TEXT: Narcotics
  S
  taring across the desert plains that lay before
  him, a monk draws on his pipe. A wave of focus
  washes over him. His senses are heightened; he
  is more alert to the dangers around him. His fists
  feel faster, his body feels tougher. After a few
  more puffs, he is ready for whatever the day shall
  bring.
  Lost in the depths of the Underdark, an adventuring group
  face almost certain death. As hoards of monstrosities deal
  blow after excruciating blow, the wizard scrambles for her
  pouch, fetching out her last mushroom. She gulps it down
  and with immediate effect, her veins begin to tingle, and her
  eyes dilate. She reaches out in front of her to create a huge
  eruption of flames, killing dead the party's monstrous
  opponents. Her group look around, having never seen such
  powerful magic. The wizard, motionless on the floor, almost
  certainly saved all of their lives.
  In a world full of weird and wonderful magic, it seems only
  right that natural narcotics can have a powerful effect on
  characters. This homebrew provides a new mechanic for
  recreational narcotics for DnD 5e.
  Addiction
  Whilst drugs are powerful, they are also highly addictive, and
  are categorised by the following 5 classes: extreme, severe,
  moderate, mild and minor. Once any effects or side-effects of
  the drug have worn off, the creature must take a constitution
  saving throw based on the drug class, or become addicted.
  Addiction Save
  Level of Addiction
  DC
  Extreme
  30
  Severe
  25
  Moderate
  15
  Mild
  10
  Minor
  5
  If an addicted creature has not found drugs to satisfy their
  cravings, they will start to experience withdrawal symptoms.
  As the gratification time gets near to passing, the creature
  starts to crave the substance and must seek out a high if
  possible. It is left to the DM on how this is enforced; perhaps
  a change in character flaws, or a reward of inspiration.
  To gratify the cravings, the creature must consume a drug of
  the same severity as their addiction level. If they do so, the
  gratification time resets. If the creature has not been gratified
  once the time has elapsed, the creature must take a
  constitution saving throw against the DC shown on the
  withdrawal damage table. On a failed throw the creature
  takes full damage, and half as much on a save. Whether or
  not the creature fails, the severity is reduced down to the next
  level and the process now repeats, with the creature craving
  drugs that match the new level of addiction.
  Withdrawal Damage
  Level of Addiction
  Days
  DC Damage
  Extreme
  1
  25 50
  Severe
  1
  20 25
  Moderate
  1
  15 18
  Mild
  2
  10 12
  Minor
  3
  5
  6
  Tolerance Variation
  Characters may build up tolerance to drugs over
  time. Each time an addicted creature consumes a
  drug to stave off the withdrawal symptoms, they
  gain a tolerance point (to a maximum of 5). They
  can then add the number of tolerance points to any
  future addiction or withdrawal damage saving
  throws. For a clean creature, the tolerance points
  go down for each day that the creature does not
  consume drugs.
  
  Example Narcotics
  Bearded Inkcap
  Mushroom, Uncommon, Varying Classes
  Consumption Time: 1 action
  This versatile mushroom can grow just about anywhere if
  given enough light. Distinguishable by their bright colours,
  there are four variations of the Bearded Inkcap, each with
  different effects.
  Colour Effect
  Green:
  Minor
  For 1 hour the creature gains advantage on
  Wisdom based ability checks or saving throws.
  After an hour, the creature must succeed on a
  constitution saving throw against DC8 or be
  poisoned for 1 hour.
  Yellow:
  Mild
  For 1 hour the creature has advantage on
  Wisdom and Charisma based ability checks and
  saving throws. After 1 hour, the creature must
  succeed on a constitution saving throw against
  DC 13 or be poisoned for 1 hour.
  Orange:
  Moderate
  For 1 minute, the creature is transported in time,
  having brief and vague visions of the future.
  Once the visions have stopped, the creature
  must succeed on a constitution saving throw
  against DC17 or become stunned for 1 minute.
  Red:
  Severe
  For 5 minutes, the creature sees their own path
  in life with accurate and vivid visions of the
  future. Once the visions have stopped, a failed
  constitution saving throw against DC20 will
  leave the creature unconscious for 1d4 hours.
  On a successful save the consumer is stunned
  for 10 minutes.
  Blue Earthstar
  Fruit, Uncommon , Mild
  Consumption Time: 1 bonus action
  The low-hanging fruit of Blue Earth trees, the Blue
  Earthstar, is a star-shaped fruit filled with sweet nectar and
  juice. Taking a bite of this fruit will give the creature
  advantage on melee attack rolls until the start of the
  creatures next turn. Roughly three bites can be taken from
  one fruit.
  Cactus Seeds
  Seeds, Uncommon, Minor
  Consumption Time: 1 bonus action
  These small white seeds, found inside some desert cacti,
  are a favourite among party-hard adventurers. 5 minutes after
  consuming a seed the creature must succeed on a
  constitution saving throw against DC10. On a successful
  save, the creature starts to feel energised and happy; and for
  two hours, the creature has advantage on all charisma-based
  ability checks. A creature suffering from level 1 exhaustation
  will also no longer be exhausted. On a failed throw, the
  creature comes paranoid of everyone in sight, and for the
  next hour the creature must use it's entire turn to move away
  from anyone within a 10ft radius, and attempt to hide.
  Creating Narcotics
  To create your own narcotics think about
  consumption time, the main effect of the drug and
  any side or after effects. To determine a drug's
  severity, consider its impact. If consuming the drug
  can have only a minor influence on the game it
  should be classified as minor or mild; whereas if a
  drug could change the course of an epic battle for
  example, it should be considered a severe or
  extreme drug. The side and after effects of a drug
  should also reflect it's classification. And as always
  with homebrews, let your imagination run wild.
  Dirt Leaves
  Plant, Uncommon, Moderate
  Consumption Time: 1 bonus action
  Dirt Leaves grow in wet and muddy earth, and can be dried
  and brewed as tea. Drinking a cup will give the creature
  advantage on all ability checks and saving throws until a long
  rest. However, the creature will struggle to sleep and as a
  result will be level 2 exhausted. One leaf makes 4 cups of tea.
  King Puffball
  Mushroom, Very Rare, Severe
  Consumption Time: 1 bonus action
  Nestled within damp and mossy caves, the King Puffball is
  a small, black and spherical mushroom. As a bonus action, a
  creature can consume a King Puffball, after which the
  creature gains one spell slot. The creature can use this spell
  slot to cast any spell that they already know at one level
  higher than their current casting ability, or any spell from
  their available spell list at their current casting level. The spell
  slot will vanish when used, or at the end of the creatures turn.
  At the end of spell's effects, the creature must succeed on a
  constitution saving throw against DC20. On failed saved, the
  creature is incapacitated for 1 minute and takes 6 times their
  level in damage. On a successful save, the creature takes half
  damage.
  Love Hearts
  Mushroom, Uncommon , Minor
  Consumption Time: 1 bonus action
  Shaped like a love heart, this bright red mushroom fills a
  creatures heart with the firey hot passion of the lava from
  which it grows. After consuming this mushroom, the creature
  is charmed by the first creature it lays eyes on. The affected
  creature is charmed for 10 minutes.
  
  The Green Berry
  Mushroom, Uncommon , Minor
  Consumption Time: 1 bonus action
  Found in large bunches in bushy grassland, these tasty
  berries will put a spring in your step. As a bonus action one
  berry can be eaten, after which the creature will gain +2 to it's
  AC until the end of it's next turn.
  The Red Berry
  Mushroom, Uncommon , Minor
  Consumption Time: 1 bonus action
  Easily confused with the green berry, the red berry is sour
  tasting and will stop you in your tracks. As a bonus action one
  berry can be eaten, after which the creature will gain -2 to it's
  AC until the end of it's next turn.
  The Pop Eye
  Mushroom, Rare , Severe
  Consumption Time: 1 reaction
  A small, bright orange mushroom which grows at the base
  of trees in dense forests; the Pop Eye Mushroom makes you
  very alert of your surroundings, sometimes to the point of
  paranoia. After consuming the mushroom the creature can
  move their place in the initiative order, and has advantage on
  it's next attack roll until the end of it's next turn. At the end of
  the creature's next turn, it must succeed on a constitution
  saving throw against DC15 or become paranoid and
  confused, using its subsequent turn to attack the nearest ally.
  If the nearest ally is out of range, the creature must move as
  far as its speed will allow towards the ally; if the ally becomes
  within range, the creature must then attack. At the end of
  each of the creature's turn, the create can take the saving
  throw again.
  The Four Seasons
  Mushroom, Rare , Moderate
  Consumption Time: 1 action
  Commonly found in grassland areas, four similar but
  different green leaves filled with nutrition spring from the
  dirt, each one having a different effect on the body. For one
  hour the creature gains a +2 to the corresponding ability
  score.
  Colour
  Effect
  Green
  Strength
  Blue
  Charisma
  Yellow
  Dexterity
  Cream
  Wisdom
  A creature's ability score cannot be increased to more than
  20. After an hour, the creature must succeed on a constitution
  saving throw against DC 13 or be poisoned for one hour.
  The Winged Warrior
  Mushroom, Legendary , Extreme
  Consumption Time: 1 action
  A dull grey mushroom, shaped like a wing, dangles down
  from the branches of tall Savannah trees. As rare as the gods
  that it mimics, this mushroom turns any creature into a true
  warrior, gaining the following benefits for 1 hour:
  Effect
  +3 to AC.
  +2 to all ability scores.
  Advantage on all saving throws, ability checks, and weapon
  attacks rolls.
  Can not be frightened or petrified.
  +5 to initiative rolls (includes +2 from ability score
  improvement).
  4 times their level in temporary hit points (maximum of
  50 temporary HP).
  After 1 hour, the effects of the drug begin to wear off, and
  any remaining temporary hit points are lost. The creature
  must succeed on a constitution saving throw against DC 20,
  or take 10 times its level in damage (minimum of 30 damage)
  and is level 3 exhausted. On a successful save, the creature
  takes half damage and is level 2 exhausted.
  Zingle Mushroom
  Mushroom, Rare , Moderate
  Consumption Time: 1 bonus action
  The Zingle mushroom is a dazzling shade of teal, often
  found in damp conditions and growing on hanging moss. As a
  bonus action, a Zingle mushroom can be eaten, after which a
  first level spell slot can be used to cast spells at higher levels
  as long as the user can cast at this level. The creature must
  succeed on a constitution saving throw against DC10 once
  the spell's effects have ended, or the creature takes 4 times its
  level of damage, and is left gagging, heaving and
  incapacitated until the end of it's next turn. On a succesful
  save, the creature takes half damage.
  
  Credits
  Narcotics v1.0 by Nicola Thorn.
  Contact: nicola_thorn@hotmail.co.uk
  With thanks to Zanna Joyce.
  Created using homebrewery.naturalcrit.com
  DUNGEONS & DRAGONS, D&D, Wizards of the
  Coast, Forgotten Realms, Ravenloft, the dragon
  ampersand, and 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.
  This work contains material that is copyright
  Wizards of the Coast and/or other authors. Such
  material is used with permission under the
  Community Content Agreement for Dungeon
  Masters Guild.
  All other original material in this work is
  copyright [2017] by [Nicola Thorn] and published
  under the Community Content Agreement for
  Dungeon Masters Guild.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Nichola Thorn - Narcotics Drugs For 5e.pdf