A shrinkwort is a mushroom with a one-inch-long stem wurple or is magically increased to its normal size (using
and a stubby blue cap with white dots. It grows the reduce effect of an enlarge/reduce spell, for
exclusively in the Underdark, primarily in tunnels example).
underneath Gracklstugh. Normally, these lose their
potency if taken from those tunnels, but the drow have Side Effects. None.
found a way to produce a powdered version that holds Overdose Effects. If more than one glass of shrinkwort is
its properties inefinitely. It is consumed by mixing the drunk within a 6 hour period, the drinker has to make a
powder with very hot water. DC 12 Dexterity saving throw or lose 1d6 +3 points of
Dexterity when they decrease their size.
Initial Effects. A creature that drinks one a glass of
shrinkwort can choose to make a DC 12 Constitution
saving throw to not be affected by the mushroom's
magic. If the creature fails or forgoes the saving throw,
it shrinks in size as though under the enlarge effect of
an enlarge/reduce spell. The effect lasts for 1 hour.

Silphium Initial Effects. No mammal humanoid with ovaries can


Non-addictive substance, ingested, common ovulate within a tenday of drinking silphium tea.
Secondary Effects. None.
When dried and turned into a sweet tea, the leaves of
the silphium plant can be used as a reliable Side Effects. When those who drink silphium tea
contraceptive for humanoid mammals. Such people menstruate, there is a 15 percent chance that their
who drink the tea do not ovulate. The tea does nothing period will be 1d4 days longer than it would otherwise
for non-mammalian humanoids, such as dragonfolk, or be.
for those with fey, celestial, or fiend heritage, such as
Overdose Effects. There is a 50 percent chance of
aasimar or tieflings.
diarrhea after drinking more than 1 cup in a 1 hour
Silphium has no effect on an already present pregnancy. period.

Slumbering Ignatius Initial Effects. So long as a sleeper breathes in the smoke,


Non-addictive substance, inhaled, uncommon they do not have nightmares and anyone attempting to
use the dream spell to influence the sleeper's
unconscious state must make a DC 12 Wisdom check
This oil is put in a lamp and burned to produce a sweet- or the spell fails.
smelling smoke. Anyone who sleeps near enough to
breathe in the smoke can be assured of a restful and Secondary Effects. None.
untroubled slumber.
Side Effects. None.
This substance has no effect on fiends. Overdose Effects. None.

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Snake Oil Snake oil has no effect on people who have not yet hit
puberty.
Non-addictive substance, contact, very rare
Initial Effects. This ointment has a powerful anti-aging
Harvested from the water snakes native to the coral effect. Any area of the body that snake oil is applied to
reefs near Astrazalian, snake oil applied to aching joints feels, looks, and, effectively, is younger than it was
and wrinkled flesh can rejuvenate an aging body. After a before. A single vial holds enough snake oil to treat 12
treatment of snake oil, the treated skin peels away from square inches of flesh.
the body, leaving behind soft, smooth flesh. Full-body
treatments of snake oil have been known to reverse the Secondary Effects. None.
cosmetic effects of the aging process, removing an
Side Effects. None.
entire year of wear from the body with each treatment.
The cost of doing so is a reasonable option only for the Overdose Effects. If snake oil is applied to a part of the
wealthy. Even though the treatment removes the body that recently had the ointment applied (i.e., within
physical effects of aging on the skin, as well as some of the last day), there is a 25 percent chance that the
the associated aches and pains, all other bodily affected skin will become numb for a number of hours
processes continue to age normally. Death cannot be equal to 1d8 multiplied by (10 minus the user's CON
put off by using snake oil, a fact seldom conveyed by modifier).
those who sell it.

Srindym Initial Effects. After being exposed to srindym, a person


Non-addictive substance, contact/ingested/injury, very has to make a DC 18 Constitution saving throw or
rare become disoriented and confused (treat as the
nauseated condition) for 1d4 rounds before falling into
An iridescent, silver liquid, this poison was created by unconsciousness for a number of rounds equal to 1d6
elves millennia ago and was often used by less multiplied by {10 minus [(the user's CON modifier) +
principled individuals of that race against “lesser” races. (the number of times the user has ever been exposed to
Very few individuals know how to make srindym -- or srindym)]}. Half-elves make their saving throw with a DC
know where the secret caches of it are -- so it’s rare and of 10. If the user's CON modifier added to the number
expensive. Making srindym is a closely guarded secret of times they have ever been exposed to srindym adds
that involves elven blood, moonlight, the casting of up to 10, then the person is immune to the drug. This
multiple spells, and several plant ingredients. immunity goes away if their CON modifier decreases for
any reason.
This poison works by injury, contact, and ingestion.
Elves (including drow) are immune to srindym, and half- Secondary Effects. None.
elves are highly resistant to its effect. Other kinds of Side Effects. For 24 hours after having been dosed with
creatures quickly become disoriented and stiff-jointed, srindym, whether or not their saving throw was
then lose consciousness for a minute or more. successful, the victim is immune to the drug's effects.
Srindym acts as a sort of antidote to itself, for a while: Overdose Effects. None.
No single creature can be affected by a subsequent
dose of the stuff for about a day thereafter. Also,
repeated exposure to the poison brings with it eventual
immunity -- every time an individual is beset with it, the
resulting period of unconsciousness is a few seconds
shorter, until finally the toxin has no effect on that
person ever again. Some of those who employ this
poison are not initially aware of this aspect of its
makeup, and learn about it only when the target of their
attention fails to fall down.

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Sweetheart's Confection Secondary Effects. None.
Non-addictive substance, ingested, common Side Effects. If either of the two people falls in love with
someone else, the connection breaks and the other one
Gnomes employed by the eladrin archfey known as the must make a DC 10 Charisma saving throw or be
Prince of Hearts make this small, heart-shaped distraught at the loss of affection for 1d8+1 tendays.
confection. It is split into two halves and shared Overdose Effects. A person can only have one of these
between lovers right before they part company for a connections at a time. If someone who has eaten a
time. Until they next meet, the lovers share an sweetheart's confection within the last half-year eats
emotional bond, each vaguely sensing the other’s another one, the first connection is severed.
emotions. Each can sense when the other is in peril,
though the link doesn’t reveal precise details of the
situation.

Initial Effects. When two people consume a sweetheart's


confection together, a weak psychic connection is
created between them. For the next half-year, each will
be able to tell what the other one's emotions are.
Neither detail of emotion nor is any degree of intensity
is communicated, just the presence of anger, fear,
contentment, anxiety, etc. in the other person. This
communication has a range of 30 miles and can be
blocked by 1 foot of lead, 10 feet of stone, or 30 feet of
water. If the two people are more than 30 miles apart or
blocked, they can tell that the connection has been
broken, but nothing else.

Swiftsleep Initial Effects. Upon receiving a dose of swiftsleep, the


Non-addictive substance, injury, common victim must make a Constitution saving throw, falling
asleep for 1d8 + (8 minus the user's CON modifier)
A gummy, translucent, ale-brown liquid that smells like minutes. The DC for this saving throw is calculated thus:
crushed citrus fruit, swiftsleep is abundant and relatively {14 - [(the number of times the victim has been
cheap because its ingredients are a distillate of crushed exposed to swiftsleep in the past third of a year)
flies and certain common tree beetles, added to multiplied by 3]}.
duskwood sap. When delivered into an open wound or
Secondary Effects. None.
otherwise directly into the bloodstream, swiftsleep
causes nigh-instant slumber, with normal breathing and Side Effects. None.
smooth, even snoring, for an initial period of many
Overdose Effects. None.
minutes. In much the fashion that srindym works (see
above), each time the same target is affected,
swiftsleep’s effects become easier to shrug off, until
after several exposures that individual is immune.

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Tansabra Initial Effects. As soon as tansabra is injected into the
Non-addictive substance, injury, uncommon user's bloodstream, the user enters an utterly comotose
state. It is so deep as to be effectively a form of
When injected (it must reach the bloodstream), this suspended animation. The user awakens spontaneously
mixture of particular creature venoms causes complete after a number of hours equal to 1d6 multiplied by (8
“system shutdown” in mammals. This means that minus the user's CON modifier). Only a greater
breathing is suspended, the body temperature “holds,” restoration spell or similar can revive the user before
the need for oxygen ceases, bleeding stops, any internal that time.
bleeding and tearing is healed (unless fresh wounds are
Secondary Effects. None.
induced), acids and toxins suspend their operations on
the body, and the recipient loses consciousness. In Side Effects. Every time someone takes tansabra there is
effect, the body is placed in stasis. Certain little-known a chance that the user will never spontaneously awaken.
arcane and divine spells can force release from This chance begins at 5 percent and increases by 5
“tansabra sleep,” and there are rumors that certain rare percent every time the user takes the drug.
gem powders and herbs can shock someone out of
Overdose Effects. If someone injects tansabra into the
tansabra sleep, but otherwise, an affected being
bloodstream of someone already under the effects of
emerges from the effects of tansabra at a random time.
the drug then there is a 25 percent chance of the
Creatures in tansabra sleep don’t heal naturally, and subject dying. If they survive, the duration of the
magical healing doesn’t affect them -- but of course comatose state is reset.
they can be conveyed to magical healing while in thrall
to the tansabra, and healed the moment they awaken.
Repeated exposure to tansabra can kill an individual, but
how much exposure is lethal varies randomly from
being to being. A lethal dose is not related to the
amount of the drug administered -- it depends on a
person’s tolerance for the number of distinct times his
body undergoes the effects.

Tatterskyre Secondary Effects. If consumed by someone who is


frightened (as as the condition) or who has any levels of
Addictive substance, ingested, basic
exhaustion, drunkenness, or withdrawal, that person
becomes extremely drowsy. They must make a DC 10
Eating small flakes of tatterskyre bark slows bleeding Wisdom saving throw or fall asleep. It will be very
(internal and external) and thickens the blood, soothing difficult to wake the person if less than 4 hours have
agitated folk and making them drowsy. This herb can aid passed since they went to sleep, and if thus woken early,
the healing of many sorts of internal wounds. the person will be groggy and slow-thinking (all mental
ability checks and saving throws made at disadvantage).
Orcs and all goblinkin (goblins, hobgoblins, and such) For orcs and goblinoids, a 4-hour-long, tatterskyre-
are especially susceptible to the effects of tatterskyre induced sleep counts as a long rest.
bark, and typically fall asleep if given as much to eat as
would cover their palms. Since this is a sleep typically Side Effects. None.
filled with pleasant dreams, many orcs gather and carry Overdose Effects. None.
the bark and eat it regularly.
The tatterskyre is a gnarled shrub that tends to form Addict Effects. Each time tatterskyre is taken by
loops or drooping arcs like wild raspberry canes, someone addicted to the bark, there is a 10 percent
rerooting when it touches the ground only to throw up chance that the user will be unable to fall asleep without
fresh stems. It grows all over the Heartlands and the using the drug.
North, is smaller in colder climes, and its bark is very
flaky and easily brushed off; its foliage sprouts as bursts Addiction DC. 12 (addictive only to orcs and goblinoids)
of needlelike flat leaves all up and down its stems. Addiction Dice. 1d4

Initial Effects. If someone who is at half health or below


consumes tatterskyre, they regain 1 hit point per minute
until they are at half health. Orcs and goblinoids regain
hit points twice that rate.

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Tekkil Overdose Effects. If a leaf is left on the body for more
than 1d8 minutes multiplied by (10 plus the user's
Addictive substance, contact, uncommon
CON modifier), then the wearer must make a
Constitution saving throw or pass into a pleasurable
The fat red leaf of this swamp plant is unnaturally cool stupor, as if under the effect of a slow spell. This lasts
to the touch and exudes a sticky sap that is extremely until the wearer no longer has any leaves on them and
hard to wash off. When placed on top of or wrapped then additionally for a number of minutes equal to 5d4
around a painful or wounded body part, it has a powerful minus the user's CON modifier.
analgesic effect, quickly numbing the area so long as the
leaf remains in contact with the skin there. If more than one tekkel leaf is on the body, the toxin
that causes the stupor enters the system more quickly.
Unfortunately, this effect is far from without The amounts of time each leaf is on the body are added
complications. Tekkil addicts tend to deliberately together to determine if an overdose situation takes
overdose on the leaf in order to reach ever more place.
powerful highs.
Addict Effects. When taken by someone who is addicted
Initial Effects. Almost as soon as the tekkil leaf is applied to tekkil leaves, the overdose condition has to already
to a part of the body, that part becomes utterly pain- have taken place for the initial effects to begin, and
free. once the addict's body is no longer in contact with any
tekkil leaves, the overdose condition lasts twice as long.
Secondary Effects. The partial numbness results in off-
kilter, lilting movement. The wearer has disadvantage on Addiction DC. 8
all Dexterity checks and saving throws and moves at half Addiction Dice. 5d4
speed. This clumsiness lasts until the leaf is removed.
Side Effects. None.

Terran Brandy Secondary Effects. The drinker has the poisoned


condition for a number of minutes equal to 1d6
Addictive substance, ingested, very rare
multiplied by (10 minus the user's CON modifier).

'Terran brandy' is a highly ironic name for a dreadful Side Effects. For a number of minutes equal to 1d6
concoction made from the extracted oil glands of a multiplied by (10 minus the user's CON modifier), the
boggle. There is no way to harvest these glands without drinker registers as fey for the detect evil and good
killing the boggle in question, so terran brandy is viewed spell.
as an especially loathsome and evil substance. It is Overdose Effects. If more than one dose is taken in an 8-
highly potent, bright green, and has the consistency of hour period, the user's Constitution score is reduced by
honey. 1. This reduction is permanent and cannot be restored.
Primarily consumed by evil-aligned spellcasters, terran
Addict Effects. When taken by someone who is addicted
brandy is highly illegal and its use is stigmatized and
to terran brandy, the secondary and side effects are of
shameful in civilized parts. Few would ever openly admit
half duration and the number of spells that are affected
to drinking it.
by the initial effects is (6 minus the user's CON score).
Initial Effects. The next (8 minus the user's CON Addiction DC. 15
modifier) spells that the drinker casts is cast as though
Addiction Dice. 3d4
it was one spell slot level higher. This effect wears off
after 1 hour whether or not the user has cast any spells.

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Thardynyn Initial Effects. If someone comes into contact with
Non-addictive substance, contact, uncommon thardynyn, that person must make a DC 12 Constitution
saving throw or be stunned for a number of rounds
A translucent yellow liquid that’s odorless but tastes like equal to (8 minus the user's CON modifier).
sugary strawberries, thardynyn is made from a distillate
Secondary Effects. None.
of certain fish scales combined with alcohol (usually
wine) and the blood of certain birds. Side Effects. None.
Thardynyn is harmless if consumed, but if the substance Overdose Effects. None.
touches one’s body in any other way, the resulting
shock to the system causes uncontrollable shuddering,
leaving the victim helpless to prevent what happens
next.

Theriac Initial Effects. Taking a dose of theriac produces a brief


Non-addictive substance, any, common period of euphoria lasting a number of minutes equal to
1d4 multiplied by (8 minus the user's CON modifier).
'Theriac' is a kind of non-medicine medicine that Secondary Effects. At the DM's discretion.
unscrupulous apothecaries make to dupe their clients.
There are many theriacs, probably as many different Side Effects. At the DM's discretion.
ones as there are druggists, but they all share two Overdose Effects. Strictly speaking, theriacs are not
essential qualities: they make the user feel healthy for a drugs, so it doesn't make sense that one could overdose
bit; and they don't heal the user at all. on them.

Thever Secondary Effects. None.


Non-addictive substance, ingested/inhaled, uncommon Side Effects. None.
Overdose Effects. None.
Thever is a viscous liquid in appearance much like a dark
blue molasses and tastes very, very salty. When warmed
over a candle, it releases fumes that smell strongly of
the sea. (One of its principal ingredients is, in fact,
sourced from a particular salt-water eel.) Whether thever
is eaten or inhaled, the effect is the same: blindness.

Initial Effects. Consuming thever provokes a DC 12


Constitution saving throw. On a failure, the victim is
blinded for a number of minutes equal to 1d20
multiplied by (10 minus the user's CON modifier).
Inhaling thever fumes proves a DC 15 Constitution
saving throw. On a failure, the victim in blinded for a
number of minutes equal to 1d8 multiplied by (10
minus the user's CON modifier).

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Timmask Secondary Effects. None.
Addictive substance, inhaled, rare Side Effects. The visions the inhaler of timmask has can
be overwhelming, even terrifying. There is a 50 percent
Known as 'devil's mushroom', a timmask is a 2-foot-tall chance that the user will have to make a DC 14
toadstool with orange and red stripes across its beige Constitution saving throw or be frightened for one
cap. Uprooting or destroying a timmask causes it to minute longer than the duration of the initial effects.
expel a 15-foot-radius cloud of poisonous spores. Overdose Effects. If more than one dose of timmask is
Creatures in the area must succeed on a DC 14 inhaled in a 12-hour period, the user must make the
Constitution saving throw or be poisoned. While side effect saving throw to avoid being frightened.
poisoned in this way, a creature is under the effect of a
confusion spell with a duration of 1 minute. When the Addict Effects. When taken by someone addicted to
spell effect ends, the poisoned condition ends. timmask, the duration of the initial effects are doubled.
When carefully prepared, however, the spores can be Addiction DC. 14
made into a fine dust that can be snorted to deliver a
milder, and unfortunatelly addictive, effect. Addiction Dice. 2d4

Initial Effects. Snorting timmask engulfs the user in a


wave of intense hallucinations. For a number of minutes
equal to 1d4 multiplied by (8 minus the user's CON
modifier), they have disadvantage on all saving throws
and attacks and automatically fail all ability score checks.

Tonandurr Bark Initial Effects. Tonandurr bark is a mild antiseptic. It is


Non-addictive substance, contact, basic pliable and sturdy, and can easily be wrapped around a
wound and tied there by a bit of cloth. If a medic
Bound against open wounds, tonandurr bark inhibits succeeds on a DC 10 Medicine check while stabilizing a
bleeding and infection, and helps skin and flesh to heal wound with tonanburr bark, it is less likely to scar and
by helping it expand and knit together. This substance the wounded creature regains an extra hit point for
works on humans, halflings, dwarves, and gnomes only; every hit die expended during a short rest.
elves it helps not at all; and it actually harms goblinkin,
Secondary Effects. None.
making their wounds fester. “Tonandurr” is a tall, spindly
“weed tree” of the Heartlands and more southerly Side Effects. None.
forests; it’s not hardy enough to survive winters much
Overdose Effects. None.
north of Waterdeep, though a few specimens are kept
alive in indoor gardens in Silverymoon and Neverwinter.

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Tongue of Madness Secondary Effects. None.
Addictive substance, ingested, rare Side Effects. Tongue of madness drinkers can become
absent-minded and forgetful. For a number of minutes
The tongue of madness is a mushroom that looks like a equal to 1d12 multipled by (10 minus the user's CON
large human tongue. Although it is edible, it holds no modifier), they have disadvantage on all Intelligence and
nutritional value. A creature that eats this fungus must Wisdom saving throws and checks and there is a 25
succeed on a DC 12 Constitution saving throw or percent chance that they will misremember significant
compulsively speak aloud every thought for the next details of what occurred during the initial effects.
hour. The effect can be ended by a lesser restoration Overdose Effects. If more than one cup of tongue of
spell or similar magic madness is drunk in a 12-hour period, the side effects
are of twice duration.
When dried and turned into a tea, it has a weaker effect
that is both pleasurable and mildly addictive.
Addict Effects. When taken by someone addicted to
tongue of madness, the duration of the initial effects are
Initial Effects. Consuming a cup of tongue of madness halved.
tea has a strong relaxing effect. All the stresses and
tenseness that the drinker's body has accumulated over Addiction DC. 12
the course of the day melt away and all problems seem
Addiction Dice. 3d4
surmountable and of small import. For a number of
minutes equal to 1d12 multipled by (8 minus the user's
CON modifier), treat the drinker as though the calm
emotions spell has been successfully cast on them.
Additionally, they are immune to the confusion spell and
all similar disorientations.

Tongueloose Secondary Effects. None.


Non-addictive substance, ingested, uncommon Side Effects. After the initial effects of taking a dose of
tongueloose have worn off, the character counts as
having completed a short rest.
Tongueloose is a pale gray powder that dissolves quickly
in water. When consumed, either in a drink or sprinkled Overdose Effects. Taking more than one dose of
over food (it has a mild saltiness) it induces a lethargic, tongueloose within a 12 hour period doubles the
suggestible state in the victim. duration of the initial effects.

Initial Effects. After eating a dose of tongueloose, the


victim must make a DC 10 Constitution saving throw or
be lethargic for a number of minutes equal to 1d8
multiplied by (10 minus the user's CON modifier). All
actions are perceived by the victims to be difficult,
probably not worth involved in performing them. During
this period, all ability score checks are done with
disadvantage, the character's speed is halved, and they
can take no reactions or bonus actions.

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Trueform Oil Secondary Effects. Trueform oil is very slippery. For 1d6
minutes after it has been applied, the wearer has
Non-addictive substance, contact, very rare
advantage on all Dexterity checks.

Trueform oil is a bane of shapeshifters and Side Effects. None.


dopplegangers everywhere. Originally developed by a Overdose Effects. If more than one dose of trueform oil
group of yuan-ti in Chult in order to catch a spy sent by is applied in a 24-hour period, the wearer must succeed
the Red Wizards, this ointment reveals the true form of on a DC 12 Constitution saving throw or be covered in
the creature on whose skin it is spread on to. painful, itchy boils and sores. These impose
disadvantage on all attack rolls and grant advantage on
It has no effect on illusions or disguises (such as false all attacks against the creature for a period of 2d6
mustaches or make-up). Only physical changes, such as hours.
lycanthropy, are revealed by trueform oil.

Initial Effects. After trueform oil is applied to the skin,


any polymorphing, shape changing, and the like are
temporarily eliminated, revealing the true form of the
creature. The oil's effect wears off in 2d4 minutes. The
creature can attempt to resist the ointment's power by
making a DC 15 Constitution saving throw.

Truth Serum Side Effects. None.


Addictive substance, ingested, very rare Overdose Effects. If more than one dose of truth serum
is ingested in a 24-hour period, the user must succeed
on a DC 15 Constitution saving throw or be knocked
This foul-tasting elixir is a concentrated form of truth
unconscious for 1d4+1 hours. On a successful save, the
wine (see below).
user is instead poisoned for 1d4+1 hours.

Initial Effects. After taking truth serum, the drinker must Addict Effects. When taken by someone addicted to
succeed on a DC 11 Constitution saving throw or be truth serum, the DCs for all the above saving throws
poisoned for a number of minutes equal to 1d6 increase by 2.
multiplied by (10 minus the user's CON modifier).
Addiction DC. 5
Secondary Effects. The drinker must make a DC 15
Charisma saving throw. On a failure, they cannot Addiction Dice. 1d4
knowingly speak a lie, as if under the effect of a zone of
truth spell. This lasts a number of minutes equal to 1d4
multiplied by (10 minus the user's CON modifier).

Truth Wine Secondary Effects. None.


Addictive substance, ingested, rare Side Effects. The standard effects of drinking alcohol also
apply.
Truth wine is a sweet white wine of alvari origin that Overdose Effects. Treat as alcohol (wine).
loosens the tongue more effectively than normal spirits.
It can be concentrated into a foul-tasting elixir which is Addict Effects. Treat as alcohol (wine).
the considerably more powerful truth serum (see
above). Addiction DC. Treat as alcohol (wine).
Addiction Dice. Treat as alcohol (wine).
Initial Effects. After imbibing a glass of truth wine, the
drinker finds it difficult to tell lies. For a number of
rounds equal to 10 minus the user's CON modifier), the
drinker must succeed on a DC 12 Charisma saving
throw in order to dissemble.

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Tuanta Quido Miancay Secondary Effects. None.
Non-addictive substance, inhaled, very rare Side Effects. None.
Overdose Effects. Every minute someone remains in the
'Tuanta Quido Miancay' means 'death through area they can make a new Wisdom saving throw.
indulgence' in Undercommon. This poison is formed Succeeding on any of the Wisdom saving throws means
into long cylinders which are then burned, as incense. that the person is immune to the effects of tuanta quido
Those who inhale the smoke from these sticks are in miancay for the next 24 hours. If they fail three times,
very, very grave danger, for such is the power of tuanta they can't break free of the effect even if they leave the
quido miancay that it can destroy whole societies. affected area. Instead, the smoke's hold over them lasts
for a number of minutes equal 1d6 multiplied by (12
Initial Effects. Anyone inhaling the tuanta quido miancay minus the inhaler's CON modifier).
smoke must make a DC 15 Wisdom saving throw. On a
success, they are light-headed for the duration of the
time they are in the affected atmosphere and for 1d20
minus their CON modifier minutes thereafter. On a
failure, they act entirely without inhibition. Treat as
though the suggestion spell has been cast on the
person with the instruction that they act on their most
secret desire.

Underbeer Initial Effects. None of any serious consequence. The


Addictive substance, ingested, uncommon beer screams, and the drinker can hear it screaming all
the way down to their stomach.
Underbeer is a gimmick beer made with shrieker fungus Secondary Effects. None.
additives. It's popular among youths and simpletons
who think it's hilarious to drink beer that screams, but Side Effects. The standard effects of drinking alcohol also
few people with any self respect would drink it. apply.
Fortunately, it doesn't scream loudly, and only screams Overdose Effects. Treat as alcohol (beer).
when it is actually being drunk. When just in a keg or in
a flagon, it is indistinguishable from regular beer, which Addict Effects. Treat as alcohol (beer).
has led to many a practical joke of secretly serving
underbeer to the unsuspecting and watching them jump Addiction DC. Treat as alcohol (beer).
with surprise when it starts making noise. Addiction Dice. Treat as alcohol (beer).

Ungol Dust Secondary Effects. The victim suffers from initial effects
every turn (each time with a new saving throw) until
Non-addictive substance, contact/ingested/inhaled, very
either a lesser restoration or protection from poison
rare
spell is cast on them, they make three saving throws in a
row, or the dust wears off, which takes a number of
Ungol dust is a black powder made of the crushed rounds equal to (10 minus the user's CON modifier).
remains of dried-up spiders and scorpions that is so fine
Side Effects. If someone is reduced to half their
that one errant breath can blow away an entire dose.
maximum HP or less, then the ungol dust permanently
Most of those who craft this poison wear masks to
disfigures their body, covering it with unsightly scars
ensure that they do not accidentally disperse -— or
and pockmarks. These can only be removed by a greater
inhale -- the dust before packing it into small, easily
restoration spell.
shattered pellets. When ungol dust comes into contact
with flesh or other living material, it becomes highly Overdose Effects. None.
corrosive. This black powder dissolves organic material.

Initial Effects. Coming into contact with ungol dust in


any way is extremely dangerous. Anyone exposed to it
must make an immediate DC 15 Constitution saving
throw, taking 2d10 poison damage and 2d10 necrotic
damage on a failed save or half that on a successful one.

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Unguent of the Hydra The hydra head is always bloodthirsty. If 12 hours go by
without the head being able to bite anything, it
Non-addictive substance, injury, very rare
becomes demanding. At that point, the wearer must
make a DC 13 Charisma saving throw every hour. On a
This thick, oily paste is a healing measure of last resort failure, the head will attack the nearest living creature. If
for many, though some rare few make use of it there is no available target, the head will attack the
deliberately as part of peculiar and obscure religious wearer. Every time the head or the wearer kills a small or
rites. Some say that the assassins of the cult of Tiamat larger creature with a melee attack, the 12 hour count
willingly cut off one of their arms in order to receive the resets. If the wearer loses control of the hydra head in
unguent, but this is an uncorroborated rumor. Hydra this way, both the wearer and the head act
blood is an essential ingredient in making the unguent. independently on different initiative counts. The head
As this is very difficult to obtain, some suspect that the has the same initiative modifier as the wearer.
various chapters of the cult of Tiamat cultivate secret
hydra breeding pools. Initial Effects. Once applied to a open amputation
wound, the unguent causes a hydra head to grow there.
When it is spread over the fresh stump of an amputated
It takes a number of minutes equal to 1d20 minus the
limb, it can cause a hydra head to grow out of the
user's CON modifier for the head and neck to be fully
wound, replacing the body part that was lost. This hydra
grown. This hurts quite a bit, and during these minutes,
head is only somewhat under the control of the person
the user is stunned. Once the head has completed
who bears it. They can feel through the neck and head
growing, any hit points lost by the amputation are
just as though it were a normal body part they were
restored.
born with, and can even see using its eyes. While the
person wears the hydra head, they have 60 ft. of Secondary Effects. None.
darkvision and advantage on saving throws against
being blinded, charmed, deafened, frightened, stunned, Side Effects. The wearer of the hydra head has a
and knocked unconscious. The neck is shorter than that permanent reduction in their Charisma score. It is
of a normal hydra: only 5 feet instead of 10. reduced by 2d6 or to 7, whichever is lower. It cannot
drop below 3 from this.
The hydra head has a bite attack [+8 to hit, reach 5 ft.,
one target; hit: 10 (1d10 + 5) piercing damage]. The Overdose Effects. A body can only safely have one hydra
wearer of the hydra head can use the head to attack on head at a time. If a second limb is lost and the unguent
their turn. The head also can attack as a reaction is applied to it, the new head and the old one will fight
independent of the wearer's regular reaction or to the death.
reactions. This can only be used for opportunity attacks.
It can grapple with Strength 18.
If the wearer takes 25 or more damage in a single turn,
the head dies. Unlike a regular hydra head, it does not
grow back.

Unicorn Horn Powder Secondary Effects. For a number of minutes equal to 1d4
multiplied by (10 minus the user's CON modifier), the
Non-addictive substance, inhaled, very rare
inhaler of unicorn horn powder gets advantage on all
saving throws against spells and other magical effects.
Unicorn horn powder is made from exactly what its
Side Effects. For some reason, snorting unicorn horn
name indicates: crushed, powdered horns from
powder tends to give people gas. The inhaler must make
unicorns. Don't worry. The horns grow back. Also, do
a DC 10 Constitution saving throw or get a really bad
worry. The unicorns do not like having their horns cut
case of the death farts.
off. Who would cut the horn off of a unicorn anyway?
Monsters, that's who. And who would snort the powder Overdose Effects. If more than one dose of unicorn horn
made from pulverizing that horn? powder is snorted within a 12-hour period, the inhaler
must make a DC 12 Constitution saving throw. On a
I guess you would, you freak. failure, the user's farts are turned into bright, vibrant
rainbows. That sparkle. And sound like windchimes. This
Initial Effects. After someone snorts unicorn horn lasts for a number of hours equal to 1d4 multiplied by
powder, they feel an incredible surge of healing energy (10 minus the user's CON modifier).
flow through them. Treat as though the spell lesser
restoration had been cast on them. The inhaler also
regains 11 (2d8 +2) hit points.

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Vine Oil Initial Effects. For a number of minutes equal to 1d4
Non-addictive substance, contact, rare multiplied by (8 minus the user's CON modifier), the
wearer of vine oil gets advantage on all death saving
A rope-like seaweed found in temperate or warmer throws.
coastal areas, sand vine resembles a long, inch-thick
Secondary Effects. Vine oil has an especially repulsive
rope. The vine grows both above and below water level,
smell, and anyone who has applied it within the last
and it commonly grows with its roots wrapped around a
2d20 hours has disadvantage on all Charisma checks.
small rock. Sand vine is relatively rare and is found only
in areas where the tides and waves are mild. Since Side Effects. None.
sandvine retains its strength after being harvested and
Overdose Effects. None.
dried, small costal communities often cultivate it and
braid it into long, sturdy rope.
Living sand vine can be cut and its juices squeezed out.
When combined with more common ingredients, this
juice forms a weak local anaesthetic called vine oil.
When spread on bare skin, vine oil numbs the area,
allowing the user to withstand great amounts of pain.

Vlonwelv's Silvertongue Secondary Effects. For a number of minutes equal to


1d12 multiplied by (10 minus the user's CON modifier)
Non-addictive substance, ingested, rare
the drinker has advantage on all deception, intimidation,
and persuasion rolls.
Vlonwelv's silvertongue is a thick syrup made from
Side Effects. Amazingly terrible halitosis.
crushed and fermented spiders. People who are able to
drink it (and it is quite disgusting to most) are able to Overdose Effects. If more than one dose of Vlonwelv's
deceive others with great skill. silvertongue is drunk in a 12 hour period, the drinker
must make a DC 12 Constitution saving throw. On a
Initial Effects. The drinker must make DC 12 failure, their tongue swells to an enormous size,
Constitution saving throw or vomit up the concoction, flopping out of their mouth and preventing them from
gaining no effect from it. This effect does not occur if speaking at all. This lasts until the drinker has completed
the drinker is Drow. a long rest.

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Vornduir Initial Effects. There is a 25 percent chance an effect
occurring. In the event that the drug has an effect, roll a
Non-addictive substance, inhaled, uncommon
d8 and apply the following table:

When inhaled as a powder, vornduir varies widely in


effects. To many people, it does nothing at all. Others d8 Effect
get mild rashes and itches.
1 Pain and pleasure are switched for 1d2 hours.
For a few, it switches pain and pleasure for an hour or For 1d2 days, user feels uncommonly warm and
two, so a gentle caress brings discomfort, and a slap, 2
doesn't need sleep.
flogging, heavy punch, or cutting wound can induce an
enjoyable feeling. 3 User cannot feel cold for 1d3 days.
For others, it makes them feel warm, even if they are User's scent changes radically, perhaps attracting
wet and out of doors in freezing temperatures, and at 4
insects, for 1d4 hours.
the same time happy and alert, for two days or more. For
these folks, sleep isn’t needed, and their dexterity and 5 Nothing tastes quite right for 1d3 days.
judgment don’t suffer due to weariness. User gains a level of exhaustion and 1d10
6
Vornduir prevents shock and immobility due to temporary HP. Both go away after a short rest.
exposure, but not frostbite or lowered body 7 User has a sneezing fit that lasts for a full hour.
temperature, so users won’t get hypothermic, but they
could freeze solid. User has no control over the volume of their voice
8
for 1d4+2 hours.
The drug, a mixture of herbs and animal essences, also
acts as a complete and instant antidote to certain
poisons -- for some individuals only!

Secondary Effects. If the user is poisoned or otherwise


under the effect of a drug, there is a 10 percent chance
that taking varnduir cures them immediately.
Side Effects. None.
Overdose Effects. None.

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Wurple, aka Bigwig Secondary Effects. Ten minutes before the initial effects
end, the creature feels a tingling sensation, at which
Mushroom point it can sustain it's current size by drinking another
glass. The effect ends if the creature drinks a glass of
Non-addictive substance, ingested, rare shrinkwort or is magically reduced to its normal size
(using the reduce effect of an enlarge/reduce spell, for
A bigwig is a four-inch-tall mushroom with a thin stem example).
and a wide purple cap. It grows exclusively in the
Side Effects. None.
Underdark, primarily in tunnels underneath Gracklstugh.
Normally, these lose their potency if taken from those Overdose Effects. If more than one glass of wurple is
tunnels, but the drow have found a way to produce a drunk within a 6 hour period, the drinker has to make a
powdered version that holds its properties inefinitely. It DC 12 Strength saving throw or lose 1d6 +3 points of
is consumed by mixing the powder with very cold water. Strength when they increase their size.
In this form, it is known as 'wurple'.

Initial Effects. A creature that drinks one a glass of wurple


can choose to make a DC 12 Constitution saving throw
to not be affected by the mushroom's magic. If the
creature fails or forgoes the saving throw, it grows in
size as though under the enlarge effect of an
enlarge/reduce spell. The effect lasts for 1 hour.

Wyvern Ink Initial Effects. Anyone who has had wyvern ink
Non-addictive substance, injury, rare introduced into their bloodstream must make a DC 15
Constitution saving throw, taking 3d6 poison damage
The secret to creating this rare and potent toxin is and 4d6 necrotic damage on a failed save, or half as
closely guarded by the most powerful assassins’ guilds. much on a successful one.
Versatile in its application, it not only does injury to a
Secondary Effects. For a number of minutes equal to 1d8
creature’s body, it rots away flesh and bone, melts
multiplied by (10 minus the user's CON modifier), the
sinew, and boils the blood. Even after the initial shock of
victim's hit point total is reduced by the amount of
the effect of the venom is over, the pain and damage
damage taken in the initial effects.
inflicted by the poison linger, making it difficult for the
body to heal. The base of the poison is the venom from Side Effects. None.
an actual wyvern, though the poison used by
Overdose Effects. None.
executioners is the result of a complex alchemical
process that increases its potency tenfold.
This poison is far more dangerous than that delivered by
the sting of a wyvern itself, as a result of the alchemical
process that produces this inky-black liquid.

Yethgrel Initial Effects. For a number of minutes equal to 1d4


multiplied by (10 minus the user's CON modifier),
Non-addictive substance, ingested, rare
anyone who drinks yethgrel has the poisoned condition.

An enspelled mixture of the spittle or blood of seven Secondary Effects. For a number of rounds equal to 1d4
sorts of monsters, yethgrel is a vivid purple, opaque multiplied by (6 minus the user's CON modifier), the
liquid. The substance wreaks havoc on the physiology of drinker has resistance to all nonmagical damage types.
anyone who drinks it, yet at the same time it protects Side Effects. After the secondary effects of taking a dose
that same body from any other harmful effects for a of yethgrel have worn off, the drinker is vulnerable to all
short period. Some brave -- or desperate -- individuals nonmagical damage until the initial effects end.
have deliberately taken yethgrel so as to survive a few
deadly exchanges of combat. Overdose Effects. Taking more than one dose of yethgrel
within a 24 hour period provokes a DC 14 Constitution
Yethgrel thickens the blood into a syrup. saving throw. On a failure, the drinker falls unconscious
for 1d4 hours.

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Zixalix

Side Effects. If the zixalix does not help alleviate the


Addictive substance, ingested, rare
patient's symptoms, they need to make a DC 10
Constitution saving throw. On a failure, the duration of
A potent combination of many rare herbs and short-term and long-term madness is reset and those
alchemical liquids, zixalix in small doses can help treat suffering from an indefinite madness acquire a short-
various mental disorders. When taken in large doses, it term madness as well.
is likely to cause them.
Overdose Effects. If more than three doses of zixalix are
taken in a 24-hour period, the drinker must make a DC
Initial Effects. Within 1d4+1 rounds of a person drinking 15 Constitution saving throw or become mentally
a dose of zixalix, the drinker loses 1d4+1 points of damaged. Treat as though the feeblemind spell had
Intelligence. This is restored after a long rest. been cast on them. This lasts a period of hours equal to
Secondary Effects. If the drinker is insane, zixalix has a 1d6+1 multiplied by (10 minus the drinker's CON
chance of curing or treating them. Zixalix can cure modifier).
short-term madness but can only treat long-term and
indefinite madness. In those cases, the patient would Addict Effects. When taken by someone who is addicted
have to be continually under the effect of the drug or to zixalix, the DC to avoid the side effects increases to
the symptoms would return, but so long as they keep 12 and the DC to avoid the overdose condition
drinking it, they behave perfectly sanely. A dose of increases to 18.
zixalix wears off in a number of minutes equal to 3d20
multiplied by (10 minus the user's CON modifier). Addiction DC. 12

Madness Addiction Dice. 5d4


Type Effect of Zixalix
Short-term 50 percent chance of cure
50 percent chance of treating the
Long-term
symptoms
25 percent chance of treating the
Indefinite
symptoms

Zolegamenda Secondary Effects. If the drinker is pregnant, then they


must drink at least three doses of zolegamenda, one
Non-addictive substance, ingested, common
every two hours. After the third dose, the drinker's
menstrual period will begin and there is an 80 percent
Zolegamenda is a thick syrup that is consumed by chance that any blastocysts within the drinker's uterus
mixing it with hot water until it dissolves completely. that have not yet implanted will be spontaneously
When drunk by a mammal with testicles, zolegamenda discharged. More doses can be drunk if the third is not
has a high success rate at preventing sperm production. successful, each with the same 80 percent success rate.
When drunk by a pregnant mammal, zolegamenda can
act as an abortifacient if taken before the blastocyst has Overdose Effects. If more than three doses of
implanted in the uterine wall. zolegamenda are drunk in a 24-hour period, the drinker
loses 1d4 points each of Strength and Dexterity until
they complete a long rest.
Initial Effects. Within 1 day of drinking zolegamenda, any
sperm production in the drinker ceases. It resumes
1d4+2 days later.

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Appendix A
The Arcane Apothecary

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The Arcane Apothecary Prestige Class
Level Features Spells Known Arcane Points Max Spell Level Formulae Known
1st Spellcasting, Laboratory, Basic Drugmaking 3 4 1st 6
Minor Transmutation

2nd Chirurgical Discipline Feature


4 9 2nd 7
Arcane Metamagic
3rd Advanced Drugmaking 5 15 3rd 8
4th Chirurgical Discipline Feature 6 24 4th 9
Expert Drugmaking

5th 7 35 5th 10
Arcane Metamagic
6th Chirurgical Discipline Feature 8 41 5th 11

Prerequisites Spellcasting
In order to advance as an arcane apothecary, you must meet As the arcane apothecary has strong ties to both Nature and
the following prerequisites (in addition to the multiclassing Medicine, upon becoming an arcane apothecary you may
prerequisites for your existing class): choose either Intelligence or Wisdom as your spellcasting
ability. Once chosen, you cannot change this. Use your chosen
Intelligence or Wisdom 13. The delicate and ability modifier when calculating your spell save DC and spell
intellectually demanding work of an arcane apothecary is attack bonus.
not for lesser minds.
Constitution 13. Only the hearty and healthy can Spell Save DC = 8 + your proficiency bonus +
experiment with the dangerous chemicals and procedures your Intelligence/Wisdom modifier
arcane apothecaries use and be unharmed.
Character level 5th. One cannot become an arcane Spell attack modifier = your proficiency bonus +
apothecary without a significant amount of world
experience and study. your Intelligence/Wisdom modifier
Minimum Classes. To become an arcane apothecary, one Cantrips
must have at least one level in two different classes and As an arcane apothecary, you learn the mending and produce
must be able to cast 1st level spells. flame cantrips if you don't know them already. Casting these
Tool Proficiencies. You must have proficiency with at spells does not use any of your spell slots.
least one of alchemist's tools, brewer's supplies, the
herbalism kit, and the poisoner's kit. Arcane Points
Skill Proficiencies. Medicine and Nature. As an arcane apothecary, you cast spells by expending arcane
points. You can also use your arcane points to effect minor
Class Features changes in the drugs you make and to access a limited
number of metamagics. All of your arcane points refresh after
Hit Points a short or long rest.
Hit Dice: 1d10 per arcane apothecary level
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Arcane Point Cost
modifier per arcane apothecary level Spell Level Point Cost Spell Level Point Cost
Proficiencies 1 2 4 6
Armor: None 2 3 5 7
Weapons: None
Tools: Choose two from alchemist's tools, brewer's supplies, 3 5
the herbalism kit, and the poisoner's kit.
Saving Throws: None Spells Known of 1st Level and Higher
Skills: You gain expertise in Medicine and Nature At first level, you know three spells of your choice from the
apothecary list. You learn a new spell with each additional
Equipment level. A spell you choose must be of a level no higher than your
When you enter this class you acquire alchemist's tools, maximum spell level.
brewer's supplies, an herbalism kit, and a poisoner's kit.

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When you gain a level as an arcane apothecary, you can Gentle Spell. By spending 2 arcane points, you make a
choose to swap one of your known spells for a new spell from spell that deals hit point damage nonlethal. If the spell reduces
the apothecary list so long as the new spell is no higher than a target to 0 hit points, they instead are reduced to 1 hit point
your maximum spell level. and knocked unconscious for 1 hour or until they regain at
You always have all the spells you know prepared. least one hit point.
Medical Spell. You must be a Physician to use this
Basic Drugmaking metamagic. By spending 4 arcane points, you change a spell
Also at 1st level, you learn the basics of alchemy. You learn the that deals poison damage into one that heals. Roll for the
formulae for three basic and three common or uncommon amount of poison damage the spell would ordinarily do; the
substances, drawn from the list below. When you want to medical spell heals for the same amount. You cannot target
create one of them, your deep understanding of their secrets yourself with a medical spell. Medical spells have no effect on
allows you to do so quickly and without great difficulty. The constructs or the undead.
DC to find ingredients for them is halved, as is the chance that Self Care Spell. You must be a Physician to use this
a complication will arise during the making of the medicine. metamagic. When you cast a spell, you can spend two arcane
You learn the formula for another common or uncommon points to regain as many hit points as your primary
medicine at 2nd level. spellcasting modifier.
Subtle Spell. When you cast a spell, you can spend one
Laboratory arcane point to cast it without any somatic or verbal
components.
At first level, you are able to construct a laboratory. In order to Toxic Spell. You must be a Venenator to use this
do this, you must have a secure, private space in which to metamagic. By spending 2 arcane points, you change the
work and must purchase or construct delicate equipment, damage type dealt by a spell to poison.
costing a minimum of 1000gp. You are able to make twice as Twisting Spell. You must be a Transmogrifier to use this
much in your laboratory as you can in the field and the metamagic. By spending one arcane point, you make a spell
medicines are of a higher quality. You may adjust by 1 (higher that targets a single creature other than yourself cause a
or lower) the DC of one of the saving throws for whatever random and harmless minor physical change in the target's
medicine you make there. features. This could be a new eye color, shape of nose, a
widow's peak, etc., chosen at the DM's discretion. The feature
Minor Transmutation reverts back to normal after one hour.
Starting at 2nd level, you can temporarily alter the physical
properties of one nonmagic object, changing it from one Advanced Drugmaking
substance into another. You perform a special alchemical Also at 3rd level, you are able to learn the formulae for rare
procedure on one object composed entirely of wood, stone medicines as well as basic, common, and uncommon. At 4th
(but not a gemstone), iron, copper, or silver, transforming it level you are able to learn another formula, which can be
into a different one of those materials. For each 10 minutes basic, common, uncommon, or rare.
you spend performing the procedure, you can transform up to
30 litres of material. After 1 hour, or until you lose your Expert Drugmaking
concentration (as if you were concentrating on a spell), the
material reverts to its original substance. Also at 5th level, you are able to learn the formula for a
medicine of any rarity. You learn another formula of any rarity
Chirurgical Discipline at level 6.
Also at 2nd level, your understanding of the secrets of life and
death and the elements that make up the world has advanced Chirurgic Disciplines
to the state of specialization. You choose a chirurgical Arcane Apothecaries specialize in one of four disciplines,
discipline to focus your studies on as you advance as an becoming either a Cook, a Physician, a Transmogrifier, or a
arcane apothecary: Medicine, Cooking, Transmogrification, or Venenator.
Poisoncraft. Your choice of discipline grants you features at
2nd level and again at 4th and 6th. Cook
Apothecary Metamagic As a cook, you have chosen to specialize in making addictive
substances.
At 2nd level, you have access to two apothecary metamagics,
chosen from the list below. You must spend arcane points to Line Cook
apply a metamagic effect to a spell, and you can use only one When creating an addictive drug, you can attempt to adjust
metamagic option on a spell with you cast it. These can be the DC of the addiction saving throw or the number of
applied only to spells cast with arcane points. addiction dice. This changes the difficulty of making the drug.
At 5th level, you gain access to a third apothecary Increasing the saving throw DC or addiction dice by 1 adds 2
metamagic. to the crafting DC. Increasing one of them by 2 adds 4 to the
Friendly Spell. You must be a Cook to use this metamagic. crafting DC, and so on. You can reduce then as well, on a one-
By spending 2 arcane points, you make a spell that targets to-one basis: subtracting 1 from the saving throw DC or the
another creature but does no hit point damage also have the number of addiction dice subtracts 1 from the crafting DC, for
effect of the friends cantrip. instance.

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Sous Chef Ooze Shape
At 4th level your familiarity with addictive substances and the At 2nd level, you've been experimenting on yourself, exploring
depth of your exposure to them has made you resistant to forbidden knowledge and dreadful possibilities of the flesh.
their power. You make any and all addiction saving throws You gain the ability to assume the horrifying form of any ooze
with advantage. with a CR less than or equal to 1.
Amuse Bouche You transform into your ooze shape by expending a spell
Also at 4th level, you are able spend arcane points to afflict slot.
someone you touch with an addiction. On a successful attack You can't cast spells, speak, or take any action that requires
(using your spell attack bonus), you force your target to make a hands. Transforming doesn't prevent you from taking any
Constitution saving throw or be addicted to whatever it is they actions that are part of a spell you have already cast.
happen to be consuming at that moment. The DC is 8 plus the You can stay in this form for a number of hours equal to
number of arcane points you spend on the attack and the half your arcane apothecary level (rounded down). You then
addiction has 1 addiction die. On a successful save, the target revert to your normal form unless you expend another use
knows what you have attempted to do to them. of this feature. You may revert back to your normal form
earlier by using a bonus action on your turn. You
Master Chef automatically convert if you fall unconscious, drop to 0 hit
As part of your work, you've become extraordinarily good at points, or die.
getting people to do what you want. At 6th level, you gain When you transform, you assume the ooze's hit point and
proficiency in deception, intimidation, and persuasion. If you HD. When you revert to your normal form, you return to
already have proficiency in any of them, you gain expertise the number of hit points you had when you transformed.
instead. Additionally, you are able to cast charm person, However, if you revert as a result of dropping to 0 hit
suggestion, and dominate person each once per long rest. You points, any excess damage carries over to your natural
cast these spells at 5th level and use either Intelligence or form. For example, if you have 1 hit point left in ooze form
Wisdom as your spellcasting ability. Casting these spells does and take 10 damage, you revert and your natural form
not use any of your arcane points. takes 9 damage. As long as your normal form still has
more then 0 hit points, you remain conscious.
Physician You retain the benefit of any feature gained from your
classes, race, or other source, and can use them if your
Your expertise in the drugmaking arts centers around the arts ooze form is physically capable of doing so. However, you
of healing. can't use special senses, such as darkvision, unless your
Doctor of Medicine
new form also has that sense.
Your game statistics are replaced by the ooze's, except as
At 2nd level, you acquire the medic feat as a bonus feat and follows:
learn an extra formula. This bonus formula can be of any level You retain your alignment, personality, and
but cannot be addictive or poison. Your hit point maximum Intelligence, Wisdom, and Charisma scores.
increases by 2 and increases by 2 again every time you gain a You also retain your skill and saving throw
new arcane apothecary level. Finally, you always succeed on proficiencies, in addition to gaining those of the
any Medicine checks made to stabilize an ally. creature. If you both have the same proficiency, use
Natural Philosopher
the ooze's bonus if it is higher.
You cannot use any legendary or lair action of the
At 4th level, you acquire the naturalist feat as a bonus feat and ooze.
learn an extra formula. This bonus formula can be of any level Your equipment doesn't change size or shape to match
but cannot be addictive or poison. Finally, you can make a DC your new form and so falls to the ground, harmlessly. When
10 Medicine check to cure the frightened, paralyzed, poisoned, you transform back, you will be naked.
and stunned condition, and with a successful DC 15 Medicine
check, if a patient under your care who completes a long rest Improved Ooze Shape
would normally lose one level of exhaustion or withdrawal, At 4th level, your increasing power now allows you to take the
they instead lose two levels. form of any ooze with a CR less than or equal to 2.
Healer Advanced Ooze Shape
At 6th level, you acquire either the alchemist or the master At 6th level, your mastery over your own body allows you to
herbalist feat as a bonus feat. Additionally, you are able to cast take the form of any ooze with a CR less than or equal to 4.
heal once per long rest. Casting this spell does not use any of
your arcane points. Venenator
Transmogrifier A venenator is an expert at medical assassinations and the
crafting of poisons.
Transmogrifiers specialize in the alchemical manipulation of
their own bodies. Locusta
At 2nd level, you acquire the expert poisoner feat as a bonus
feat and learn an extra formula. This bonus formula can be of
any level but must be poison.

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Bagoas On a failed save, the creature takes 14 (4d6) necrotic
At 4th level, you acquire the iron constitution feat and learn an damage and is poisoned.
extra formula. This bonus formula can be of any level but The poisoned creature can't regain hit points. After every 24
must be poison. hours that elapse, the poisoned creature can repeat the saving
throw. On a failed save, the creature's hit point maximum is
Toxic Aura reduced by 5 (1d10). This reduction lasts until the poison
At 6th level, your very presence can be toxic. You able to take ends, and the target dies if its hit point maximum is reduced
an action to activate or deactivate an poisonous aura that to 0. The poison ends after the creature successfully saves
surrounds you and extends out 10 feet in all directions, against it three times.
harming everyone within its boundary. A greater restoration spell will remove your toxin and
When a creature moves into your area or starts its turn restore the afflicted creature's hit point maximum.
there, that creature must make a Constitution saving throw.

On a successful save, the creature is immune to the your toxic

aura for the next 24 hours.


Arcane Apothecary Spell List


1st Level 2nd Level 3rd Level 4th Level
Absorb Elements (XGE) Aid Aura of Vitality Aura of Life
Cure Wounds Alter Self Catnap (XGE) Aura of Purity
Expeditious Retreat Barkskin Feign Death Blight
False Life Blindness/Deafness Gaseous Form Fabricate
Healing Word Calm Emotions Haste Polymorph
Heroism Dragon's Breath (XGE) Life Transference (XGE) Sickening Radiance (XGE)
Hex Enhance Ability Meld into Stone Stoneskin
Inflict Wounds Enlarge/Reduce Nondetection Vitriolic Sphere (XGE)
Jump Gentle Repose Plant Growth
Longstrider Lesser Restoration Protection from Energy 5th Level
Purify Food and Drink Nystul's Magic Aura Remove Curse Awaken
Ray of Sickness Protection from Poison Revivify Creation
Sleep See Invisibility Stinking Cloud Greater Restoration
Zephyr Srike (XGE) Spider Climb Vampiric Touch Raise Dead
Water Breathing Reincarnate

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Appendix B
Random Ingredient Tables

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The Inner Planes
Random Ingredient Tables d100 Plane d100 Plane
Assuming that an apothecary already knows the formula for a 1-12 Air 71-74 Radiance
particular substance, these tables can assist in generating
random flora and fauna that need to be tracked down in order 13-24 Earth 75-78 Minerals
to craft that drug. 25-36 Fire 79-82 Vacuum
To determine difficult it should be to find the ingredients:
37-50 Water 83-86 Salt
Rarity CR for Finding Ingredients 51-54 Ice 87-90 Ash
Basic CR <1 55-58 Ooze 91-94 Dust
Common CR 1-3 59-62 Magma 95-98 Smoke
Uncommon CR 4-8 63-66 Lightning 99-100 Elemental Chaos
Rare CR 9-12 67-70 Steam
Very Rare CR >13
The Outer Planes
Where are the ingredients, though? Let's roll some dice to d100 Plane d20 Plane
find out. First things first: what part of the multiverse do the
PCs need to go to? (Only rare and very rare drugs should have 1-6 Mechanus 55-60 Pandemonium
ingredients from outside the Material Plane or its Echoes.) 7-12 Arcadia 61-66 The Abyss
d20 Environment 13-18 Mount Celestia 67-72 Carceri
1-16 Material Plane or its Echoes 19-24 Bytopia 73-78 Hades
17 The Transitive Planes 25-30 Elysium 79-84 Gehenna
18 The Inner Planes 31-36 The Beastlands 85-90 The Nine Hells
19 The Outer Planes 37-42 Arborea 91-96 Acheron
20 The Positive or Negative Planes 43-48 Ysgard 97-100 Re-roll
49-54 Limbo
Based on that result, let's now determine which plane the
ingredient is on. The Positive or Negative Planes
Material Plane or its Echoes d4 Plane
d12 Environment d12 Environment 1-2 The Positive Energy Plane
1 Arctic 7 Mountain 3-4 The Negative Energy Plane
2 Coastal 8 Swamp
3 Desert 9 Underdark Fauna
4 Forest 10 Underwater If you decide that one or more of the ingredients is sourced
from an animal, simply choose unaligned creatures with
5 Grassland 11 Feywild appropriate CR ratings. Only in exceptional cases would I
Shadowfell (10 percent chance it's recommend sourcing ingredients from intelligent creatures,
6 Hill 12
in Barovia) and the creation of such drugs should be widely considered
evil and/or barbaric. The tables in the DMG on pages 302-5
The Transitive Planes can be of great help in selecting a creature of appropriate
d4 Plane
difficulty to hunt.
1-2 The Ethereal Plane Flora
3-4 The Astral Plane Most drugs will have either primarily or exclusively vegetable
ingredients. Unfortunately, the standard 5e reference
materials are for the most part silent on the subject of
vegetation (except, of course, for plants with a taste for blood).
Should you want quickly to generate some random plants to
use as ingredients -- or for any other purpose, really -- the
tables on the next few pages can be of use. For even more
variety, use the name adjustment table or add colors, relevant
plant part, or its environment to the plant names ('arctic
bulbvine', 'blue tiisonberry,' 'woule leaf,' 'flowering pennip,' and
so on) and you can easily make many thousands more new
plants almost effortlessly.

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Random Plant Name (1-160)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
1 Aap Blueleaf 41 Bearthsilver 81 Brosia 121 Cloverberry
2 Ablian 42 Beauwood 82 Buckberry 122 Cloverbirch
3 Abnettle 43 Berrowroot 83 Bucklewort 123 Clovermaple
4 Afraweed 44 Bilkdevil 84 Buckrose 124 Clovtoe
5 Aldeberry 45 Bilkweed 85 Buffenasse 125 Clumpberry
6 Almoferns 46 Bitebirch 86 Buhiweed 126 Clumpfoot
7 Almonxie 47 Blaceflower 87 Bulbvine 127 Clunixie
8 Ambrosag 48 Blackapple 88 Bulbwort 128 Cluwort
9 Amlonwood 49 Blackgrass 89 Bullnetweed 129 Coanyquite
10 Appleblade 50 Blacknettle 90 Bullyweed 130 Coanzu
11 Appricane Weed 51 Blandchel 91 Bulmflower 131 Coastlime
12 Arflyweed 52 Blanybrip 92 Bulsi 132 Coastlip
13 Armynight 53 Blassvine 93 Bulzewort 133 Coastreek
14 Asharcress 54 Bleedweed 94 Burilkweek 134 Cocpelousa
15 Ashleau 55 Blossfoot 95 Burot 135 Coffmaurel
16 Ashvyk 56 Bluckmaple 96 Cabbermaple 136 Colgawood
17 Astle Cap 57 Bluecap 97 Callowstoes 137 Coligbirch
18 Aufkroot 58 Bluejack 98 Calmnettle 138 Colkwerr
19 Auredbirch 59 Blue Wishfoke 99 Caneapple 139 Colzewort
20 Aurel 60 Blustwell 100 Canewort 140 Commo
21 Ayrsbloom 61 Bluvewood 101 Canogane 141 Commoak
22 Azobane 62 Boilweed 102 Carlnut 142 Conequinda
23 Azolle 63 Boleflower 103 Carrel Greenleaf 143 Conesthistle
24 Babthistle 64 Bowlwort 104 Carrowwort 144 Cordcress
25 Babuckweek 65 Bowthistle 105 Cartongue 145 Corkinnik
26 Balmquin 66 Boxwoad 106 Catweed 146 Corkweed
27 Bamblemaple 67 Brameroot 107 Chadeleaf 147 Corpeberry
28 Bandber 68 Brarlmaple 108 Champsilk 148 Corybirch
29 Baobaclum 69 Brasewort 109 Charakiss 149 Cotgoblin
30 Barkwort 70 Braugroot 110 Cheatweed 150 Covfefe
31 Baylaut 71 Brierbirch 111 Cheekfever 151 Cragweed
32 Baylauver 72 Brieroot 112 Chempdevine 152 Crayfox Vine
33 Baylauweed 73 Briolet 113 Cherkberry 153 Crettless
34 Baythistle 74 Brioleweed 114 Cherryroot 154 Croaxalder
35 Beadwort 75 Brissyroot 115 Chestfoot 155 Croftweed
36 Beanbirdweed 76 Britchcap 116 Chidsyroot 156 Crowflaykiss
37 Beanmaple 77 Brittlebirch 117 Chrysander 157 Crownberry
38 Bearbex 78 Broauerlin 118 Clabbroot 158 Crowseed
39 Bearbrier 79 Brole Ash 119 Clildthistle 159 Crowstouk
40 Bearcane 80 Bronbole 120 Clovehoar 160 Crowwood

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Random Plant Name (161-320)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
161 Cuffberry 201 Dylauroot 241 Gilowfoot 281 Hellbozad
162 Cursecap 202 Eucalweed 242 Goblinhemp 282 Helmcherry
163 Cursedoary 203 Eudasthistle 243 Goldenash 283 Helstweek
164 Curumbess 204 Eurisroot 244 Goldyoak 284 Helzewort
165 Cutembebe 205 Fadowfoot 245 Golewoot 285 Hempdog
166 Cutlzeweed 206 Faldbus 246 Golloweed 286 Hemulberry
167 Darkoralt 207 Falde 247 Gordandberry 287 Heverbush
168 Deadberry 208 Fallowrose 248 Gorgonsvine 288 Hogthistle
169 Deadlettuce 209 Fellauver 249 Gozewort 289 Hogweed
170 Deakeberry 210 Fellowrose 250 Grash Blueleaf 290 Hoisonberry
171 Deetbirch 211 Fellowwort 251 Graspberry 291 Hokeweed
172 Devil beech 212 Felonword 252 Graudzu 292 Hollowwort
173 Devilsbite 213 Felonworn 253 Graukweed 293 Honesthistle
174 Devilthistle 214 Felrose 254 Graytorch 294 Honzkiss
175 Devinwort 215 Fernplum 255 Greewort 295 Hoppyary
176 Dewrocket 216 Fernsnitch 256 Groukmaple 296 Horitbloom
177 Dewthistle 217 Feverbirch 257 Grounkweed 297 Horkas
178 Dindbarch 218 Feverflow 258 Grousenut 298 Horloison
179 Disle Grass 219 Fevermaple 259 Grouwood 299 Hornthistle
180 Dizzyroot 220 Filvermaple 260 Gruboak 300 Horsewood
181 Dogwoke 221 Fiskeroot 261 Guinplant 301 Hortequist
182 Dogwonwood 222 Fitchweed 262 Gullthistle 302 Houbenoak
183 Douchweem 223 Fluxvine 263 Gultshand 303 Houdzu
184 Dozewort 224 Flyweed 264 Gutween 304 Houeleket
185 Dradeseed 225 Fricalyberry 265 Gutwheel 305 Houhistle
186 Drag Flower 226 Fumeflower 266 Gutwurple 306 Houkberry
187 Dragonseye 227 Fumesa 267 Hairwort 307 Houket
188 Dragwort 228 Gallowwhite 268 Haldik 308 Houlberry
189 Driderthistle 229 Galrdalin 269 Halzara 309 Houllkweed
190 Drozewort 230 Ganamerry 270 Hambsfoot 310 Houndberry
191 Drumfruit 231 Garcalap 271 Hardethid 311 Houndcress
192 Drumjaw 232 Gargleapple 272 Haremaple 312 Houndroot
193 Drunickweed 233 Garletbeet 273 Harjaple 313 Houndweed
194 Duckmaple 234 Garletberry 274 Harleplall 314 Hounflover
195 Ducquewerm 235 Garmaple 275 Hayroot 315 Houniper
196 Dullberry 236 Garmaple 276 Hazeberry 316 Hounj
197 Duskwood 237 Garmwood 277 Hedbroak 317 Hounujalap
198 Dyelberry 238 Gaterpiper 278 Hedgecress 318 Housagwoot
199 Dyeleek 239 Gatissberry 279 Hedgzedoh 319 Houselweed
200 Dyelequin 240 Gillower 280 Hegarcane 320 Houserot

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Random Plant Name (321-480)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
321 Housewood 361 Keeponle 401 Lichquick 441 Mistleweed
322 Houverbush 362 Keppet 402 Lichweed 442 Moldviove
323 Houvine 363 Kequin 403 Lildrocket 443 Molkweed
324 Houzeweed 364 Keroot 404 Liltwood 444 Moofweed
325 Huckleweed 365 Kerrow 405 Lilylisy 445 Moosebox
326 Hucze 366 Kikkittle 406 Lironwitch 446 Moosefoot
327 Hujalgato 367 Kinnik 407 Lotus Bone 447 Moosenose
328 Hujinburk 368 Kouboa 408 Lovemaple 448 Mooslep Cap
329 Hyemeye 369 Koufern 409 Loveviolet 449 Morbeth
330 Indize 370 Kouptus 410 Lowergrestle 450 Mossal
331 Indle 371 Kousnip 411 Lowroot 451 Mouseleek
332 Inkbeech 372 Kousugweed 412 Lowsneive 452 Moxwood
333 Inkmaple 373 Kunkweed 413 Maelzoquin 453 Muddjinn
334 Inkquiet 374 Laandsal 414 Mahmeur Thistle 454 Mudquachio
335 Inkshaw 375 Lacgra 415 Mahogaz 455 Mufftick
336 Intarcress 376 Lackbirch 416 Maltglow 456 Mulbcoat
337 Inxwoof 377 Lackhaw 417 Manderwe 457 Mulberwer
338 Ironoak 378 Lackiss Bush 418 Mangle Toe 458 Mulbnuttle
339 Isirid 379 Lackoak 419 Manhorlnut 459 Mullbush
340 Ivyhoes 380 Lacornel 420 Manxro 460 Mushroglow
341 Ivyjin 381 Lagplant 421 Maplebark 461 Mushroot
342 Jacfew 382 Lagweed 422 Maplebush 462 Musixiant
343 Jackberry 383 Lamb Onion 423 Maplewood 463 Muskwort
344 Jackium 384 Lambroot 424 Maplisk 464 Neonbetty
345 Jalant 385 Lambsfoot 425 Maplow 465 Nettisma
346 Jalapscie 386 Lambviolet 426 Maurmaple 466 Niteberry
347 Jalax 387 Lamousa 427 Meadowmilh 467 Nnaylaurep
348 Jaliss 388 Landcrux 428 Meatbirch 468 Noddrop
349 Jalna 389 Lapfern 429 Mestlito 469 Norango
350 Jalsno 390 Laureliane 430 Mesvine 470 Nortflower
351 Jauleapple 391 Laur Kiss 431 Mevilgoose 471 Noseblinx
352 Jazeweed 392 Lavver Fern 432 Milk Bower 472 Nosemaple
353 Juboak 393 Leaf Bone 433 Milk Lotus 473 Oarleaf
354 Julassi 394 Leaynflow 434 Millberry 474 Oathwort
355 Jullweed 395 Leekdog 435 Milyme 475 Olinweed
356 Juneberry 396 Leezh 436 Milzudzu 476 Onionoak
357 Junequin 397 Lemonseye 437 Mind Root 477 Oniverry
358 Junexie 398 Lemonvine 438 Miramkweed 478 Onlethier
359 Kalnweed 399 Letetrek 439 Mirberry 479 Orangerake
360 Keekweed 400 Lichbush 440 Mirevilsk 480 Orfern

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Random Plant Name (481-640)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
481 Oriwort 521 Pennyshelly 561 Popkiss 601 Rilkweed
482 Ortclover 522 Pepberry 562 Poplari 602 Rimeroot
483 Osagess 523 Peppfoot 563 Poplower 603 Riveberry
484 Osagilarry 524 Pigapple 564 Poppnettle 604 Rivenfruit
485 Osagishroot 525 Pilcherry 565 Potagbush 605 Riverbirn
486 Osalquite 526 Pindberry 566 Poxxie 606 Riverflyweed
487 Osato 527 Pingbirch 567 Proikaroot 607 Rivermage
488 Osgafoot 528 Pinkfoot 568 Pudiquerou 608 Riverpungle
489 Osquit 529 Pinoakcap 569 Pudthistle 609 Riverrice
490 Ossfoot 530 Pinposy 570 Pudyecloak 610 Riverweed
491 Ostaplum 531 Pinumkas 571 Pumberwood 611 Riverwort
492 Papejine 532 Pinwortree 572 Pumpfoot 612 Rivyhelly
493 Papewort 533 Pinzeweed 573 Pumpple 613 Roagbush
494 Papweed 534 Pishfern 574 Purplebone 614 Roarweed
495 Papzu 535 Pistaz 575 Purpleveed 615 Rockeye
496 Parlmsbirch 536 Pistleberry 576 Purpquit 616 Rockoak
497 Parscress 537 Pistlebush 577 Quekmaple 617 Rockviss Root
498 Parsenut 538 Pistleoak 578 Quercress 618 Roguewood
499 Parseve 539 Pistleweed 579 Quietberry 619 Roodshade
500 Parslebdis 540 Plauju Nut 580 Raatwort 620 Roothwort
501 Parsthistle 541 Plaundroot 581 Raddisma 621 Rosemaple
502 Parven 542 Plaurweed 582 Radownbirch 622 Rosemawer
503 Parvender 543 Pleasewort 583 Ragepistle 623 Rougarplum
504 Paskeye 544 Ploundwood 584 Ragonfist 624 Ruerocket
505 Paukwort 545 Poish Ash 585 Ragthistle 625 Rumstisma
506 Paxtree 546 Poisjaflower 586 Rambleberry 626 Ryeberry
507 Peacap 547 Poisonflow 587 Rambleborel 627 Sandbirch
508 Peacress 548 Poisonmaple Vine 588 Ramblefern 628 Sandcress
509 Peadwort 549 Poistalder 589 Ramflame 629 Sandgarlick
510 Pearoak 550 Pokari 590 Rantbloom 630 Sandleaf
511 Peartittle 551 Pokerosewort 591 Ranthistle 631 Sanguot
512 Peatviolet 552 Pokewild 592 Rasticrow 632 Scammotweed
513 Pellibirch 553 Poleclove 593 Rayerdalis 633 Scarvpoke
514 Pellwort 554 Polegreen 594 Redmaple 634 Scodblow
515 Pelonwort 555 Poleoak 595 Redoilweed 635 Scrudaur
516 Pelousel 556 Poletberry 596 Redwheeze 636 Scrywood
517 Pelower 557 Pollberry 597 Red Wishfoke 637 Skullweed
518 Pennia Bower 558 Pollder 598 Rembegax 638 Scunflower
519 Pennik 559 Pollistseye 599 Rennak 639 Scurkiss
520 Pennip 560 Polypwood 600 Ribwoundleaf 640 Shaggwood

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Random Plant Name (641-800)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
641 Siant Maisy 681 Stagonfire 721 Tajuaweed 761 Tomixie
642 Siistle Silk Vine 682 Stalkpoison Vine 722 Tamflower 762 Toonkberry
643 Silcap 683 Stammercry 723 Tanana 763 Toonkweed
644 Silksbane 684 Stammerweed 724 Tanzve 764 Toothleek
645 Silverash 685 Stargall 725 Tasbabbrea 765 Toubowes
646 Silverweed 686 Starquin 726 Tascress 766 Touchmaple
647 Silvress 687 Starzood 727 Tasseleek 767 Touchvine
648 Skullberry 688 Staulerose 728 Tasselwox 768 Touchweed
649 Skumnot 689 Stralnut 729 Tauit Mai 769 Toucress
650 Skunkmaple 690 Strambwort 730 Tauverfew 770 Toucseleek
651 Slackroot 691 Strirch 731 Taylaurry 771 Toucveeka
652 Snakebern 692 Striverash 732 Teetfoot 772 Toudant
653 Snakeleaf 693 Sugarcress 733 Tekvil 773 Toufik
654 Snakerose 694 Sugweed 734 Thaiqueberry 774 Tougarma
655 Snarybirch 695 Sulkflower 735 Thimbush 775 Touhymfoot
656 Sneezewax 696 Summaple 736 Thimnik 776 Touinave
657 Sneezeweed 697 Sunflow 737 Thirstberry 777 Toukberry
658 Sneflower 698 Sungsert 738 Thirstleaf 778 Toukoak
659 Sneirwood 699 Sunsthistle 739 Thirstmaple 779 Toulberkas
660 Snowdaisy 700 Suvend 740 Thistybirch 780 Toundleaf
661 Snowflax 701 Svodcherry 741 Thollfoot 781 Touood
662 Snowsel 702 Swaalg 742 Thoukweed 782 Tourbirch
663 Snowweed 703 Swachiot 743 Thoulberry 783 Tourfazsy
664 Soarfaurel 704 Swallot 744 Thoumewort 784 Tousaak
665 Softmaw 705 Swampaw 745 Thouseleek 785 Touzal
666 Sonutto 706 Swampcap 746 Thouzeweed 786 Touzalaw
667 Soranglower 707 Swampistle 747 Thouzu 787 Treamhyme
668 Sounwood 708 Swampo Redleaf 748 Thymla 788 Treekmaple
669 Sownerplant 709 Swampthistle 749 Tibwort 789 Trezep
670 Spauress 710 Sweetbane 750 Tickly Shade 790 Trighet
671 Speahair 711 Sweetroc 751 Tiisonberry 791 Trillih
672 Speckjaw 712 Swilderry 752 Tippledown 792 Trillowwood
673 Speedalder 713 Swineapple 753 Tisve Wort 793 Trillquite
674 Spiralweed 714 Swineash 754 Tobaczu 794 Triperroot
675 Spoolwoort 715 Swinerose 755 Tobaddis 795 Triple Redleaf
676 Spristmaple 716 Swinteroot 756 Tobald Witch 796 Triquian
677 Spryweed 717 Swinterry 757 Toblack 797 Tueberry
678 Squadlynight 718 Swinthistle 758 Tomakweed 798 Tugrayroot
679 Squawkberch 719 Sycaquin 759 Tomawood 799 Tukeye
680 Squishfern 720 Sylauxiss 760 Tomblery 800 Tulbouze

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Random Plant Name (801-960)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
801 Tulder 841 Vlonioak 881 Wildcloak 921 Wooplari
802 Tulipoleg 842 Vloxgall 882 Wildcoke 922 Wootisroot
803 Tulple 843 Vobscress 883 Wildcot 923 Worel
804 Tulsifew 844 Voltuwood 884 Wildgall 924 Wormze
805 Tulsipplep 845 Voolenwort 885 Wildholly 925 Wouchdwort
806 Tulsium 846 Voundbella 886 Wildleaf 926 Woudina
807 Tusejalap 847 Wabbak 887 Wildnehead 927 Wougarptu
808 Tuur thistle 848 Waixpopky 888 Wildtat 928 Wougmander
809 Tuverbush 849 Wakeroot 889 Wildwood 929 Woukweed
810 Tuwer 850 Wakissroot 890 Wilethistle 930 Woulberry
811 Ullnetzo 851 Walkthistle 891 Williflower 931 Woule
812 Ulseed 852 Wallberry 892 Willowdaisy 932 Wouligue
813 Umkweed 853 Wallgrustar 893 Willoweed 933 Woulip
814 Vailberry 854 Walnerry 894 Willow Pixie 934 Woulmweed
815 Vaizousa 855 Walonwood 895 Willowwood 935 Woulsi
816 Valdin 856 Waterroot 896 Windiadow 936 Woulwort
817 Vallade 857 Watersweed 897 Windiash 937 Woundberry
818 Vallberry 858 Waterzu 898 Windle Greenleaf 938 Woundbirch
819 Vanishoak 859 Watkousa 899 Windruby 939 Woundcress
820 Vanison Ivy 860 Watshade 900 Windseal 940 Woundroot
821 Vaniss 861 Waukberry 901 Windweed 941 Woundvine
822 Varposia 862 Waythaw 902 Winimwood 942 Woundwoak
823 Vijarausa 863 Weakmaple 903 Winnet 943 Woungka
824 Vildevoak 864 Weedcress 904 Winnishoff 944 Woungu
825 Vilmweed 865 Weepfoot 905 Wintercry 945 Wounhem
826 Vimsroot 866 Weepflower 906 Winterfern 946 Wounic
827 Vinepoise 867 Weepillo 907 Wintermaple 947 Wounnik
828 Vinxwoousa 868 Whelum 908 Wintern 948 Wounquort
829 Vinzolla 869 Whimbleberry 909 Winterose 949 Wounsewood
830 Vioga Flare 870 Whitebush 910 Winterweed 950 Wounthik
831 Violetrash 871 Whitefern 911 Winthedge 951 Wounum
832 Violetweed 872 Whitemum 912 Winthistle 952 Wounx
833 Violevtle 873 Whiterash 913 Wintle 953 Wounzek
834 Violwort 874 Whitetaw 914 Wintskouve 954 Wounzet
835 Violyne 875 Whittlte Root 915 Woad Kiss 955 Wounzplant
836 Violzear 876 Whorlcress 916 Wolev Oil 956 Wouquitle
837 Virdberry 877 Whorlwood 917 Woodbin 957 Wourpberry
838 Virgethistle 878 Whorvle 918 Woodbore 958 Wousa
839 Virgin Grave’s Kiss 879 Wightshade 919 Woodthistle 959 Wousarle
840 Virzok 880 Wildblood 920 Woodynwort 960 Wouseleed

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Random Plant Name (961-1000)
d1000 Plant Name d1000 Plant Name d1000 Plant Name d1000 Plant Name
961 Woussrose 971 Yabbage 981 Yeljuneberry 991 Zeadyress
962 Woutle 972 Yarb Root 982 Yellder 992 Zedjin
963 Woutweed 973 Yarpieroot 983 Yellifew 993 Zelflthistle
964 Wouvash 974 Yarplax 984 Yelloweed 994 Zeuriss
965 Wouven 975 Yarrel 985 Yellowwort 995 Zeynthistle
966 Wouverfew 976 Yarrot 986 Yelnut 996 Zhoush
967 Wouvio 977 Yarrowwood 987 Yelxik 997 Zison
968 Wouxroot 978 Yauawbush 988 Yeurzax 998 Zonberry
969 Wouzar 979 Yelcane 989 Yever 999 Zviot
970 Wouzewort 980 Yeleaf 990 Zaythistle 1000 Zyleroot

Name Adjustment Roll Once to Determine the Plant's


d12 Adjustment d12 Adjustment Overall Color, then Again to Determine
1 Flowering 7 Summer the Color of the Ingredient Part.
2 Spiny 8 Spring d100 Color d100 Color

3 Weeping 9 Autumn 01-09 Dark Green 78-81 Purple

4 Deadly 10 Great 10-19 Light Green 82-84 Golden

5 Sweet 11 Blood 20-29 White 85-87 Silver

6 Winter 12 Hungry 30-39 Black 88-90 Sparkling


40-44 Blue 91-93 Slowly Shifting Rainbow
What Kind of Plant Is It? 45-54 Red 94-95 Plaid (Plaid?!)
d10 Kind of Plant d10 Kind of Plant
55-64 Yellow 96-97 Mirrored
1 Large Tree 6 Vine
65-74 Brown 98-100 Phosphorescent
2 Medium Tree 7 Fungus
75-77 Orange
3 Small Tree 8 Moss
4 Flower 9 Lichen What is the Plant's Non-
5 Bush 10 Algae Pharmacological Use?
d8 Use
What Part of the Plant Do You Want? 1 Edible: Bitter
d8 Use d8 Use 2 Edible: Sweet
1 Root 4 Sap 3 Edible: Sour
2 Seed 5-6 Leaf 4 Used as a flavoring
3 Bark 7-8 Berry 5-6 Practical use (i.e. construction materials)
7-8 Considered useless

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Credits

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Baccaran, Devilweed, Elixir of Fantasy, Luhix, Mordayn
Written by u/falseflorimell Vapor, Mushroom Powder (renamed here to Mushroom
Special thanks to my playtesters, Sam, Blue), Redflower Leaves (renamed here to Bloodflower
Leaf), Sannish, and Terran Brandy were originally described
Marina, Matt, and Liz. in The Book of Vile Darkness.

Bitterleaf Oil was originally described in Races of the
Version 0.3 (Oct. 30, 2018): Basic addiction rules only. Dragon.
Version 0.5 (Nov. 8, 2018): Many drugs added from editions
3.0 & 3.5.
Version 0.8 (Nov. 19, 2018): Several original drugs and
drugs adapted from 5e material added. Arcane Apothecary Dragon Magazine:
prestige class added.
Version 0.9 (Nov. 26, 2018): 4e material incorporated. Alchemist's Mercy (‘Better Living Through Alchemy,’ Issue
Version 0.95 (Dec. 23, 2018): More 4e material 280)
incorporated; some minor adjustments to the Arcane Bloodroot ('Vampires of Waterdeep Part One: Blood of
Apothecary prestige class. Malar,' Issue 126')
Version 1.0b (Dex. 28, 2018): Major revision of section 1. Burrfoot's Nut Brown Ale, Dwarven Grave Ale, and Firebelly
(Drunkards & Flagons,’ Issue 334)
Sources Diamond Water Elixir ('Age of Worms: Wormfood –
The glossary incorporates material from A Text-Book of Surviving the Age of Worms Adventure Path,' Issue 334')
Practical Therapeutics, by Hobart Amory Hare, Philadelphia Fezrah (‘Sinister Tools’, Issue 298)
& New York: Lea Brothers & Co., 1902. Green Rapture ('Ecology – The Ecology of the Kaorti,' Issue
Image Credits (in order of appearance): 'Three women 358)
huddle eagerly around a medicine bottle' by T. Scratchley, Green Welcome ('Seeds of Sehan Part 1: Vile Addiction,'
Advertisement for 'Ayer's Cherry Pectoral', The Explosion in Issue 145)
the Alchemist's Laboratory, by Justus Gustav van Bentum, Liquid Courage (‘Hunting the Wyrm,’ Issue 344)
The Witch on Her Broomstick, by Ida Rentoul Outhwaite, The Diamond Waterale and Miner's Milk ('Age of Worms:
Triumph of Bacchus, by Diego Velázquez, photograph of Wormfood – Surviving the Age of Worms Adventure Path,'
species Rhabdothamnus Solandi by E.W. and F.B Blackwell, Issue 334)
and Beim Advokaten, by Charles Meer Webb. All images Burn Salve (renamed here to Musk Muddle Salve), Elf Hazel,
taken from Wikicommons, a repository of public domain art. Mindfire, Purebalm, Vine Oil, and Wittlewort Brew
Made with GMBinder. (‘Alchemy Begins in the Forest,’ Issue 301)
Sehan ('Seeds of Sehan Part 2: Spawn of Sehan,' Issue 146)

Tongueloose ('Spies: Cloak & Dagger – Gear, Gadgets, and
Some of this material is updated material originally published Gizmos for Your Game,' Issue 316)
in earlier edition books and magazines. Mad Foam ('Feathers and Fur: A Guide to Flying and Fanged
Animal Companions,' Issue 357)
Drowth, Moon Honey, and Stonesulder Wine ('Abyssal
2nd Edition: Trade Goods: Not a Bad Thing,' Issue 421)
Grell Bile ('Assassin Poisons of the Underdark,' Issue 423)
Phoenix Powder was originally described in Assassin
Burning Bronze Rye, Ghost Ale, Myconoid Essence,
Mountain.
Shadewater, and Sonata Wine ('Dine on the Wild Side,' Issue
Night Sleep was originally described in Ruins of the
429)
Undermountain.
Tuanta Quido Miancay was originally described in The
Villains' Lorebook.
Fighting cock wine and firebeer originally appeared in
Volo's Guide to the North. 4th Edition:
Utterdark originally appeared in Volo's Guide to Cormyr. Annasker, Belarris, Belbuck, Bloodpurge, Bloodstaunch,
Rollrum and Hardcheese's Best are from Volo's Guide to Calad, Dathlil, Darnadurr, Dragonbane, Felsul Tree,
the Sword Coast. Fleshwort, Harlthorn, Helmatoss, Lorbralinth, Srindym,
Swiftsleep, Tatterskyre, Thardynyn, Tonandurr Bark, Yethgrel,
Zeskorr, and the 'Scents and Perfumes' section come from
Elminster's Forgotten Realms.
3rd Edition or v3.5: Snake Oil and Sweetheart’s Confection were originally
described in Heroes of the Feywild.
Arthorvin, Carthagu, Mertoran Leaf, and Zixalix were
Black Lotus Extract, Eye of Basilisk Powder, Greenblood Oil,
originally described in Unearthed Arcana.
Insanity Mist, Lich Dust, Nitharit, Ungol Dust, and Wyvern
Aleeian Wine, Dragonbite Bitter, Dwarfhead Stout, Elven
Poison (here renamed Wyvern Ink) were originally described
Moondrop, Frenzywater, Frostwine, Garnet Wine, Golden
in Heroes of Shadow.
Light, Kragg, Mushroom Wine, Pulsch Brown Ale, Scorcher
Fumes, Spiderblood, Thever Paste, and Thudrud were
originally described in Arms & Equipment Guide.
Haunspeir, Phantomdust (here renamed Azuldust), Rhul,
Sakrash, and Tekkil were originally described in Lords of
Darkness.

170
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Some material is also drawn from 5th edition sources:

5th Edition:
Malice (here renamed Malyss Root Paste), Oil of Taggit,
Pale Tincture, Truth Serum, and Truth Wine were originally
described in the 5th edition Dungeon Master's Guide.
Eyescratch is adapted from material in Waterdeep: Dragon
Heist.
Timmask, Tongue of Madness, and Wyrmwizz are based on
material in Waterdeep: Dungeon of the Mad Mage.
Bigwig (here renamed Wurple), Nilhogg's Nose, and
Pygmywort (here renamed Shrinkwort) are based on
material in Out of the Abyss.
The Alchemist, Medic, and Naturalist feats are taken from
2017 Unearthed Arcana playtest material available at
https://media.wizards.com/2017/dnd/downloads/UA-
SkillFeats.pdf.

Blacktooth Fungus was originally described in 'Forest of


Blood', an article from Dungeon Magazine, issue 103.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast
in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast.
This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized
use of the material or artwork contained herein is prohibited
without the express written permission of Wizards of the
Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA
98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
UB11 1ET, UK.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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