Base Class: Sorcerer
Weedmancers are masters of the art of cannabis. They know the ins-and-outs of THC, and are also knowledgeable about other stimulants. They know how to have a good time, and have taken their magical abilities to the next level through the science of schweed. Deep down, the just want everyone to have a good time.
Contact High
You have a strange affinity for spreading the joys of cannabis to others. As an action, you may force a humanoid creature you can see within 5 feet to make a Constitution saving throw against your spell save DC. On a failure, the target becomes high. While the target is high in this way, you have advantage on all Charisma checks made against them. You may use this feature a number of times equal to your proficiency bonus.
The target may repeat this saving throw on future turns, and is no longer incapacitated on a success.
Hallucinogenics
You learn the color spray spell, and may cast it at first level without spending a spell slot. You may use this ability once, and must finish a long rest before using it again.
Gateway Drug
Starting at 6th level, when you are forced to make a saving throw to resist the negative affects of drug use, you gain advantage on the saving throw.
Potent Stimulants
At 14th level, when a creature fails its saving throw against your Contact High feature, you may expend 2 sorcery points to cause the target to become incapacitated. The target may repeat this saving throw on future turns, and is no longer incapacitated on a success.
Trippin Ballz
Beginning at 18th level, you can inflict powerful hallucinations on your enemies, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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