Conditions 8:22 AM
Tuesday, September 27, 2022
Mild Intoxication
You've consumed a substance that makes you mildly inebriated. You stagger a bit when you
walk and your speech is partially slurred.
Adrenaline Boost
The drug in your system causes your adrenaline to boost. While in your system, your physical
capabilities are mildly enhanced.
• You gain temporary hit points equal to your Constitution modifier.
Staggered Reflexes
Due to the effects of the drug, your body can barely keep up with your actions. While in your
system, your finesse is mildly affected.
• Dexterity saving throws are made with disadvantage.
• You cannot score higher than a 15 on Dexterity checks.
Dim Minded
The drug affects many of the logical systems in your mind. While in your system, your intellect
is mildly affected.
• You gain disadvantage on any skill checks involving your recollection (Arcana, History,
Nature, Religion)
Numbed Tongue
Your speech is slurred due to the effects of the drug. While in your system, your social awareness
is mildly affected.
• You gain disadvantage on Deception and Insight checks.
Hazy Recovery
You have a hard time recovering from the drug after it's affects wear off. While in your system,
your recovery from being intoxicated is mildly affected.
• After this condition ends, you must make a DC 14 CONSTITUTION SAVING THROW. On a
failed save, the following occurs:
○ You instantly vomit.
Moderate Intoxication
You've consumed a substance that makes you moderately inebriated. You wobble when you walk
and your speech is noticeably slurred.
Adrenaline Boost
The drug in your system causes your adrenaline to boost. While in your system, your physical
capabilities are moderately enhanced.
• Your Strength score becomes 12
If your strength is higher than 12, you keep the higher score.
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○ If your strength is higher than 12, you keep the higher score.
• Strength checks are made with advantage.
• You gain 1d4+CON temporary hit points. If you consumed a substance that already provides
temporary hit points, you can roll both and pick the higher roll.
Staggered Reflexes
Due to the effects of the drug, your body can barely keep up with your actions. While in your
system, your finesse is moderately affected.
• You have disadvantage on Acrobatics and Stealth checks.
• You have disadvantage on Dexterity saving throws.
Dim Minded
The drug affects many of the logical systems in your mind. While in your system, your intellect
is moderately affected.
• You have disadvantage on Intelligence saving throws.
• You have disadvantage on any checks involving your recollection (Arcana, History, Nature,
Religion)
Numbed Tongue
Your speech is slurred due to the effects of the drug. While in your system, your social awareness
is moderately affected.
• You have disadvantage on Charisma saving throws.
• You have disadvantage on Deception, Performance, and Insight checks.
Hazy Recovery
You have a hard time recovering from the drug after it's affects wear off. While in your system,
your recovery from being intoxicated is moderately affected.
• After this condition ends, you must make a DC 16 CONSTITUTION SAVING THROW. On a
failed save, the following occurs:
○ You gain the Intoxication Recovery condition for 1d4-CON days (minimum of 1).
○ You instantly vomit.
Major Intoxication
You've consumed a substance that makes you heavily inebriated. Walking is difficult, talking is
cumbersome. You receive the following benefits/drawbacks:
Adrenaline Boost
The drug in your system causes your adrenaline to boost. While in your system, your physical
capabilities are heavily enhanced.
• Your Strength score becomes 14.
○ If your strength score is higher than 14, it increases by 3 for the duration of this
condition.
○ If the added Strength due to this effect exceeds 20, you keep the score for the
duration of this condition.
• Strength checks are made with advantage.
• You gain 1d6+CON temporary hit points. If the consumed substance that granted this
condition already provides temporary hit points, you can roll both and pick the higher roll.
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Delayed Reflexes
Due to the effects of the drug, your body can barely keep up with your actions. While in your
system, your finesse is heavily affected.
• Your movement speed is halved.
• You have disadvantage on initiative rolls.
• Dexterity checks and saving throws are made with disadvantage.
• Acrobatics and Stealth checks automatically fail.
Dim Minded
The drug affects many of the logical systems in your mind. While in your system, your intellect
is heavily affected.
• Your Intelligence score becomes 6.
• You cannot verbally communicate.
• If a spell is marked as verbal, the spell cannot be cast.
• If a spell is marked as somatic, you must succeed on a DC 15 CONSTITUTION SAVING THROW
save, or the spell cannot be cast.
Suppressed Awareness
Your awareness of the world around you has shifted due to the drug. While in your system, your
intuition is heavily affected.
• Wisdom checks and saving throws are made with disadvantage.
• You cannot roll higher than a 10 on Perception checks.
Numbed Tongue
Your speech is slurred due to the effects of the drug. While in your system, your social awareness
is heavily affected.
• You automatically fail any Deception, Performance, and Insight checks.
• Your Charisma becomes 6.
Hazy Recovery
You have a hard time recovering from the drug after it's affects wear off. While in your system,
your recovery from being intoxicated is heavily affected.
• After this condition ends, you must make a DC 18 CONSTITUTION SAVING THROW. On a
failed save, the following occurs:
○ You gain the Intoxication Recovery condition for 1d4-CON days (minimum of 1).
○ You instantly vomit.
Severe Intoxication
You've pushed yourself to your limits with intoxicating substances. You can barely walk, can't
talk, and you are on the verge of passing out. You receive the following benefits/drawbacks:
Adrenaline Boost
The drug in your system causes your adrenaline to boost. While in your system, your physical
capabilities are extremely enhanced.
• Your Strength score becomes 16.
○ If your strength score is higher than 16, it increases by 3 for the duration of this
condition.
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condition.
○ If the added Strength due to this effect exceeds 20, you keep the score for the
duration of this condition.
• Strength checks and saving throws are made with advantage.
• You gain 2d6+CON temporary hit points. If the consumed substance that granted this
condition already provides temporary hit points, you can roll both and pick the higher roll.
Vague Reflexes
Due to the effects of the drug, your body can barely keep up with your actions. While in your
system, your finesse is severely affected.
• Dexterity checks and saving throws automatically fail.
• You have disadvantage on initiative rolls.
• Your movement speed is reduced to 10 ft.
• You gain disadvantage on all attack rolls unless the creature is larger than you.
• Attacks against creatures smaller than you automatically miss.
Dull Minded
The drug affects many of the logical systems in your mind. While in your system, your intellect
is severely affected.
• Your Intelligence score becomes 4.
• Intelligence checks and saving throws are made with disadvantage.
• You cannot communicate in any intelligible way.
• If a spell is marked as verbal, the spell cannot be cast.
• If a spell is marked as somatic, you must succeed on a DC 18 CONSTITUTION SAVING THROW,
or the spell cannot be cast.
• You cannot activate magic items.
Zero Awareness
Your awareness of the world around you has failed due to the drug. While in your system, your
intuition is severely affected.
• Wisdom checks and saving throws automatically fail.
Jumbled Tongue
Your speech is slurred due to the effects of the drug. While in your system, your social awareness
is severely affected.
• Your Charisma score becomes 4
• Charisma checks and saving throws are made with disadvantage.
• The target of a failed Deception check knows you were deceiving them.
Foggy Recovery
You have a hard time recovering from the drug after it's affects wear off. While in your system,
your recovery from being intoxicated is severely affected.
• After this condition ends, you gain the Intoxication Recovery condition for 1d6-CON days
(minimum of 1).
• After this condition ends, you must succeed on a DC 20 CONSTITUTION SAVING THROW or
instantly vomit.
Extreme Intoxication
You have exceeded the limit your mortal body can take with intoxicating substances. You must
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You have exceeded the limit your mortal body can take with intoxicating substances. You must
instantly make a CONSTITUTION SAVING THROW (DC 20). On a failed save, your hit points are
reduced to zero and you instantly fall unconscious. While unconscious this way, You can only be
stabilized by a Cure Poison spell or by being administered a drug stabilization kit (following the
rules on the item's page). On a successful save, you do not fall unconscious and you receive the
following benefits/drawbacks:
Adrenaline Rush
The drug in your system causes your adrenaline to spike. While in your system, your physical
capabilities are extremely enhanced.
• Your Strength score becomes 18 if not equal or higher.
○ If your strength score is higher than 18, it increases by 4 for the duration of this
condition.
○ If the added Strength due to this effect exceeds 20, you keep the score for the
duration of this condition.
• Strength checks and saving throws are made with advantage.
System Shutdown
Your system begins to shut down from the drug present in your body. While in your system,
your health and vitality is extremely affected.
• Your max hit points are reduced by 2d8-CON.
• You instantly take 2d6 poison damage.
• If in combat, you take 1d6 poison damage at the start of your turn.
• If not in combat, you take 10d6 poison damage every minute.
• If your hit points are reduced to zero due to this damage, you drop unconscious and are no
longer considered intoxicated.
Halted Reflexes
Due to the effects of the drug, your body cannot keep up with your actions. While in your
system, Your finesse is extremely affected.
• Dexterity checks and saving throws automatically fail.
• Your movement speed is reduced to 5 ft.
• You instantly miss all attack rolls on creatures your size or smaller.
• You gain disadvantage on all attack rolls on creatures that are bigger than you.
Feeble Minded
The drug affects many of the logical systems in your mind. While in your system, your intellect
is extremely affected.
• Intelligence checks and saving throws instantly fail.
• You gain the effects of the feeblemind spell.
○ Your Intelligence and Charisma scores become 1.
○ You cannot cast spells, activate magic items, understand language, or communicate
in any intelligible way.
○ You can still identify friends, follow them, and protect them.
Intoxication Recovery
The next few days are brutal on your body and mind. Your body is attempting to rid the
intoxicating substance from your system and remove all related symptoms. This condition can
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intoxicating substance from your system and remove all related symptoms. This condition can
be removed with the minor restoration spell or by successfully using a recovery elixir (following
the rules on the item's page). You receive the following benefits/drawbacks:
• You gain 2 levels of exhaustion until this condition ends.
• Your maximum hit points are reduced until this condition ends. Roll half your total
number of hit dice before this condition (rounded up) and add your proficiency bonus to
the total.
• You have half of your hit dice rounded down.
• You do not loose levels of exhaustion by resting while this condition ends.
• You are required to drink two times the amount of drink normally consumed.
• If you consume another intoxicating substance while this condition is active, the
intoxication is increased by two severity levels.
○ If the Intoxication Recovery condition is applied again, you add the total number of
days to your current remaining day count.
• You can only use hit dice on a long rest, after the rest is complete you regain your hit dice
up to the capacity dictated by this condition.
Drug Stabilization Kit
adventuring gear (artisan's tools)
Category: Items
Value: 25GP
Item Rarity: common
Weight: 2 lbs.
When a creature is undergoing the effects of the extreme intoxication condition, one of the ways
to stabilize them is to use a drug stabilization kit. The kit contains one vile of an herbal remedy, a
syringe, a few bandages, and a recovery remedy. Someone attempting to use the kit on a
conditioned creature must roll a medicine check (DC 15) in order to successfully stabilize them. If
the user fails the check, the kit is wasted and the targeted creature is not stabilized.
Recovery Elixir
adventuring gear (artisan's tools)
Category: Items
Value: 25GP
Item Rarity: common
Weight: 2 lbs.
To ease the effects of the intoxication recovery condition, a recovery elixir can be used. Someone
consuming the elixir must roll a Constitution saving throw (DC 10) in order to successfully reduce
the duration of the condition by its advertised amount. On a success, the condition is reduced by
1d4+1 days. If the duration is reduced to zero, the condition immediately ends. If a critical is
rolled on the saving throw, the condition immediately ends, regardless of the amount of days
remaining. On a failed save, the condition is only reduced by 1 day.
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