Rogue
Base Class: Rogue

The Stoner Rogue deals in certain plants and herbs, they can't help that they're illegal, it's a profitable business. Stoners are like Druids, only they use their expertise in nature as a source of income. 

Mastery of Trade

Due to skills required in your occupation of choice, you gain proficiency in Nature, Alchemist's supplies, Poisoner's Kits and Herbalism Kits.

Supplying Stock

After foraging in the wild for 10 minutes, you can gather herbs required to create substances that can be:

• Poison (Basic) that cannot be distinguished from any liquid it is put into.

•A pile of herbs that induce hallucinations when smoked or inhaled (they lose this property after 24 hours).

•A paste that will induce a state of frenzy for three rounds (This works the same way as the Barbarian's rage). Your movement speed is doubled during this time.

 

These can only be created on a successful Nature check (This has advantage if you use a Poisoner's or Herbalism kit).

These substances are worth 100 GP per pound/450g

Area of Ecstasy

You can create a cloud of powder that induces hallucinations. It takes 5 minutes to collect the herbs required for this, per use.  This allows you to throw a powder created by plants, herbs, seeds and the like, and every creature in a 30ft sphere has to make a Constitution saving throw. On a failure, the creature will begin to see hallucinations of their worst fears. Creatures have the Petrified condition during this, and will take 5d8 poison damage, or half as much on a successful save.These hallucinations will not end for a minute, and can be used with Sneak Attack.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

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