Barbarian
Base Class: Barbarian

Path of the Ganja Toker Barbarians have a habitual need to smoke, which is heightened in moments their inner rage spills over. They find the psychotropic effects of their drug of choice provide them a measure of clarity in rage, while preserving the aggressive tendencies that make them fearsome combatants. Unlike other barbarians, those that chose the Path of the Ganja Toker preserve a clarity of thought that allows them connection to their mystic nature. This allows them to cast some spells while raging, making the path a favorite of Barbarians who discover additional mystic talents inside themselves -- talents which are often enhanced by the psychotropic effects. As such, almost all Path of the Ganja Toker Barbarians have innate magical abilities.

Spellcasting

When you embark on the Path of the Ganja Toker, you unlock mystical connection that allows you to channel your charisma into the ability to cast spells. 

Cantrips

You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.

 

Spell Slots

The Path of the Ganja Toker Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level bard spells of your choice.

The Spells Known column of the Path of the Ganja Toker Spellcasting table shows when you learn more bard spells of 1st level or higher.  For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.

 

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since you access your spells through your psychotropic presence. You use your Charisma modifier whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

 

Path of the Ganja Toker Spellcasting

BARBARIAN LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Smoke Cloud

When you choose this path at 3rd level, you learn to abate your inner rage through habitual and intemperate use of mild natural psychoactive substances. While this does not fully dampen your internal anger, you have found the drugs block out the most blinding elements of your inner turmoil, allowing you to focus your mind through the rage in short burst to enable the focus needed to reach your magical talents. Your rage does not prevent the casting of spells or cantrips with casting time of a bonus action, but you automatically lose concentration on any spell or cantrip cast in this way at the end of your turn.

While raging, your character is surrounded by a smoke cloud from the second-hand smoke of your pipe; this cloud extends for 5ft centered on you, and lightly obscures the area. Aside from the obscuration, the effects of the smoke cloud (as detailed in other class features) do not affect constructs or other creatures who do not need to breathe. Your smoke cloud dissipates under heavy wind (such as those from the Gust of Wind spell), removing any effect, including the obscuration.

Stronger Stuff

At 6th level, your habitual use has hardened you to the effects of your psycho-actives, causing you to seek out stronger strains. Once per rage, you pull extra deep, saturating the area around you with blissful second-hand smoke. Creatures in your smoke cloud less accustomed to the stuff find the effects immediately calming, and must make a charisma saving throw against 8 + proficiency + your constitution modifier or be under the effects of the Calm Emotions spell. 

Visions of the Truth

At 10th level, you've begun to discern the truth in your drug-fueled trips, and your psycho-tropes guide your actions with prescient visions. When you rage, roll a d20 and record the result. During the course of your rage, you may replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. 

This Stuff Isn't for Your First Time

By 14th level, you've begun to cultivate your own uber-strong strains of psycho-tropes. For those unaccustomed to the potency, the resulting trip can heighten your worst fears into crippling paranoia and anxiety. While you and your companions have build up a tolerance over continued use, other creatures are more affected. When raging, creatures in your smoke cloud have disadvantage on saving throws against being frightened. In addition, frightened creatures have their movement speed reduced to zero when within range of your smoke cloud feature, and take psychic damage equal to half your barbarian class level each turn they remain in the cloud.

The enhanced potency causes the radius of your smoke cloud to extend to 10 feet, and you may choose any number of creatures who have been in contact with you for at least 8 hours in the last 24 to be immune to its effects. Your smoke cloud is now so heavy that even the strongest wind cannot dissipate it.

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