Drugs in the D&D game follow many of the same rules as poisons, allowing saving throws to resist their initial, as well as secondary effects.
Magical effects can negate or end a drug’s effects, but they do not restore hit points, or other effects caused by the substance.
A creature that willingly takes a drug automatically fails both saving throws.
It is not possible to intentionally fail the initial save but attempt to save against the secondary effect, or vice versa.
Save DCs are provided for situations in which a character is unwillingly drugged.
Below are examples of drugs that can be introduced into a campaign; many of them are effective against some sorts of mental disorders.
Table 6–12 provides some specifics for each drug, and the text description for each one provides the following additional information.
Initial Effect: The effect of the drug if the initial Constitution Saving Throw is failed.
Secondary Effect: The effect of the drug if the secondary Constitution Saving Throw is failed 1 minute after ingestion.
Side Effect: The side effect (if any) that occurs immediately upon taking the drug.
Overdose: What (if anything) constitutes an overdose and its effect on the character.