Addiction

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Additction is in this article a DnD 5e mechanic. It is closely related to poisons and diseases.



Initial effect

When ingesting, it doesn't have a strong immediate effect. A slight drowsiness and a pleasurable feeling comes over them over the next hour but goes away.

  • That night, they have wonderful happy dreams that are so realistic and wonderful, that waking up the next day leaves them feeling slightly hollow, but the dreams provide Inspiration.
  • They sleep a full eight hours and cannot be woken while under the influence.

Day 1

They wake feeling sad, but thinking of the good night's sleep still feels good, they got Inspiration and if they use it, the spell Bless is cast upon them

  • By about noon, have the PC roll a DC 10 Con save
    • On a success, nothing happens.
    • On fail, increase Addiction level by 1


  • On a fail, the PC suddenly finds themselves ingesting more. The player isn't told, just describe it happening so that the PC feels powerless in the act, much like a real addict might.
  • If the PC has no more substance on their person or easily available (maybe in another PC's bag or something), they have disadvantage on all their skill checks until they acquire and ingest more.
  • You may actively tell them they have a hardcore craving as well.
  • If they go to sleep without having eaten dream pie, they have horrible nightmares that night.
  • If they have a serving, any bad feeling is gone for the day and they have happy dreams as well as Inspiration at the start of next day
  • Keep track of total number of days of ingesting.

Day 2

Continuing Days After Only Eating Pie ONCE

   If a PC has literally only had a single helping of pie ever, the withdrawal will be much easier and shorter than for those who have had multiple helpings over the course of many days.
   Addiction Day 1 Happens, but the PC does not eat pie that day. The next day, the PC awakes from horrible nightmares. By noon, have them roll another con save, but with a DC of 4.
       On a success, the PC is no longer addicted and is alleviated of their disadvantage if they had any from the previous day.
       On a fail, the disadvantage on skill checks continues BUT DOES NOT WORSEN. They will again have nightmares that night, but wake the next day totally free of addiction, disadvantage included.



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