You've smoked anything that will fit in a joint. You're an easy going person and are pretty open to many things. You can make friends easily.
- Skill Proficiencies: Nature, Religion
- Tool Proficiencies: none
- Languages: Highspeak
- Equipment: none
Advantage: Constitution Saving throws, Charisma Saving throws, flip a coin for Wisdom or Intelligence saving throws, Animal handling checks, Arcana checks, Medicine checks, Performance checks, Persuasion checks, Religion checks.
Disadvantage: Dexterity saving throws, Wisdom or Intelligence saving throws (which ever wasn't picked for Advantage), Acrobatics checks, Deception checks, Intimidation checks, Investigation checks, Perception checks, Slight of Hand checks, Stealth checks
You always seem to know how and what to smoke to get a great high. you may, as an action, make, roll, and light a joint (you do need something to light the joint with). When you smoke your joint you have advantage and disadvantage on all checks and saves as listed. Any creature can smoke this joint and gets the same benefits and disadvantages. If they have a Constitution less than 12, they have disadvantage on attack rolls for the next round.
Suggested Characteristics
Character should be friendly and should be Neutral in some respect.
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