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Wisp Sticks - The Homebrewery

Wisp sticks are magical cigarettes sold in Cupid that grant temporary abilities. There are 12 flavors which provide benefits like advantage on charisma checks, breath weapons, or damage bonuses, but also side effects like exhaustion or hallucinations. Consuming multiple sticks risks overdosing, with constitution saves to avoid damage, paralysis, or death. Packs contain assorted sticks that can be smoked one at a time to gain short-term powers, but overuse has long-lasting negative consequences.

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0% found this document useful (0 votes)
337 views2 pages

Wisp Sticks - The Homebrewery

Wisp sticks are magical cigarettes sold in Cupid that grant temporary abilities. There are 12 flavors which provide benefits like advantage on charisma checks, breath weapons, or damage bonuses, but also side effects like exhaustion or hallucinations. Consuming multiple sticks risks overdosing, with constitution saves to avoid damage, paralysis, or death. Packs contain assorted sticks that can be smoked one at a time to gain short-term powers, but overuse has long-lasting negative consequences.

Uploaded by

SPRITE PEPSI
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Wisp Sticks

a
common item among adventurers who visit Cupid(cotton candy)
(insert planet name). these magical cigarettes
are sold in many magic shops throughout the when consumed this stick gives advantage on all charisma
city. they give the person who smoked them checks agaisnt creatures that are not hostie towards you for
special abilities and side effects depending on the duration. during this time the next creature you speak to
the flavour consumed. must succeed a charisma saving throw(DC 15) with
disadvantage. id they fail they are under the affects of the
charmed condition for the remaining duration. if the creature
Packs succeeds or is resistant to the charmed effect nothing
there are three different packs you can buy. single flavour happens and this benefit ends.
packs, which comes with fifteen sticks. variety packs, which this stick can only be used against a creature once, even if
comes with a random assortment of twenty flavours. and the another stick is consumed, attempts to use it against a
trial pack which comes one of every flavour, some vendors creature again will cause them to automatically succeed, they
will also allow you to request specific combinations of become aware that you tried to charm them, and the sticks
flavours. packs of roullete sticks are very rare. benefits immediatly end.
the prices of the packs will vary on location and type of when the duration ends you suffer -2 to your charisma
pack being purchased. score until you take a long rest. if you consume 2 or more of
this stick within 24 hours you will have a 50% chance of
permanetly losing 2 to your charisma score, this replaces the
Flavours overdosing effect
there are 12 total flavours, 11 of the flavours have their own
benefits and side effects. the twelfth flavour being a wildcard. Miasma(mustard)
each flavour has a duration of one hour, before you can take for the duration after consumption you gain 3 uses of the
another stick you must take a long rest, otherwise you will spell stinking cloud as a breath weapon, concentration is not
risk a chance to suffer from the effects of an overdose. needed when the spell is cast in this way. when the spell end
make a constitution saving throw(DC 15), if you fail you take
3rd eye(blueberry) 1d8 necrotic damage, and 1d6 poison damage per use not
when consumed an eye grows from your forehead, causing used, if you succeed the check you take half damage. you also
you to take 1d12 damage. in return you gain the ability to see have bad breath and a persistant cough until your next long
invisible creatures and object, as though they were visible. as rest.
a bonus action you can peer into the ethereal plane, this lasts
for a minute and requires a minute before you can use it Ghost(marshmellow)
again. the creatures and objects you see in the ethereal plane after consumption you gain advantage on all stealth checks
apear as ghostly figures. with this ability activated those for the duration. you may also use the cunning action ability
creature can see you aswell, you will have disadvantage on from the rogue class. while this stick is active you may hide in
any saving throws made against effects by the monsters, and plain site without any cover.
they have advantage on attacks against you. you have -2 to initiative rolls, and all of your strength &
after the duration ends you will halucinate for 1d4 hours. constitution checks are made with disadvantage for the
duration. if the duration ends while you are hiding in plain
Wrath(horse radish) site you are no longer hidden.
when consumed you gain the ability to enter a rage(mimics
the level one rage for barbarians, if you dont already have the moxie(lemon)
ability) for the duration. this rage ends if damage is not dealt after consumption you become immune to the fear and
or taken after two turns instead of one. you alo gain a +1 to charm effects, you also have advantage on persuasion and
your rage damage if you already have the rage ability. after the intimidation checks. you gain 1d20+2 temporary hit points
rage fades or the 1 hour duration ends you take 2 points of that disappear at the end of the duration.
exhaustion. if you already have the rage ability you only take when the duration ends you gain disadvantage on all
one level of exhaustion. charisma and dexterity checks for the next 1d4 hours.
unlike most of the other sticks, wrath can stack with other consuming 2 within 24 hours of eachother increase the
sticks and sticks of the same flavour, however you take the disadvantage time to 1d8+1d4 hours, you also take a level of
penalties and benefits from stick flavours, changes the effect exhaustion.( this changes the overdose effect from 2 sticks to
of overdosing to the third stick smoked not second. 3 sticks to activate.)
Flares(cinnamon) Roulette(rock candy)
after consumption you gain the ability to add 1d10 fire after consuming all the sticks in a pack theres a 50% chance
damage to an attack, this applies to ranged, melee and spell of finding an extra stick in the package. if there is a stick of
attacks, you can use this bonus damage 3 times. can only use this flavour in the package you roll 1d12, and determine the
it once per attack. you also gain fire resistance for the stick flavour from the chart below.
duration. if the rolled flavour is roullete when consumed you must
at the end of the duration you take 1d12 fire damage per roll twice on the wild magic table in the pbh.
remaining use, you also have heartburn and disadvantage on 1d12 flavour
all constitution checks until your next long rest.
1 Quill
Glory(orange cream) 2 Spark
after consuming this stick you gain the effects of the heroism 3 Zen
spell without concentration for the duration. on your turns
you may add an additional 1d8 radiant damage on your 4 Glory
attacks. 5 Flare
after the duration ends one of the following possiblities 6 Moxie
occurs:
7 Wrath
alignment effect
8 Ghost
good bane 1d2minutes
9 3rd eye
neutral bane 1d8 minutes
10 Cupid
evil banish 1d12 minutes
11 Misasma
Zen(matcha) 12 Roulette
once consumed you are placed under the effects of the calm
emotions spell for 10 minutes. you gain the ability to cast the Overdosing
guidance spell on yourself 3 times while the stick is active. unless one of the stick youre consuming says otherwise you
when the duration ends make a wisdom saving throw(DC will if you consume two or more sticks together before letting
15) if failed you are under the hold person for 1d4+ minutes, the full effects leave your system you will overdose on the
if you succeed the spell is active for 2 minute. magical power. when you consume the second stick you must
make a DC 15 constitution saving throw. if you fail you take
Spark( kumquats) 2d12 damage and you suffer the side effects of the second
after consumption you can use the shocking grasp spell for stick but not the benefits. if you succeed the DC increase by 2
the duration. you also gain 3 uses of the lightning bolt spell and the damage increases by 1d12. this happens for every
for the duration. stick you consume after your first. once you consume 5 total
after the duration ends make a constitution saving sticks, when this happens the DC increases to 26, if you fail
throw(DC 15). on a fail you are paralyzed for 1d6+1 minutes. you drop to 0 hp and will have disadvantage on all saving
on a sucess you are stunned for 1d4 minutes.you also take throws until you take a long rest. if you succeed on the check
1d8 lightning damage per use of lightning bolt unused. will be brought to half health, and lose all the abilities of the
sticks youve consumed but you will keep the side effects
Quill( lemonade
after consumption your skin and apperall become covered
with small spikes, you take 1d10 piercing damage as they
grow. these spikes last for 10 minutes and every time you get
hit with a melee weapon attack they take 1d8 acid damage.
you also get 3 uses melfs acid arrow for the duration.
when the duration ends your constition score decreases by
2. you also take 1d12 poison damage for every unused casting
of melfs acid arrow.

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