Fiendish Cultivator Image

Your demonic heritage stretches back thousands of years, to the deep reaches of Hell. Your ancestors were farmers. They cultivated a very specific and sought after herb. Though the name of the herb has long since been forgotten, it became more commonly known as "The Demon Weed". Known, and distributed, far and wide through all nine circles of hell, the herb was generally used for recreational purposes, and it's relaxing and mood altering effects were enjoyed by many. It was also used, though not as commonly, for it's therapeutic effects. Even for the most evil of creatures, a lifetime in Hell could have a negative effect on one's psyche, and the herb was known for its ability to help keep grasp of one's sanity. Becuase your ancestors blood still flows in your veins, you've always had an inexplicable, yet only slight, affinity for plants and their well being. Choosing this background grants you profiency in the Nature skill, and allows you to roll any nature checks with advantage. Because of the herbs (scientifically proven) therapeutic effects, you also gain proficiency in the Medicine skill.

 
 
Feature: Lavender's Haze

Though never quite sure how, you've always had the ability to conjure your ancestors herb. Unfortunately, summoning the herb from the depths of hell meant only the smoke from the smoldering plant made it through. Once per short rest (or at will whilst chillin out around a campfire), you have the ability to conjure the smoke of the ancestors herb. The process takes a minimum of fifteen minutes to complete (though sometimes it's nice to just relax and take it slow, right?). The number of "doses" you conjure during the use of this ability is equal to 1D8 + your Charisma modifier. The effects of the herb last for about four hours, unless otherwise stated.

Effects

General feelings of relaxation, giddiness, levity, and occasional paranoia. Along with a sometimes uncontrollable and unyeilding urge to eat. For each "dose" a creature inhales, it must make a DC 13 Constitution saving throw. A successful save just yields the basic effects. For a failed save, and every subsequent failed save, the effects are as follows:

1st fail - creature gains advantage on saving throws against spells or effects that would force or induce rage, or other negative emotions (like anger, sadness, depression, etc.), with the exception of fear. They also gain advantage on any type of diplomacy and performance checks, or dexterity checks specifically for the purpose of playing hacky sack. They also gain disadvantage on perception checks.

2nd fail - the creature loses all previous bonuses, and instead has disadvantage on all Dexterity, Intelligence, and Wisdom based skill checks, as they begin to lose some coordination and good sense.

3rd fail - along with the effects of the second failure ,the creatures movement is now also halved. They gain advantage on Insight and Investigation checks, as they ponder the deeper meanings of reality, but can only make one roll per hour as it takes them a long time to ponder the universe and all things.

4th fail - the creature falls to the floor, laughing uncontrollably, for a number of minutes equal to 1D12 + their Constitution modifier. Afterwards, the creature falls into a deep but peaceful and ponderous sleep for eight hours.

 
Fiendish Cultivator Image

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