Drug Master (5e Class)

Attention!
This page contains adult content which some may find offensive.
Do not view this page if you are a minor or are offended by such material.
This page is incomplete and/or lacking flavor. Reason: This class is severely lacking in fluff and incomplete overall.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

The Drug Master

An elf shiftily walks down a alleyway, taking drags of her cigs. A shady man carrying a knife quickly followed her. When the man reached the elf and pulled his knife out to strike, a dark and thick buff of smoke was blown into his face. He choked and coughed more and more with every breath he took before quickly slumping over, as the women simply took a deep drag of her cig and walked off with a smirk.

A dwarf with tired eyes and twitchy body made his way to his fallen allies and quickly pull a syringe out and pushing into them. The alley simples lays still before jumping up filled with energy, jumping back into the fight.

A drug master, are those who mastered the combination of using alchemist tools and herbals Remedies to use for their advantage in either healing allies or damaging enemies, tho its consider illegal drugs. Which tends to get them in trouble with the law.

Creating a Drug Master

When creating a Drug Master, think ahead of what you want your character to be. An honorable Drug Dealer. First, make either Constitution or Wisdom your primary stat, then make the one you didn't choose your next highest, then follow with Dexterity and the other 3 are up to you! This class often works best with a more drugs.


Class Features

As a Drug Master you gain the following class features.

Hit Points

Hit Dice: 1d10 per Drug Master level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Drug Master level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Dagger, Shield
Tools: Alchemist's supplies, Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: Choose 2 from Sleight of Hand, Investigation, Medicine, Persuasion, Deception, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Dagger or (b) 3 Darts
  • (a) Blowgun and 30 Blowgun Needles or (b) Shield
  • (a) Alchemist's supplies or (b) Herbalism Kit

Table: The Drug Master

LevelProficiency
Bonus
Features
1st+2Drug Style, Drug Maker, Thieves' cant
2nd+2Drug Power, Drug Bond
3rd+2Drug Path
4th+2Ability Score Improvement, Ability Score Improvement
5th+3Extra Attack
6th+3Drug Ragger, Ability Score Improvement
7th+3Drug Combination,3xBonus Feat
8th+3Ability Score Improvement, Drug Shield, Ability Score Improvement
9th+4Drug Path
10th+4Drug Style
11th+4Extra Attack
12th+4Ability Score Improvement, Ability Score Improvement
13th+5Extra Attack
14th+5Drug Style, Ability Score Improvement
15th+5Hard Drug
16th+5Ability Score Improvement, Last Sleep, Ability Score Improvement
17th+6Drug Path,3xBonus Feat
18th+6Drug Booster
19th+6Ability Score Improvement, Drug Master
20th+6Unstoppable Drug

Drug Style

Choose 2 of the following Drug Styles at 1st level. choose another at 10th level and 14th level.

Drug Duelist. Prerequisite: 1st level; Whenever you successfully hit an enemy with a Smoke Attack instead of dealing damage you may have them make a Con saving throw. (DC = 10 + proficiency bonus + the quality of the drug) On a failed save they are unconscious for 1 day. You may use this ability # of times equal to your Con modifier per short rest.

Drug Armor. As a bonus action you start smoking and make Con saving throw (DC = the quality of the drug).On successful check you become immune to everything,on a failed save they are unconscious for 1 day. You may use this ability # of times equal to your Con modifier per short rest.

Drug Healer. As a bonus action you start smoking and make Con saving throw (DC = the quality of the drug).On successful check you gain benefit of short rest,on a failed save they are unconscious for 1 day. You may use this ability # of times equal to your Con modifier per Long rest rest.

Life Drug. After being dropped to 0 or less hit points you can make a Smoke Check (Wisdom saving throw) if you succeed on the drug check them you instead dropped to 3 time your proficiency bonus + the quality of the drug hit point. You may use this ability # of times equal to your Con modifier per short rest.

Hard Drug. Your drug is soo good.If you Crit with Smoke Attack you kill the target(this work only on creatures that have CR lower them your level).

Lucky Drug. If your first Smoke Attack is successful you may continue with the second Smoke Attack, if the attack is successful you may attack again and so until you miss. Use 1 per long rest.

Oversized Drug. The creatures have disadvantage on Smoke saving throw.

Elemental Drug. You can make your weapon take on an Drug damage type of your choice at will per encounter. Each Drug type also have additional effects: Heroin: +10 Drug damage and 10 Drug damage per round stacks to maximum of your Constitution modifier. Pico: the enemy creature gain 1 exhaustion. Shano: double your attacks this turn.

Drug Maker

You gain Druidcraft and know how to make drugs. You gain a Smoke Attack that deals 1d6 damage + 1d6 for every level in The Drug Master. Your quality of the Drug is 1d10 + proficiency bonus.

Thieves' cant

During your drug training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Drug Power

You can give your drug to your team and they get the benefits of your drug.

Drug Bond

Every creature that try your drug need to make Drug save or become addicted.

Drug Path

When you reach 3rd level you can choose one of the following Drug Paths:The Path Of The Shano Drug or The Path of The Wild Drug.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th and 16th you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and 13th level in this class.

Drug Ragger

If you die you revive yourself with benefit of long rest.You can use this 1 per day.

Drug Combination

Now you can Combine your drug.You can craft your own Drug(talk to DM).

Drug Shield

Now you smell like a boss and every creature have disadvantage on everything against you.

Hard Drug

Your drug now cant be resisted by any creature.Your Attacks that have saving throws no longer have saving throw.

Last Sleep

When you get a short rest.You gain benefit of long rest instead.

Drug Booster

All your stats become 20.

Drug Master

You no longer need to make a save for your Drug Style.

Unstoppable Drug

You are just to broken already so except Drug Master you become Level 20 Druid,Level 20 Mystic and Level 20 Blade Master

The Path Of The Shano Drug

Drugs's Proficiency: At 3rd level you gain Proficiency on everything.

Drug Familiarity: At 9th level you gain expertise on everything.

Versatile Drug: When you reach 17th you become so good on everything so you triple your expertise.

The Path of The Wild Drug

Intellectual Drug: When you take this path at 3rd level you focus on honing your mind and mental abilities to become the ultimate Drugger. Your AC is increased by your Str,Dex,Con,Int,Wis and Cha modifier again while you have a Drug used this day.

Drug from The Wild When you reach 9th level you become connected with the Wild.You create all type of Drugs with your mind.

Wild Body: When you reach 17th level you so wild so you can cast greater invisibility like a cantrip and meteor swarm 2 per rest.

Multiclassing: 15 Constitution and 13 Wisdom.



Back to Main Page 5e Homebrew Classes

gollark: Or your interweb connection is broken.
gollark: It looks like the server it uses no longer works. So you can't use that "app market" thing.
gollark: The weird CC way actually has some benefits.
gollark: That would probably involve a lot of Lua code.
gollark: The closest thing the data cards have is probably SHA-256.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.