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Aphima

ADVENTURING GEAR UNCOMMON

Aphima is a POWERFUL stimulant, used inside and outside of Yud'dha for its addictive high. While high on Aphima, fighters have been known to be faster, stronger and more durable. As a Bonus Action, you can take Aphima to get High. This will have varying results based on your tolerance and previous use.

While High, your movement speed increases by 10 feet and cannot be decreased. You gain 10 temporary hitpoints and have Advantage on Strength and Dexterity saving throws, as well as rolls for Initiative. You also have Disadvantage on Wisdom and Intelligence saving throws. You cannot sleep while high on Aphima, and magic is unable to put you to sleep. This effect lasts for 1 minute. Taking more Aphima while high refreshes the duration and temporary hitpoints, but causes a save against Addiction.

Attempting to take Aphima within 12 hours of a previous use triggers a DC 12 Constitution saving throw to avoid Addiction. On a failure, your Addiction level increases by 1, applying a lasting debuff and requiring you to take more doses of Aphima at a time to get High. On a roll of 1, you trigger an Overdose. Taking Aphima (even without getting high) removes the debuff for the next 12 hours.

Overdosing on Aphima causes you to suffer a heart attack, forcing you prone, incapacitating you and reducing your HP by half its current value. You can only be saved from this effect by healing magic, potions, or a successful DC 15 Medicine check from someone else. Anitoxin saves you from an overdose at the end of your next turn.

AddictionDebuffDoses to get High
Level 1-1 to Intelligence and Wisdom Scores2
Level 2-1 to all Ability Scores and Overdose on 1-23
Level 3-2 to all Ability Scores and Overdose on 1-35


 
Cost: 25 gp

Weight: <1lb

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