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Drugs,

Disease &
Poison

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TABLE OF CONTENTS

Drugs Poisons
Trank…………..…...…..…3 Demon’s Love…...……….8
Dream Flakes……....…......3 Gorgon Mushroom.............8
Peace Green....……...….....3 Fairy Powder…...………...8
DevilRoot...…….…...........3 Basilisk Venom..................8
Noyse…….…………....….3 Chloro Powder…...………8
Sun Drops.........……..........3 Terror..................................8
Sokra-Toa………......…….4 Glow Strain…...……….....8
Floo Dust…….........….…..4 Night’s Bane......................8
Brightewyrm…....…..…....4 Death Wasp Venom……...8
Ice Tears…………….....…4 Aocain Powder…………..8
Credits and Copyright.…..9
Diseases
Lotus Fever….…….......…5
Brain Rot………....…..…..5
Deadeye……..……..…..…5
Shadow Sickness....…..…..5
Firepox……......……...…..6
Witch’s Fury…....….....…..6
Slither Sickness…..…..…..6
Morphogenesis....………...7
Red Death ………………..7
Stonecurse………………..7

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Drugs Peace Green
Trank This drug is produced in a pyramid of green incense. It
Made from the sap of a coopa plant, Trank can be can be burned in a contained space effecting any
placed under the tongue, it’s effects give a huge boost creatures within. Any creature who inhales the
of adrenaline and heightened awareness. While peace-green feels instantly calm and relaxed as if
ingesting Trank the user is under the effects of the affected by the calm emotions spell. This effect last for
Haste spell. The effects of a single dose will last for up to two hours after the green is being burned.
about 1 minute, after which the target is affected by
the slow spell for 10 minutes. DevilRoot
Trank is highly addictive and user of this drug often A black root that glows like black fire. This substance
find themselves craving it more and more, however, it can be ground into a fine paste and a user can inject
is very expensive to obtain and illegal in most places. the substance into their bloodstream directly, or hold it
After a use of Trank the user must make a DC 14 Con next to their gum, behind the lip. A creature under the
save or become addicted to it. An addict of trank will effects of DevilRoot feels no pain and has almost
be affected by one level of permanent exhaustion inhuman resilience. They take no damage from
while not on the drug. This can only be healed by a physical or magic attacks.
greater restoration spell. The effect lasts for 5 minutes after which the creature
immediately dies. Their body begins to decay rapidly
and will reduced to bones in about 10 minutes.
Dream Flakes
Thin, flakey bits of specially dried mushroom caps,
the user can ingest these and experience vivid Noyse
hallucinations and euphoria. They become entranced A white, crystalline powder, Noyse can be ingested or
while experiencing this drug and are under the effects inhaled. While under the effects of Noyse the target is
of the Dream spell while in this trance (You may immune to the fear condition. The user feels no fear
choose multiple targets while in this state). and will face any challenge with fervor. This will usually
Dream flakes usually last for a full 8 hours before last for 2d10 minutes.
completely being processed out of the body. Noyse can be addictive to a user, but it’s effects are
Afterward, the subject feels lightheaded, some less crippling than other drugs. After each use of
dizziness, and nausea but has no lingering side Noyse the user makes a DC 12 Con saving throw. On
effects after taking a long rest. In rare cases, some a failed save the user become addicted to Noyse for
users of dream flakes Never recover, and fall 1d4 days. During this time, if they take the drug again,
comatose in the dream-state. the addiction time is increased by another 1d4 days.
While addicted to Noyse the user has sweats and
tremors in the hands. All weapon attacks are made at
disadvantage.

Sun Drops
This bright yellow liquid is distilled from the juice of a
Sun Orange. The effects last about 1d4 hours and give
a feeling of heightened awareness and focus. A user
gains a +2 bonus to all ability checks and saving
throws they make while under the effects of this drug.
Getting sun drop juice is a difficult and expensive and
thus it is very hard to find, it also leaves the user
feeling a mild craving for the drug again. Some
alchemists have found a synthetic version of the drug
called Dew Drops that only give a +1 to ability checks
and saving throws, and it only last for 1 hour. It also
leave you with a much stronger craving that can lead
to an inverse effect, giving a -1 to all stats for 1 hour. 3
Sokra-Tao Brightwyrm
This rare root bark can be ingested to give the user A greenish, fluorescent liquid, Brightwyrm allows a
access to immense power. If a spell caster would chew drinker to see in the dark. One dose of Brightwyrm
on this root, their body would transcend it’s natural will last about 1 hour and increases the target’s
limits. A creature under the effects of this drug can cast darkvision by 60 feet (Or f they do not have
spells at one level higher than the slot expended (So darkvision, they gain Darkvision up to 60 feet). The
expend a 4th level spell slot would let you cast the drink causes the user’s eyes to glow bright green for
spell at 5th level; maximum 6th level spells) the duration.
After using this drug, the user gains one level of When drinking Brightwyrm, make a DC 11 Con save.
exhaustion for every round using the drug. Anyone On a failed save, the user begins hallucinating
using Sokra-Toa has tremors for the next 24 hours vividly. Roll on the Wild Magic Surge table (PHB
after using the drug. Long term effects of the drug can p.104), the creature sees the effect but as a
cause considerable seizures and can lead do death. hallucination.

Floo Dust Ice Tears


Inhaling Floo Dust isn’t lethal, but it can be debilitating. A clear liquid meant to be dropped directly into the
A white powder, the constancy of flower, inhaling the eyes. A dose of these make the world light up in
dust can make you feel euphoric and intense sensory vibrant colors and hues. It also has the side effect of
reaction. This generally ends in fits of uncontrollable allowing the creature to see invisible creatures and it
laughter. While under the effects of Floo Dust, the lights up magical objects in the area. Though ice Its
target is affected by Tasha’s Hideous Laughter. These effects last for 1 hour, and a creature who uses ice
effects last for 2d4 x 10 minutes. tears is blinded for 1d4 hours after the effects wear
In large doses, Floo Dust can cause psychosis off. There is also a 5 percent chance the creature
including hallucinations and a loss of identity. Too gain sunlight sensitivity, and a 1 Percent chance of
much of the powder over an extended period of time becoming permanently blind after use.
can lead to indefinite madness (DMG p.260).

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Diseases Deadeye
Lotus Fever This infection causes an infected creature’s to turn
A creature that touches the fire lotus can catch a blood red and even weep blood at times. It is
terrible sickness called Lotus Fever. The target must unknown exactly what causes deadeye, but many
make a DC 14 Con saving throw or else their body believe it is caused by a fungal infection from spores
begins to grow bright red rashes on their skin that itch of a specific type of mushroom.
fiercely and the creature begins sweating Contrary to its name, Deadeye does not affect a
uncontrollably. Symptoms appear in 1d6 hours after creature’s sight, instead, an infected creature will
coming in contact with the plant’s oils. An affected begin to lose sensation in their extremities. A creature
creature must make all ability checks and attack rolls infected with Deadeye gains resistance to all
based on Strength or Dexterity, with disadvantage. non-magic damage, but cannot be affected by
The effects of the plant’s oil will wear off after 1d10 healing of any kind (This includes healing from short
days naturally, but if another creature touches any of or long rests). When a creature reaches 0 hit points
the affected area they also have a chance of getting they die immediately.
the infection themselves. That creature must roll a DC At the end of each Long Rest, an infected creature
12 Con saving throw or be affected by the disease as can make a DC 10 Constitution saving throw. On a
well. successful save, the DC for this save and for the
save decreases by 1d6 and you gain the full benefits
Brain Rot of a long rest. When the saving throw DC reaches 0,
Brain rot is a deadly disease that is said to be caused the creature recovers from the disease.
by a wound infected by certain types of aberrations.
The infected wound can present symptoms in 1d4 Shadow Sickness
days after the initial injury, but doesn’t show any A creature infected with Shadow Sickness loses
physical abnormality. much of their vitality, those infected for long periods
After the disease takes affect your intelligence score is of time come to be called shades.
immediately reduced by 2. Brought on by extended time dealing with the
An affected creature may make a Con save DC 12 Ethereal plane. A humanoid creature that spends a
each dawn. On a failed save, the creature’s considerable amount of time in the Ethereal Plane, or
Intelligence score is reduced by 1. A creature’s who’s with creatures from the Ethereal plane must make a
intelligence reaches 0 dies immediately. On a DC 15 Con saving throw or become infected with the
successful save the creature begins to recover. A shadow sickness. Symptoms can arise in 1d6 days
creature must succeed on 4 saving throws, a failed after infection and turn the creature’s skin a sickly
save increases the number of saving throws the pale shade, they begin to grow heavy dark circles
creature must make by an additional one. under the eyes, and their eyes turn a milky white.
A creature infected with Shadow Sickness slowly
begins losing their physical persistence. Whenever
you touch an object in the material plane roll a d20.
On a roll of 10 or higher you may interact with the
object normally. On a roll of 1-9 the object passes
right through your touch.
A creature infected with Shadow Sickness can only
recover by means of a greater restoration spell. A
creature infected for more than 30 days becomes
affected permanently by the blur spell. After 45 days,
the creatures completely loses touch with the
material plane. The creature can no longer touch any
object in the material plane and can move through
walls.

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Witch’s Fury
Many believe this disease is caused by a curse from a
Witch, however, it is more likely the cause of consuming
grains tainted by animal waste. The infected creature
must make a DC 12 Saving throw or become infected.
Symptoms appear in 2d6 days and include graying skin
and fatigue. The creature becomes covered with gray
sores, and gains one level of exhaustion. They become
ravenously hungry and if they don’t have fresh food or
water every hour they become more ravenous, and until
they get proper sustenance, they gain one form of
short-term madness (DMG p256). After 8 hours the
creature may make the save again, however, for every
hour without adequate nutrition the DC is increased by
1.
On a failed save they gain another level of exhaustion.
Firepox If a creature is infected with Witches Fury for more than
This highly contagious disease causes the user 24 hours, they gain one indefinite madness. If another
immense pain and can often lead to death. Large creature comes into contact with the gray sores that
outbreaks of Firepox have lead to entire cities being appear on the infected creature’s body, they can also
quarantined for months. contract the disease. They must make a Con save at a
A creature bitten by an insect carrying firepox must DC equal to 10 + the number of hours creature has
make a DC13 Con saving throw or become infected. gone without food or water.
The disease will appear in 1d10 x 5 hours;
symptoms include itchy red blisters that begin to Slither Sickness
form on the skin. Soon the blisters begin to burn like Thought to be caused by tainted water, often found in
fire and cause severe pain to the infected creature bogs, or in stagnant underground pools, this bacterial
giving the firebox its name. infection causes the infected creature’s body to feel as
A creature infected by firepox is highly contagious those its bones have turned to jelly.
and any creature within 5 feet of the creature must A creature in contact with the infected water must make
make a DC 10 Con saving throw or become infected a DC 13 Con saving throw or become infected. Slither
by the disease themself. Sickness can show symptoms in an infected a creature
Every 2 hours a creature infected with firepox must 1d12 hours after contact, in which they suddenly lose
make a DC 11 saving throw. On a Failed save, the the strength in the limbs and fall prone. Victims often
creature takes 1d4 necrotic damage and the DC is describe it feeling as though all their bones have turned
increased by 1. to jelly and they lose motor function, the infected often
On a successful save, the creature begins to recover writhe around on the ground like worms.
and the DC is decreased by 1. When a creature With a Strength save of DC 18 a creature can regain
takes a long rest they make their Con saves with control of their limbs for 10 minutes before having to
advantage for the next 6 hours, however, an infected make another saving throw, otherwise the creature must
creature cannot regain hit points during a long rest be helped along just to be able to move.
until the disease is cured. When the DC is decreased After a long rest a creature may repeat the saving
to 0 the creature recovers fully from the disease. throw. On a successful save the creature returns to
normal.

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Morphogenisis Syndrome Red Death
Morphogenisis is a viral infection that causes wild Red Death is a particularly nasty infection that causes
magic to serge around a creature in unpredictable the infected creature to grow extremely hot, and often
ways. It is unknown where this virus originates from leads to death.
and it is difficult to tell if a creature is in infected until A creature can become infected with the Red Death by
strange things start happening. On a failed DC 14 Con coming in contact with tainted food or drink, though it is
saving throw, a creature becomes infected with rare that a humanoid will come in contact with it even so.
Morphogenisis. In 1d6 hours the symptoms begin to A humanoid creature must make a DC 13 Constitution
appear. saving throw or become infected with the disease.
First, roll a surge on the Wild Magic Table (PHB p.104). In 1d4 days symptoms begin appearing on the body.
A burst of magical energy affects the creature until the First, the creature begins sweating, and their body
second phase of the disease takes effect. temperature rises great. Their skin begins to take on a
In another 1d6 hours, the creature loses the effects of red cast. 24 hours after symptoms begin to show, the
the first phase of the disease. They then gain a random creature’s skin begins to burn like fire. Any creature that
form of short term madness (DMG p.256) for 1d6 hours touches an infected creature must make a DC 12
after which the third phase of the disease takes effect. Dexterity saving throw or be burned taking 1d4 fire
The infected creature loses the use of one of their 5 damage and must make a DC 11 Con saving throw, or
senses. become infected as well. The creature infected gains
The final stage begins after the creature has been one level of exhaustion each dawn after symptoms
infected for a full 24 hours. Roll a d6, depending on the begins present.
roll one of the following happens: A creature infected may repeat the saving throw after a
1 - Your Alignment is changed to the opposite of your long rest, but for every day after symptoms present the
current alignment and you lose 5 feet of movement DC increases by 1.
speed (If you are true neutral your alignment does not
change). Stonecurse
2 - One of your Ability Scores, chosen at random, is Those who succumb to the disease come to be known
reduced by 2. as the Stonecursed. Usually spread from other
3 - The creature is transformed (via the polymorph stonecursed creatures, the origin of the disease is
spell) into a random beast creature (This change is unknown. Any humanoid that touches a stonecursed
permanent unless the creature is transformed via the creature must make a DC 12 Con saving throw or
polymorph spell again, or by a greater restorations become infected.
spell). An infected creature begins to show symptoms 1d6 days
4 - You completely lose your memories. You can make after contact with another infected creature. The
new memories normally, but everything previous to the creature’s skin begins to turn gray and cracking, as if
disease is forgotten. turned to a fin brittle stone. An infected creature’s AC
5 - You rapidly age to 3x your current age. increases by 1 every day after symptoms begin to show
6 - You are cast into one of the Outer Planes at (to a maximum of +5). After 5 days, the creature’s skin
random. turns hard as stone and the creature resists
bludgeoning, piercing, and slashing damage from
A creature infected with Morphogenisis can pass the nonmagical weapons.
disease to another if they share close contact for more The stonecurse however, extends to the mind of the
than an hour. A humanoid creature that comes into infected creature. Each dawn the creature gains a new
contact with the infected creature must make a DC 12 form of long-term madness (DMG. p257) that lasts until
Con saving throw or become infected themselves. the next dawn. After 5 days, the creature gains one
It is uncertain what cures Morphogenisis, but it is likely indefinite madness, and their alignment changes to
through some magical means. neutral evil.

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Poisons
Terror (Inhaled)
Demon’s Love (Inhaled; ingested) Terror is a gaseous powder that causes fear to take hold
A potion brewed from the sweat of a succubus or of a creature. Any creature that inhales the gas must
incubus. This causes the target to become charmed make a DC 12 Con saving throw or become afraid of
by the next humanoid they see. They generally get the next creature they see. This effect lasts for 10
extremely aroused while under the effects of this minutes.
poison and gain 5 temporary hit points. All the effects
of Demon’s Love last for one hour. Glow Strain (Contact, Ingested)
A creature that touches Glow Strain begins glowing
Gorgon Mushroom (Ingested) brightly wherever the poison touches, however, a skilled
Can be eaten raw or dried and ground into powder. poisoner can create a potion that only reacts once it is
After a creature ingests this poison they must make a heated with friction. This liquid is incredibly difficult to
DC 15 Con save or become paralyzed for 10 minutes. remove and can only be taken off with the use of an
The creature is generally aware of what’s going on acetic acid. With enough liquid, the glow can leave
around them, though they may experience traces behind. A creature affected by Glow Strain must
hallucinations and memory loss. A creature may make stealth rolls at disadvantage, and any attacks
repeat the save after every 1 minute has passed. made against the creature in low light are made with
advantage. When enough is ingested the creature’s
Fairy Powder (Inhaled) entire body begins to glow as if affected by the spell
A fine, glittering iridescent powder. When a creature Fairy Fire. This glowing effect last for 1 hour.
inhales this powder, on a failed Con save, DC 13 they
begin to see hallucinations that overloads the senses. Night’s Bane (Injury)
A creature affected by Fairy powder becomes A creature subjected to this poison immediately take
disoriented as if under the effects of the spell 1d6 Poison damage. The creature then makes a DC 11
Confusion. These effects last for 4d6 minutes. Con saving throw. On a failed save, the creature
becomes poisoned. For as long as the creature is
Basilisk Venom (Contact) poisoned, every hour the creature takes another 1d6
Normally a basilisk’s saliva is used to de-petrify a poison damage. If the creature dies from this effect,
creature, however, it can be refined and used as a their corpse begins to grow Night’s Bane mushrooms on
deadly toxin. A creature that touches the basilisk it.
venom must make a DC 13 Con saving throw or
become poisoned. As long as the creature is poisoned Death Wasp Venom (Injury)
they are petrified. They may repeat the saving throw at Taken from the stinger sacs of a Death Wasp, a
the end of their turn. creature subject to this poison must make a DC 12 Con
saving throw. On a failed throw the creature begins to
Chloro Powder (Inhaled) hallucinate and reacts as though affected with the
This poison usually comes in a small bead that, when contagion spell. The creature may repeat the saving
dropped in alcohol creates a visible toxic vapor that throw at the end of each of their turns, otherwise, the
can spread in a 15 foot radius. Any creature that poison last for 1 hour.
inhales the toxin must make a DC 15 Con save or fall
unconscious. An unconscious creature can be roused Aocaine Powder (Ingested)
with an action used to jostle them awake, or if they One of the more deadly poisons known to man, it is
take any damage. tasteless, and odorless, and dissolves instantly in liquid.
It is often used to find out who is right, and who is dead.
A creature that ingests aocaine powder must make a
DC 14 Con saving throw or immediately become
poisoned, drop to 0 hit points.

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Blue Puma Productions

Copyright 2021
Morgan Szymanski
Atlanta, GA

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- Arcana Games:
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&author=Arcana%20Games

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