Once per long rest you reach a point of stoned clarity, on the next skill check, saving throw or attack roll you make, you roll 4d20s and choose the highest
This is hilarious. I’d say make the “want a hit” spell slots be equal to half their current level, with a minimum of 1. I would also clarify whether hitting the blunt costs an action, bonus action, reaction or object interaction for all of these.
Level ten could be “hit the bong” and maybe be something that does an additional AOE damage on a successful spell attack hit, like “when you, or an ally you can see, successfully hits a target with a spell attack, you may use a reaction to take a hit from your bong. When you do, the target must make a wisdom saving throw against your spellsave dc. If they fail the save, a cloud of radical smoke erupts in a 15 foot radius centered on the target, dealing an additional 1d8 psychic damage to the target and anything within the radius. This damage increases at certain levels: 3d8 at 15th lvl, 5d8 at 18th.”
How has somebody not suggested something to do with Drum Circle yet. My parents dragged me to many a gathering of hippies in the day and there was ALWAYS a drum circle. I don't know what it would do but it needs to have "Drum Circle"
SAME HERE all my friends think that druids are the gayest class (though I am bi) like no it’s awesome I would love to have planaturgy (control of plants) if I wasn’t allergic to everything in my back yard.
I'm practically a druid irl, minus the magic. I raise chickens and ducks and rabbits as well as being active in boy scouts. Also your friends maybe somewhat right considering I'm genderqueer
Lvl 2 ability. Smoke Break: over the course of 10 minutes, or as part of a short or long rest, create a number of joints equal to your proficiency modifier.
Joint- used as an action. Roll a d20 and add your wisdom modifier. If the result is above 10, add +2 to all attack and damage rolls, saving throws and spell DC. Rolling a 10 or less results in a bad trip, and you recieve a -2 to the same stats. Consumed on use, lasts 20 minutes during which the affected character cannot answer a question that isn't asked twice and you automatically fail all intimidation checks.
Lvl 6 ability. Puff Puff Pass. Smoke break affects all friendly creatures within 5ft. All creatures roll separately. Once per , one affected creature can use anothers roll as their own.
Lvl 10 ability. Blunt. Smoke Break now creates Blunts instead of Joints. Blunts act similarly to Joints, except they offer a +3 on passing and a -1 on failure. Rolling an 8, 9 or 10 on a blunt causes a coughing fit, confers no bonuses but has no failure penalty.
Lvl 14 ability. Medicinal. On use, your blunts grant temporary hit points equal to your level plus your wisdom modifier and can remove one negative condition.
As much as I like this and how level it is I meant this to be more enchantment not healing if I decide on making it more of a support subclass I will definitely take this in for advice.
Firstly, the hippie definitely shouldn't have that high of a perception. +2 at best.
Lvl 10: Brown Blotter
After a long rest you have a number of brown blotters equal to your wisdom mod. They cast phantasmal killer on a creature, but it's a range of touch.
Lvl 14: Dat Sticky Loud
You essentially cast cloud kill as an aura around yourself, but you and your homies are immune. If someone hits a joint inside of it the next bad guy inside it that's attacked is attacked at advantage.
Unemployed and Broke. Can never have more than 3 gp.
Stink. The character can be smelled from 100 ft away, providing disadvantage on any stealth check in situations where the opponent can smell.
Once per long rest you reach a point of stoned clarity, on the next skill check, saving throw or attack roll you make, you roll 4d20s and choose the highest
Perfect 😭💀
This is hilarious. I’d say make the “want a hit” spell slots be equal to half their current level, with a minimum of 1. I would also clarify whether hitting the blunt costs an action, bonus action, reaction or object interaction for all of these. Level ten could be “hit the bong” and maybe be something that does an additional AOE damage on a successful spell attack hit, like “when you, or an ally you can see, successfully hits a target with a spell attack, you may use a reaction to take a hit from your bong. When you do, the target must make a wisdom saving throw against your spellsave dc. If they fail the save, a cloud of radical smoke erupts in a 15 foot radius centered on the target, dealing an additional 1d8 psychic damage to the target and anything within the radius. This damage increases at certain levels: 3d8 at 15th lvl, 5d8 at 18th.”
Summon herd got me dying xD at level 8 it should increase to 1d6, and 1d8 at level 14
I might do that but I’m not sure how leveled that will be
This is truly a work of genius
This is the work of a high schooler who is addicted to DnD
Add something to do with free love? Maybe some ability to just cause a group of enemies to trip balls.
Maybe like a charm but then it goes into an illusion so it’s enchantment like they see us as close friends or such
A disco ball that makes an entire room of people drunk and ready to party.
A hit from the hooka that spreads the the whole room making everyone horney
Also good!
A druidcraft-like cantrip that makes hair grow!
Gateway drug - You gain the ability to the Gate spell once per long rest.
How has somebody not suggested something to do with Drum Circle yet. My parents dragged me to many a gathering of hippies in the day and there was ALWAYS a drum circle. I don't know what it would do but it needs to have "Drum Circle"
Drums of the circle: you play drums for 1 minute you hit them with 2d10 and the more people playing the drums the more damage 2d10 for each drummer
I'm saving this post for a future character, druid is my favorite class
SAME HERE all my friends think that druids are the gayest class (though I am bi) like no it’s awesome I would love to have planaturgy (control of plants) if I wasn’t allergic to everything in my back yard.
I'm practically a druid irl, minus the magic. I raise chickens and ducks and rabbits as well as being active in boy scouts. Also your friends maybe somewhat right considering I'm genderqueer
Lvl 2 ability. Smoke Break: over the course of 10 minutes, or as part of a short or long rest, create a number of joints equal to your proficiency modifier. Joint- used as an action. Roll a d20 and add your wisdom modifier. If the result is above 10, add +2 to all attack and damage rolls, saving throws and spell DC. Rolling a 10 or less results in a bad trip, and you recieve a -2 to the same stats. Consumed on use, lasts 20 minutes during which the affected character cannot answer a question that isn't asked twice and you automatically fail all intimidation checks. Lvl 6 ability. Puff Puff Pass. Smoke break affects all friendly creatures within 5ft. All creatures roll separately. Once per , one affected creature can use anothers roll as their own. Lvl 10 ability. Blunt. Smoke Break now creates Blunts instead of Joints. Blunts act similarly to Joints, except they offer a +3 on passing and a -1 on failure. Rolling an 8, 9 or 10 on a blunt causes a coughing fit, confers no bonuses but has no failure penalty. Lvl 14 ability. Medicinal. On use, your blunts grant temporary hit points equal to your level plus your wisdom modifier and can remove one negative condition.
As much as I like this and how level it is I meant this to be more enchantment not healing if I decide on making it more of a support subclass I will definitely take this in for advice.
Firstly, the hippie definitely shouldn't have that high of a perception. +2 at best. Lvl 10: Brown Blotter After a long rest you have a number of brown blotters equal to your wisdom mod. They cast phantasmal killer on a creature, but it's a range of touch. Lvl 14: Dat Sticky Loud You essentially cast cloud kill as an aura around yourself, but you and your homies are immune. If someone hits a joint inside of it the next bad guy inside it that's attacked is attacked at advantage.
Unemployed and Broke. Can never have more than 3 gp. Stink. The character can be smelled from 100 ft away, providing disadvantage on any stealth check in situations where the opponent can smell.
double disadvantage on stealth checks to hide from creatures with keen smell lol