A thick, syrup-like green liquid with bizarre effects
The drinker of a dose of Dreamer’s Draught gains a 1d6 point enhancement bonus to their Charisma for a duration of 1d6 hours. At the end of the duration, the user suffers 1d6 temporary Wisdom damage, which lasts until the user rests for eight hours.
A flask of Dreamer’s Draught contains about 5 doses, and if the imbiber drinks more than one dose at a time, both the bonus to Charisma and the Wisdom damage increase by one for each dose taken, including the first (drinking multiple doses does not effect the duration).
Dreamer’s Draught is mildly addictive. After each use, the drinker must make a Will Save DC 13 or become hooked and take 1 point of temporary Charisma drain each day until they use the Dreamer’s Draught again (which removes all temporary Charisma drain). For an addicted character to break the addiction, they must allow the temporary drain to reduce their Charisma to 1 – at which point the drain stops and the character begins to recover 1 point each day until all the temporary drain is gone. If a dose is taken before their Charisma returns to normal, the addiction is renewed and the damage begins again. To avoid this long and arduous process, the character can instead receive a Lesser Restoration, Restoration, or Heal spell – and be instantly cured of the addiction and all related ill effects.
<table><tr><td>For example, if Hal the Trickster were to take a drink of the Dreamer’s Draught before negotiating for a higher price on his adventuring loot, he’d gain a 1d6 enhancement bonus to his Charisma. However, Hal already has a Cloak of Charisma +2, and enhancement bonuses don’t stack, so he wants to be sure he’ll get a boost from his drink. He goes ahead and takes two doses. Now the bonus is 1d6+2, guaranteeing him at least a +3 (which would replace his cloak’s +2).
Unfortunately, if the duration runs out before he manages to pawn off all his loot, not only will he loose the bonus, but his wisdom will drop by at least 3 points – making him more susceptible to being swindled – and if he wasn’t too wise in the first place, perhaps temporarily insane.</td></tr></table>
Making Dreamer’s Draught requires access to the ingredients (See Below) and a Craft(Alchemy) check DC 25. A flask sells for about 200gp (or 40gp for a vial with only one dose).
Dreamer’s Draught is an herbal concoction first made in the far east by the Hin. Made from the nectar of a flower indigenous to their country blended with the sap of a particular tree found only in the Wildlands, this addictive substance has the power to increase a person’s force of personality and purportedly gives the drinker increased powers of persuasion, accompanied by a mildly euphoric sensation.
The Draught is not without its immediate drawbacks, though. As soon as the primary effect wears off, the drinker is afflicted with potentially blinding headaches and decreased perceptive abilities. In spite of this, the drink is mildly addictive.
Due to the herbal nature, the efficacy of this draught is hard to predict, as minor changes in the concentration of the active ingredients can lead to widely varying effect. While those that brew this do their best to make a uniform drink, it settles over time, thus making the exact effect and even the duration almost impossible to predict.