Monk
Base Class: Monk

Moving through the battlefield, infecting enemies with strains of grass, being buffed by their strains, and buffing their allies. The "Way of the Blunt" monk is a strong supporting player on the battlefield. Using strains of grass to increase your speed, negate the feeling of pain, and step closer to enlightenment. on selection you can infect enemies with strains and use those very same strands to buff yourself. Upon level 6, you gain more potent strains as you more fully understand how to get high. At level 11 you learn you spread the smoke to create a hotbox where you can share your high with your teammates. As a capstone, you reach cloud 9, you have never felt a high like this, you see all there is to the smoke and more. You created a super blunt, to attain such a high you mixed all three strains. 

Level 3: Get High

You have learned to elevate both mind and body through sacred smoke. As a Bonus Action, you can expend 1 Focus Point to light up and enter a High for 1 minute. When you enter your High, choose one of the following strains: Sativa, Indica, or Hybrid. You gain that strain's benefits for the duration. Your High ends early if you have the Incapacitated condition. Sativa - Buzzing High Your thoughts race, your senses sharpen, and staying still suddenly seems like an unreasonable expectation. While in this High:

  • Your Speed increases by 10 feet.
  • Once on each of your turns when you hit a creature with an Unarmed Strike, you can immediately move up to 10 feet without provoking Opportunity Attacks.

Indica - Heavy High Your body relaxes so completely that pain starts feeling more like somebody else's problem. When you enter this High, you gain Temporary Hit Points equal to your Monk level + your Wisdom modifier. In addition, while in this High, you have Advantage on ability checks and saving throws you make to avoid or end the Grappled or Prone conditions. Hybrid - Enlightened High Your mind drifts somewhere between instinct and enlightenment, allowing your body to correct mistakes before you're entirely sure you've made them. Once on each of your turns when you miss with an Unarmed Strike, you can add your Wisdom modifier to the attack roll, potentially causing the attack to hit.

Level 3: Puff, Puff, Pass

You have discovered that enlightenment is considerably better when shared. Whenever you use Flurry of Blows while your High is active, you can choose one other creature within 5 feet of yourself. That creature gains a Contact High until the start of your next turn, the benefit of the Contact High depends on your current strain. Sativa contact high: the creature's Speed increases by 10 feet for the duration. Indica contact high: the creature gains Temporary Hit Points equal to one roll of your Martial Arts Die. Hybrid contact high: the creature can roll your Martial Arts Die and add the number rolled to the next attack roll or ability check it makes before the Contact High ends. A creature can have only one Contact High from you at a time.

 

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