The Dealer

The Dealer, Esol the Generous, is a marid who resides in their own watery demiplane connected to the material plane. They rule over it's denizens and keep them happy. Happy enough to never leave.

Games
https://www.gamblingnews.com/blog/dnd-gambling-games/

Chrono
Chrono alters your perception of time, at first making it appear as though everything around you is in slow motion, and then as if it was sped up. The drug itself is small crystals made from the frozen tear of an astral dreadnought

Effect: You gain the benefits of the haste spell for 1d4 per dose +1 rounds. While under this effect you also have advantage on intelligence checks. When it ends instead of being frozen, you are under the effects of the slow spell and has disadvantage on INT checks for a number of minutes equal to our previous roll.

Usage: as an action you can place a piece under your tongue to dissolve or stab it into yourself to dissolve into the blood stream.

Addiction: DC 11 Wisdom save when the Haste wears off. The DC goes up by 1 for each success, and there is a +1 to DC for each additional dosage in a 24 hour period. While addicted must make a new Wisdom save after every short or long rest or feel compelled to take another dose, or seek out the drug if you don’t have any.

Addiction Effects: Lethargy - the Slow effect now lasts (1d4+1)x10 minutes. While under the effects of Slow the user feels dreamy and euphoric.


 * Fits and Starts - Out of combat you have a 25% chance of being under the effects of Haste instead of Slow every few seconds. Addicts move in a jerky, stop motion fashion as they alternately slow down and speed up.
 * Adrenaline Boost - Whenever you take damage, you are automatically under the effects of Haste until the end of your next turn.
 * Wasting Away - After the Slow effect ends, make a DC 11 Con save, +1 to the DC for every dose taken within the last 48 hours. On a failed save, take 1 point of Con damage. This damage is only healed with a Greater Restoration, or it heals 1 point for each week you abstain from the drug.

Dosage: Crystal: 10 doses at once (200 gp); Shard: 5 doses at once (75 gp); Sliver: 1 dose (10 gp); Sample: haste and advantage on INT for one round, no slow. DC 5 WIS save

Fairy Fire
Effect:

Fairy Dust
Roll on the wildmagic table whenever you cast a leveled spell in the next 10 minutes. Non-addictive.

Sundrop
A bright yellow/orange liquid, naturally incandescent, as if it was a liquefied ray of sunshine (henceforth the name). Originally used as a magically synthesized antidepressant, Sundrop when consumed tricks the user into believing that they are happy, as it quite literally gives them ‘warm feelings’. Over usage may leave the user feeling withered between uses, as their dependency has rendered them unable to produce dopamine and serotonin. Over time users also commonly begin to build tolerances to Sundrop, requiring greater quantities to be consumed to maintain the effect. Overdosing on Sundrop causes feverish conditions, as the drug radiates through the users veins, ultimately burning them alive from the inside out.

Deluge
Packaged in single-dose vials, ingesting this ethereal blue liquid gives subjects temporary access to spell-like abilities of varying degrees; usually cantrips and 1st Level spells (1d100; 1-74 cantril, 75-100 1st level spell), but sometimes more powerful spells depending on the purity of the substance. However, the temporary magic abilities come with a price: each time an individual ingests Deluge they take Constitution damage: 1d4 for average doses, 1d6 and above for purer doses. This is because the magical energy that Deluge is providing is actually taken from their own souls and continued use will cause them to gradually wither away. It’s named Deluge because it feels like a flood of energy and power washes over you.

Squid Ink
A glass dropper filling with the ink from a kraken (often a young one). A drop is placed in each eye, turning them entirely black for the duration. You gain truesight out to a range of 100 feet for one minute.