1. Notes

Drugs

Crystalized Xan: A brittle, pink crystal found in the Soletan desert that can be crushed and snorted

  • Save: For the next minute, you can make a single, melee weapon attack each turn as a bonus action

  • Fail: You gain one level of exhaustion


Fortune's Favor: A plum-colored molasses extracted from a bulbous fruit found only on the Inho island, often added to fine baked goods to be consumed

  • Save: Gain a 1d12 to add to any d20 roll in the next hour

  • Fail: The DM gains a 1d6 to subtract from any one of your d20 rolls until your next long rest


Nectar: A translucent blue syrup that is dripped under the tongue, produced using oil of a plant found on the barbarous island

Save: Gain the effect of the spell "Bless" for one minute

  • Fail: Gain the effect of the spell "Bane" for the next hour


Wild Salve: An earthy, green salve crafted ritualistically by members of certain shamanic circles

  • Save: Gain the "Natural Weapons" effect of the spell "Alter Self" for the next hour

  • Fail: Lose the ability to speak or understand any language for the next hour


Volstrucker: A hard, greyish mineral found in the mountains

  • Save: Your weapon attacks score a critical hit on a roll of a 19 or 20 for the next hour

  • Fail: Your weapon attacks do not score a critical hit on a roll of a 20


Tauber Root: A dull, white root common at high elevations, can be difficult to harvest from the cold, stony earth in which it grows, often chewed during medication

  • Save: Gain 4 ki points, which can be used in the next minute on the monk features "Flurry of Blows", "Patient Defense", and "Step of the Wind"

  • Fail: Gain the "Poisoned" condition for the next hour


Demonbrandt: A silvery liquid found within the bones of monsters of the woods

  • Save: For the next minute, all attacks made against you by fiends and undead have disadvantage

  • Fail: Your current hit points are halved


Black Moss: A black moss which varies by region, heated on a flat stone over low heat until volatile compounds are released and breathed in

  • Save: Gain the ranger feature "Natural Explorer" for the terrain you are in when you gain this effect for the next hour

  • Fail: Your movement speed is halved for the next hour


Dagger's Edge: A thin, clear liquid which burns painfully when drank, which is a chemical byproduct of burning certain plants that grow on the steppes

  • Save: Gain proficiency in a single skill, or expertise in a single skill for which you are proficient, for the next hour

  • Fail: Your proficiency bonus is halved (rounded down) when applied to ability checks for the next hour


Suude: A sticky, brown organic material made from the mushrooms that are found in the woods of Trem

  • Save: Roll twice on the Wild Magic Surge table and select one effect

  • Fail: Your DM rolls twice on the Wild Magic Surge table and selects one effect


Voidmist: A yellowish gas released by cracking open small geode-like rocks which are rumored to originate from Twain

  • Save: Gain telepathy for 30 feet and resistance to psychic damage for the next hour

  • Fail: Gain the "Blinded" and "Deafened" conditions for the next hour


Nettlebane Tea: A bitter, black tea brewed from the poisonous nettlebane plant found in the woodlands

  • Save: Gain advantage on a single attack roll, ability check, or saving throw using INT in the next hour

  • Fail: Your DM rolls a single portent die and can use it for one of your rolls until your next long rest

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