Rogue
Base Class: Rogue

A subclass designed for Jark in the homebrew Veluin campaign

Herbal Chemist

When you choose this archetype at 3rd level, you gain proficiency in the nature skill and with herbalism kits. Additionally, you know how to make a wide variety of different recreational drugs and can create them with your herbalism kit.

Arcane Joint

3rd-level Drifter feature

Whenever you finish a long rest, you can magically produce one arcane joint in an empty tin case you touch. Roll on the Magical Marijuana table for the joint's effect, which is triggered when someone smokes the joint. As an action, a creature can smoke the blunt or light it for another incapacitated creature. Smoking the joint grants the user temporary hit points equal to twice your rogue level and the additional effect of the marijuana.

Each Magical Marijuana effect contains both a positive effect and a negative side-effect, both of which impact the user until the arcane joint wears off. While smoking two different types of arcane joints allows the effects and side-effects to stack, smoking an already active Magical Marijuana effect only resets the duration. The effect of the joint can be ended by the dispel magic spell or removed through lesser restoration or greater restoration.

Creating an arcane joint requires you to have herbalism kit on your person, and any blunt you create with this feature lasts until it is smoked or until the end of your next long rest.

When you reach certain levels in this class, you can make more blunts at the end of a long rest: two at 6th level and three at 15th level. Roll for each blunt's effect separately. All of the joints can fit within your case.

Magical Marijuana

D6 EFFECT

1

Munchies. For 1 minute, the user can use their bonus action to attempt to bite another creature. The attack is an unarmed strike that deals 1d6 piercing damage and can activate sneak attack (because biting someone is surprising). As a side-effect, if the user doesn't bite another creature on their turn, they are consumed by hunger and must make a DC10 Wisdom Saving Throws or take 1d6 damage.

2

Anxiety. The smoker begins shaking with anxiety. For the next minute, you can add 1d6 to Dexterity Saving Throws against effects you can see while not blinded, deafened, or incapacitated. As a side-effect, you must subtract 1d6 from all Wisdom Saving Throws until the effect ends.

3

Manic. The drinker's mind begins to work on overdrive. They can add 1d6 to any intelligence skill check for the next 10 minutes. As a side-effect, you are oblivious to your surroundings and must subtract 1d6 from any wisdom skill checks until the effect ends.

4

Floating. The drinker gains a flying speed of 10 feet and can hover as the weed lifts them off their feet for the next 10 minutes. As a side-effect, while touching the ground, your speed is reduced to zero until the effect ends.

5

Stoned. The user's high is so strong that they become literally stoned. For 1 minute you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. As a side-effect, until the effect ends, whenever you deal bludgeoning, piercing, or slashing damage, you subtract 1d6 from the damage (to a minimum of 1 damage).

6

Paranoia. Smoking this arcane joint makes the user pre-cautious against everything. For the next minute, no creature can gain an advantage on any attack roll made against you. As a side-effect, until the effect ends, you are unable to gain advantage on any attack roll towards another creature.

Drug Abuse Resistance Education

At level 9, your experience with making and taking drugs makes you an expert at identifying them. You learn the Detect Poison and Disease spell and can cast it Intelligence Modifier times per long rest. Furthermore, you learn the Poison Spray cantrip. These spells both use your intelligence modifier.

Second Hand Smoke

Beginning at 13th level, your marijuana is so potent, it begins to affect those around you. While you are under the effects of your arcane joint, any creature that ends its turn within 5 feet of you must succeed on a Constitution Saving Throw or suffer the side effect of your current Arcane Joint(s) until the end of their next turn.

Medical Marijuana

Starting at 17th level, your joints become infused with the power of restorative magic. When a creature smokes one of your Arcane Joints, you can roll your sneak attack dice and restore health equal to the total. Additionally,  you can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 

Previous Versions

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4/18/2021 5:57:20 PM
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