Drugs — Intoxication, Addiction & Fantasy Substances
Drugs in a fantasy campaign can be medicine, vice, contraband, ritual sacrament, planar commodity or dangerous alchemy. Use them when they create decisions and consequences at the table: a witness whose memory cannot be trusted, a forbidden shipment worth killing for, an oracle altered by a sacred preparation, or a supernatural substance that offers power at a price.
At a Glance
- Use at the table: intoxication, addiction, contraband, investigation, alchemy and supernatural bargains
- Substance types: real-world, fictional mundane, magical-alchemical and planar-supernatural
- Rules: edition-specific mechanics are kept separate; Pathfinder material is not presented as official 5e or 5.5e rules
- Core companion rule: Addiction
Using Drugs in a Campaign
A substance earns its place in an adventure when it changes what characters can do, what they know, whom they trust or what they risk. Ordinary alcohol belongs in feasts, taverns and social complications. Alchemical drugs belong in apothecaries, criminal markets and laboratories. Planar substances such as Daemon Seed can become treasure, evidence or the centre of an entire expedition.
Real-world substances are treated as game and historical material rather than practical consumption guidance. Fictional substances can go further into magical effects, supernatural sourcing and adventure consequences.
Featured Substances
- Alcohol — tavern drinking, feasts, intoxication and addiction.
- Daemon Seed — planar contraband carrying stolen memories and dangerous insight.
- Blood Sap — a fantasy substance with campaign consequences.
- Euphorica — a potent fantasy intoxicant.
- Dwarven Fire Ale — a culturally distinctive fantasy drink.
- Dreamtime Tea — altered perception and adventure potential.
Substance Index
Aether · Alcohol · Angel’s Trumpet · Black Water · Blood Sap · Bloodbrush Extract · Catnip · Daemon Seed · Dreamtime Tea · Dwarven Fire Ale · Elven Absinthe · Euphorica · Flayleaf · Harlot Sweets · Hazemind Concentrate · Hazemind Mist · Honeydust · Keif · Black Keif · Golden Keif · Wyrm Keif · Lotus Fruits · Midnight Milk · Mumia · Opium · Powdered Mummy Skin · Scour · Shiver · Silvertongue · Slaver’s Drops · Starspore · Strange Fluids · Zerk.
Pathfinder 1e Drug Rules
Many entries in this collection originated with Pathfinder-era drug mechanics. In PF1e, a drug commonly specifies its delivery type, addiction severity and Fortitude DC, price, beneficial effect and harmful ability damage or other drawback. Additional doses can renew effects while increasing harm and addiction risk. Where an entry uses these mechanics, they are identified as Pathfinder rules rather than silently applied to other editions.
Other Editions
5.5e/2024, 5e/2014 and 3.5e sections are included only when an appropriate rule exists or a deliberate conversion has been designed. Empty official-looking edition tabs are not created simply for symmetry.
Adventure Hooks
- A shipment disappears between an apothecary and a noble household, but the thieves wanted only one bottle.
- A substance sold as a harmless imitation carries a supernatural side effect.
- An addicted witness knows the truth but their supplier controls access to them.
- A planar drug contains a memory that belongs to somebody else.
- A festival, feast or drinking contest changes the security of an otherwise inaccessible location.
Related Rules & Equipment
Continue with Addiction, Poisons, Alchemical Items, Alchemy and Craft.
