***Tortoise Blade.*** This weapon is basically a small shield with a protruding blade. Though named for a specific creature, its protective shell can be carved from bone or chitin, or fashioned from hardened leather. The blade, made from stone, bone, or sometimes metal, is mounted to the underside of the shell, and the entire ensemble is worn on the forearm. *Special.* Your AC increases by 1 while using this weapon. For the purposes of other effects, this weapon is considered both a weapon and a shield, meaning it does not stack with any other shields you may be wearing.
***Catchka.*** This thri-kreen throwing weapon is common among the steppes tribes. It’s a crystal wedge that can be thrown up to approximately 20 yards that spins in the air and returns to its user. *Special.* Whenever you miss with an attack using this weapon, it returns to you immediately after.
***Scale.*** A heavy coat with carru leather leggings and overlapping scales of a beast. Types: Scorpion, mekillot. ***Shell.*** Fitted inix or mekillot shell pieces worn over supple leather. Legs and arms are left vulnerable but the vital organs are protected and movement unhampered. ***Chitin.*** Shaped chitin plates covering most of the body except the leg, which is protected by simple graves held by leather straps.
***Assassin Bug.*** The poison of the male assassin bug causes a flesh-numbing sensation and painful movements in the joints, making the target sluggish and slow. A creature affected by assassin bug poison must make a DC 10 Constitution saving throw or become poisoned for 1 minute. While poisoned this way, a creature has disadvantage on Dexterity ability checks and saving throws. ***Athasian Poison.*** This basic poison is found throughout black markets in every major city-state, and is sometimes even sold in bulk. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition takes an additional 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. ***Barbed Scorpion.*** The preferred poison of several elven tribes, this poison causes stomach cramping and severe muscle twitching, and repeated doses can cause organ failure and death. A creature affected by barbed scorpion poison must make a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way a creature must repeat the save at the start of each of their turns, becoming paralyzed until the start of their next turn on a failed save. The poison continues for the duration, even on a success. \pagebreak ***Bleached Inix Slumber.*** Made from mixing sun bleached inix bone and esperweed sap, this poison is typically used by bards and templars as a preliminary attack before ambushing rival noble houses, templar officials, or Veiled Alliance cells. The target must make a DC 16 Constitution saving throw or be poisoned and unable to use psionics or cast spells for 1 minute. Those who fail the saving throw by 5 or more are also unconscious and may be awakened by taking damage or if another creature uses an action to shake them awake. At the end of each of its turns, the target repeats the saving throw to be able to use psionics and cast aspells again. ***Crescent Wine.*** Derived from the venom of a spall vermin-eating serpent, this alcohol-soluble poison is often poured into wine to mask its bitter taste (hence the name). Whenever the creature first ingests the poison, they must make a DC 16 Constitution saving throw, or be poisoned for the duration, as they become tired, light-headed, and dizzy. If the creature is still poisoned this way 24 hours after consumption, they must repeat the save, or fall unconscious as they enter a coma. On a success, the poison ends. If the creature falls into a coma, every 24 hours afterwards they must repeat the saving throw, reducing their Constitution score by 1d4 on each failed save. If a creatures Constitution score is reduced to 0 this way, the creature dies, as their heartbeat slows and, eventually, stops. ***Gaj Poison Gas.*** This noxious gas clogs the victims breathing conduits, making it difficult to breathe as well as causing nausea and blurred vision. Additionally, a painful tingling of the skin occurs where the gas touches exposed flesh. A creature affected by this poison must make a DC 16 Constitution saving throw. On a failed save, a creature is poisoned for 1 minute. While poisoned this way, the creature has disadvantage on all saving throws. At the start of each of its turns, it must repeat the save, taking 3d6 poison damage on a failure or ending the poison on a success. ***Id Fiend Essence.*** A combination of an id fiend's blood and cranial fluid can be reduced through a slow boil into a pinkish liquid that, when absorbed by a targets skin, causes frightful hallucinations. A creature affected by id fiend essence must make a DC 16 Constitution saving throw or become poisoned. The creature act erratically for the duration while poisoned this way, as if affected by the confusion spell, except it does not get to make repeat saves at the end of each of its turns. ***Psionicus.*** A sleep inducing poison made to weaken psions and mystics. A creature affected by psionicus must make a DC 13 Constitution saving throw, or fall unconscious for 1 minute and lose 2d6 psi points. ***Templar's Ultimatum.*** One of the most feared poisons in all of Athas, this substance is produced through a lengthy process involving the pineal gland aviarag, the adrenal gland of a drake, and several other exotic and potent ingredients. The end result is a horrifically sour liquid that quickly absorbs through the lining of a creatures mouth, tongue, and lips. It's commonly used by templars to "coerce" individuals they deem "uncooperative" that are resistant to all psionic, magical, psychological, and physical means of extracting information. A creature affected by the poison must make a DC 23 Constitution saving throw, or become poisoned for the next hour. While poisoned in this way, the creature is amicable and obeys the orders of the first person who speaks to it, as if under the effect of the suggestion spell persistently. This suggestion bypasses the normal immunity to the charmed condition. One minute after ingesting templar's ultimatum, regardless of whether the creature succeeds or fails, they suffer immense physical and psychological pain. Until the poison ends, the creature is stunned. Any interrogators have advantage on Charisma (Intimdation) checks made against the target during this time. Each dose of templar's ultimatum comes with its own antidote, extracted from the same ingredients used to make it. As one survivor recounts, "You now have one minute to satisfy me with your answers, and this antidote is yours." \pagebreak ## Drugs Many people on Athas constantly look for an escape from the harsh realities of the wastes. Alcohol, bellaweed, and n'ko are just a few examples of commonly used drugs. ***Consuming a Drug.*** Whenever a creature consumes one dose of a given drug, they must make a Constitution saving throw against the drugs save DC or come under its effects. If a creature takes multiple doses at a given time, make separate saves for each dose. Any immunity or advantage against poisons or the poisoned condition applies to any drugs consumed. ***Overdose.*** If a creature fails their save against a number of doses equal to 2 + their Constitution modifier within a 24 hours period, they suffer the overdose effects of all drugs currently affecting them. ***Withdrawal.*** Withdrawal effects come in two varieties: minor and major. Both minor and major withdrawal effects stack and whenever you are suffering from a drugs major withdrawal, you are also suffering from that drugs minor withdrawal. A withdrawal effect lasts until you fail your save against the drug again or until you are no longer addicted to the drug. ###### Drugs | Item | Type | Save DC | Price per Dose | Addiction Points | |:---|:-----|:---:|:---:|:---:| | Alcohol | Ingested | DC 15 | 1 bit | 1 | Bellaweed | Inhaled | DC 17 | 2 bits | 1 | Esperweed | Ingested | DC 19 | 250 cp | 3 | Esperweed, Refined | Ingested | DC 20 | 1,500 cp | 5 | N'ko Shards | Contact | DC 22 | 20 cp | 5 | Shrinebush | Inhaled | DC 25 | 3,500 cp | 3 \columnbreak ### Alcohol The most common drug on Athas, alcohol is drank daily by its inhabitants during both times of joy and despair. Alcoholism is rampant across all classes of people, though most commonly among the commonfolk. Many mystics and spellcasters look down upon alcohol, as it dulls the senses and prevents magical and psionic focus. ***Effects.*** For the next 8 hours, the creature has disadvantage on Dexterity, Intelligence, and Wisdom ability checks, and advantage on Strength and Charisma checks. ***Overdose.*** The creature has disadvantage on all ability checks and saving throws for the duration of the drug. Each time the creature walks more than 10 feet in a straight line, they must succeed a DC 10 Dexterity saving throw or fall prone. ***Minor Withdrawal.*** The creature has disadvantage on all ability checks. ***Major Withdrawal.*** The creature immediately gains a number of levels of exhaustion equal to the number of months gone since the last time the creature suffered a withdrawal effect (minimum 1). This is potentially lethal. The creature ignores the effects of all but the last level of exhaustion while under the drugs effects. ***Special.*** A creature suffers the minor withdrawal effects regardless of whether or not they have any levels of addiction to the drug. Whenever they suffer withdrawal this way, the minor withdrawal lasts for 8 hours after the drugs effects end. ### Bellaweed A cheap and commonly smoked herb, bellaweed is taken for its pain relieving and euphoric effects, though at higher doses it can cause hallucinations. It's commonly seen as harmless, making the drug surprisingly psychologically addictive as its users rationalize the negative effects. ***Effects.*** For the next 8 hours, the creature has advantage on saving throws against the frightened condition and disadvantage on saving throws against the charmed condition. ***Overdose.*** The creature falls unconscious for the duration of the drug. ***Minor Withdrawal.*** The creature has disadvantage on saving throws against the frightened condition. ***Major Withdrawal.*** Every hour the creature is awake, the creature must make a DC 15 WIsdom saving throw. On a failed save, the creature becomes frightened of every creature that it can see. On a success, the creature acts normally for the hour. \pagebreak > **Addiction Points** > > As a user takes a drug more and more frequently, they slowly become more and more dependent on it. Addiction points represent that slide into addiction. > > The first time each 24 hours a creature fails a save against a drug and comes under the drugs effects, they gain a number of addiction points noted in the the Addiction Points column of the Drugs table. If a creature goes 7 days without consuming the drug, reduce their addiction points by 1. Track addiction points for each drug separately. Consult both the Addiction table and the drug's description for the effects of addiction. > > Just because a drug grants less addiction points doesn't necessarily mean it is less addictive. A combination of being cheap, easy to access, and the side effects being perceived as minor can cause a drug to be more addictive than its counterparts. Alcohol, for example, is the most commonly abused drug on Athas despite it only granting 1 addiction point. ###### Addiction | Level | Point Threshold | Effect | |:---:|:-----:|:-----:| | 0 | 0 | No effects. | 1 | 10 | ***Abuse.*** The creature suffers the minor withdrawal effects of a drug 24 hours after the drug wears off. | 2 | 15 | ***Tolerance.*** The creature has advantage on all saves to resist the drugs effects. | 3 | 20 | ***Dependence.*** The creature suffers the major withdrawal effects of a drug whenever they've gone 24 hours without failing a save against the drugs effects. | 4 | 25 | ***Addiction.*** When a creature reaches this threshold, they can permanently suffer a relapse even after they've lost all their addiction points. Whenever a creature has 10 or less addiction points and they succeed a save against using the drug, they still gain addiction points. If the creature fails their save, their addiction points immediately reaches 10. \columnbreak ### Esperweed A bright green plant with reddish-orange flowers, its stimulating effects make it popular among psions. Often chewed raw, it can be refined via extraction and distillation (see: Esperweed, Refined). ***Effects.*** For the next hour, the creature is poisoned but gains 2 temporary power points. These power points are expended first whenever the creature manifests a power and disappear at the end of the drugs duration. These temporary power points do not stack with other sources of temporary power points, in a simliar manner to how temporary hit points do not stack. ***Overdose.*** The creature has disadvantage on Wisdom saving throws for the duration of the drug.. ***Minor Withdrawal.*** The creature has disadvantage on Dexterity, Wisdom, and Intelligence ability checks. ***Major Withdrawal.*** Every time the creature manifests a power, they take 1d4 psychic damage per level of the power (1d4 for a talent). ***Special.*** Taking refined esperweed relieves the effects of withdrawal from esperweed. ### Esperweed, Refined The flowers (and sometimes the stalk in lower quality product) is soaked in a solution that extracts the active compounds from esperweed, then it is distilled into a faintly yellow glowing liquid. Though incredibly bitter, it is often mixed with juices or wine to mask its taste. ***Effects.*** The for the next hour, all powers the psion manifests are considered to have been manifested at 1 power level higher than the psi points actually expended. Additionally, the psion is poisoned. ***Overdose.*** The creature automatically fails all Wisdom saving throws for the duration of the drug. ***Minor Withdrawal.*** Every time the creature manifests a power, they must succeed a DC 15 Intelligence saving throw or fail to manifest the power, wasting any psi points spent. ***Major Withdrawal.*** The manifester loses the ability to manifest powers whlie not under the effects of the drug. *Note:* Taking unrefined esperweed does NOT alleviate the withdrawal effects of refined esperweed. ### N'ko Shards This drug is obtained from the crystalization of the blue leaves of the n'ko'ma plant. Found throughout the Tyr region, the plant grows near water holes and oasises. The crystals made from the plant are placed against the underside of the arm for 10 minutes, often held in place by bandage. Addicts are easily spotted by the faint blue marks left on their skin. \pagebreak The drug gives an immense rush of euphoria along with enhanced reflexes and speed at the cost of the fighters situational awareness. For this reason, the drug is popular among gladiators as a performance enhancer, though its highly addictive qualities and severe withdrawals usually spell the end to ones career if their supply is cut off. ***Effects.*** For the next hour, the creatures speed is increased by 10 feet, it gain a +1 bonus to armor class, and once on each of its turns in combat, it can take an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Additionally, the creature has disadvantage on all Wisdom (Perception), Wisdom (Insight), and Intelligence (Investigation) checks. ***Overdose.*** For the duration of the drug, the creature is blinded. ***Minor Withdrawal.*** The creature is lethargic, reducing its speed by half. ***Major Withdrawal.*** The creature hallucinates and becomes violent. The creature does everything within its ability to get in possession of the drug, including and up to putting itself at physical risk and engaging in violence. If the creature is a player character, the DM takes control of that character until the withdrawal symptoms subside. > **Curing an Addiction** > > Addiction is a potent and damning thing. The most direct way to end an addiction is to stop taking the drug for long enough for your addiction points to decrease, though depending on your addiction level, this can be a long, difficult, and sometimes painful process. > > A greater restoration spell can cure some but not all of the effects of addiction. A creature with 2 or more addiction levels has their addiction points reduced back to 10 whenever targeted with a greater restoration spell. This does no undo the relapse effect of having reached the 4th level of addiction. \columnbreak ### Shrinebush Fumes This dangerous drug was used by Green Age cults in cathartic ceremonies that sometimes ended in the death of its participants. The drug is made from the dried leaves of the mature shrinebrush plant, which is grown on graves and is said to have a connection to the Gray. It is often used to put the user in contact with a lost spirit. Though the plant grew in great numbers during the Cleansing Wars with the advent of mass graves, the secret of making the drug was lost during those times. Few are still alive with the knowledge of how to use the drug and fewer still know how to use it safely. ***Effects.*** The creature falls unconscious for 1 hour as it falls into a trance with vivid hallucination as they make contact with the Gray. If the creature meets certain conditions (see: Special below) they can come in contact with an undead spirit. ***Overdose.*** The creature falls unconscious as normal, but the barrier between the Gray and them weakens as they are called to the void. The creature must make a DC 20 Charisma saving throw or die as their spirit is taken off into the Gray. Only a Wish spell or Bend Reality can bring a creature back to life that has perished this way. ***Minor Withdrawal.*** The creature cannot gain the benefits of a short rest. ***Major Withdrawal.*** The creature feels the call to the Gray. The creature must make a Wisdom saving throw every 24 hours, or try and end itself as if affected by the death urge power. ***Special.*** If the creature is within 10 feet of a corpse or grave, the creature can communicate with the spirit of that corpse. Until the drug ends, the creature can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if the creature is hostile to it or it recognizes you as an enemy. You suffer the overdose effect of shrinebush fumes if you are under the effect of any other drug whenever you take it.