Drug Master (5e Class)
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An elf shiftily walks down an alleyway, taking long drags of her cigarettes. 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 cigarette 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 allies simply lay still before jumping up filled with energy, jumping back into the fight with increased vigor.
Drug Masters 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, though their remedies are often quite addictive and gets them into trouble with the law.
Creating a Drug Master
When creating a Drug Master, think ahead of what you want your character to be: A drugged up addict that makes his own products, A suave talker that peddles his goods in shadowed alleyways, or a herbalist that cures the ailments of others through suspicious products. 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 works best as a support and not as a primary fighter of the group.
As a Drug Master you gain the following class features.
- Hit Points
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
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
|1st||+2||Drug Style, Drug Maker, Thieves' Cant|
|2nd||+2||Drug Power, Drug Bond|
|4th||+2||Ability Score Improvement|
|6th||+3||Trip Hive Mind|
|7th||+3||Drug Combination, 3xBonus Feat|
|8th||+3||Ability Score Improvement, Drug Shield|
|12th||+4||Ability Score Improvement|
|14th||+5||Drug Style, Ability Score Improvement|
|16th||+5||Ability Score Improvement, Last Sleep|
|17th||+6||Drug Path, 3xBonus Feat|
|19th||+6||Ability Score Improvement|
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 Constitution saving throw. (DC = 10 + proficiency bonus + the quality of the drug) On a failed save they are unconscious for 2 turns. You may use this feature a number of times equal to your Constitution modifier per short rest.
Drug Armor. As a bonus action you start smoking and make Constitution saving throw (DC = the quality of the drug). On successful check you become resistant to everything, on a failed save you are unconscious for 1 turn. You may use this feature a number of times equal to your Constitution modifier per short rest.
Drug Healer. As a bonus action you start smoking and make Constitution saving throw (DC = the quality of the drug). On successful check you gain 1d6 + Constitution hit points, on a failed save you are unconscious for 1 turn. You may use this ability # of times equal to your Constitution modifier per long rest rest.
Life Drug. After being dropped to 0 or less hit points you can make a Wisdom saving throw. If you succeed, then you're instead dropped to 3 time your proficiency bonus + the quality of the drug's hit points. You may use this feature a number of times equal to your Constitution modifier per short rest.
Lucky Drug. If your first drug effect is successful you may continue with a second effec. Use 1 per long rest.
At 1st Level You gain Druidcraft and know how to make drugs.
Drugs can appear in many forms, such as joints to smoke, powder to snort, powder to put in food or drinks, the drink, liquid to inject or any form you think of, as Drug Masters are incredibly resourceful.
Your quality of the Drug is 1d4 + proficiency bonus.
You can store liquid Drugs in a cask and throw it towards a creature, this counts as a ranged attack and deals 1 damage + the effect of the drug.
At 6th level your drugs are now able to apply the 1st level of overdose effect, by providing a creature a second dose of the effect while the previous level effect is still up. At 11th level your drugs are now able to apply the 2nd level of overdose effect, by providing a creature a third dose of the effect while the previous level effect is still up. At 16th level your drugs are now able to apply the 3rd level of overdose effect, by providing a creature a fourth dose of the effect while the previous level effect is still up.
On overdosing, every drug dose with Save DC, the creature must pass (or fail) to keep on upping the levels, the amount of doses for upping the current level is dictated by DM rules.
Invigorating Concoction - Invigorates a creature, enhancing their overall reflexes and strength. They gain advantage on saving throws for one round, and deal an extra 1d6 bludgeoning damage for Drug Quality Rounds. (5 Silver or Alchemist's supplies)
- Overdose Level 1: Had an extra 2 AC for Drug Quality rounds.
- Overdose Level 2: Had an extra 1 AC and add a 1d12, for Drug Quality rounds.
- Overdose Level 3: Automatically succeed on Dexterity and Strength saves for one round.
Debilitating Concoction - Debilitates a creature, inhibiting their nervous system and muddles their consciousness. The creature must take a 8 + Drug Quality Wisdom DC, if failing, gain disadvantage on saving throws and have 2 less AC for Drug Quality rounds. (5 Silver or Alchemist's supplies)
- Overdose Level 1: Lose an extra 2 AC.
- Overdose Level 2: Lose an extra 3 AC.
- Overdose Level 3: Automatically fail on Dexterity and Strength saves.
Toxic Solution - An acidic solution that melts away wood and chips at stone. If it touches a creature, it deals 2d6 + Drug Quality Acid Damage. Leaving the creature vulnerable to more Toxic Solutions.
- Overdose Level 1: Add another 2d6.
- Overdose Level 2: Add extra 4d6.
- Overdose Level 3: The dice are now d12.
Dexterity Distress - A creature that tries this drug have extreme difficulty on performing basic coordination moves, like walking, climbing or just standing. A creature must make a Wisdom DC of 8 + Drug Quality, if failed, every terrain is considered difficult terrain, difficult terrain is impossible to transverse. Even the most basic moves need Dexterity saves and have disadvantage on Dexterity saves for Drug Quality rounds.
- Overdose Level 1: Creature is stunned instead.
- Overdose Level 2: Creature gets 3 levels of exhaustion for Drug Quality rounds.
- Overdose Level 3: Creature gets 1 level of exhaustion for Drug Quality rounds
Truth Serum - A creature that tries this drug can't hide secrets and will be tempted to always say the truth. A create makes a 8 + Drug Quality Wisdom DC saving throw, on a fail save must say the truth for 1d10 + Drug Quality minutes.
- Overdose Level 1: The Wisdom Save gets an extra 4 DC.
- Overdose Level 2: The creature automatically fails Deception.
- Overdose Level 3: The creature will do whatever it is asked for without questioning, if it fails the same save again.
Accelerating Acid - A creature that tries this drug gets a sudden mobility and flexibility urge, making their movements go even more fast than their body permits. A creature gains advantage on Dexterity saves and Evasion, receiving no damage if passing the save, or half if failing the save for Drug Quality rounds.
- Overdose Level 1: The creature movement speed doubles.
- Overdose Level 2: Creatures have disadvantage on hitting the drugger.
- Overdose Level 3: The creature can now jump their entire movement speed.
Mind Sharpener - A creature that tries this drug has their mind prepared to uncover the most mind stretching mysteries, becomes the most attentive mind and develop an incredible introspection about their own body, becoming proficient in Investigation, Perception, Medicine (if self applied), and if already proficient, gain expertise. On the other hand, become visibly affected, losing 1d8 - Wisdom Modifier in Charisma, and having disadvantage on Deception, Persuasion and Intimidation. This happens for 1d10 + Drug Quality minutes.
- Overdose Level 1: Your whole brain is working to figure out what you ought to figure out, most mind-challenges are now trivial. Gain proficiency in History and Religion, if already proficient, you add double your proficiency bonus instead.
- Overdose Level 2: The creature is now able to communicate telepathically with another creature also drugged at this level.
- Overdose Level 3:
Delayed Death - A creature that tries this drug loses the sense of danger, becoming invulnerable to being frightened, and loses the sense of pain itself, having no problem in standing big amounts of damage. When a creature is in this state, all damage taken is reduced in half, being the other half of the damage delayed until the end of this effect. This effect lasts for Drug Quality rounds. If reduced to 0 or less points, substract the delayed damage immediately, if the negative hit points surpass half the maximum hit points, the creature dies instantly.
- Overdose Level 1: Add extra Drug Quality rounds.
- Overdose Level 2: The creature can now withstand up to 1d20 negative hit points while drugged, but suffers from permanent damage (talk to DM).
- Overdose Level 3: If the creature is not physically destroyed, it won't die until the end of this effect.
Savage Shroom - A creature that is under the effect of this drug is overwhelmed with a feeling of unity with nature and animals, gaining proficiency in Animal Handling, Nature and Suvival (your proficiency bonus is doubled for any ability check made if the creature is already proficient in that skill) for the duration of the effect. Also, while a creature is under the influence of this drug, their mind loses the ability process other trivia non-related to nature, making them fail rolls related to the History, Religion and Arcana skills. This effect lasts for 1d10 + Drug Quality minutes
- Overdose Level 1: Gain the ability to speak to animals and plants. This speech can only be done in sylvan (even if the drugged creature doesn't know sylvan, they will speak and understand as if it was their first language).
- Overdose Level 2: Unlocks the ability to speak directly to the forest's guardian spirit, albeit the conversation is purely telepathically.
- Overdose Level 3: Bestows the ability to rally all the critters in a 300 ft around the drugged creature, making all the critters to come to their aid.
Arcane Asparagus - You can create a drug that provides the perfect setting for magical prowess and creativity, enabling a spellcasting creature to develop an entire new effect for the spell they choose. The effect of the spell acts as a variation/added effect of the spell and can't be entirely made up nor do more damage than the base spell (Talk to DM)
- Overdose Level 1: The spellcaster is able to add another die of damage to their damage roll.
- Overdose Level 2: The DC of the spell (if it has one) as added 4 DC.
- Overdose Level 3: The spellcaster is able to add 2 dice of damage to their damage roll.
Chameleon Cocaine - You can create a drug that changes the color of creature skin/fur/scales, which color is ever-changing and is decided by the creature, just as a chameleon. The creature makes a Drug Quality Wisdom DC and if passed has the ability to change the color of their skin/fur/scales, having advantage in blending in with whatever scenario they currently are if they show at least 60% of their skin/fur/scales, but if fail said creature can't control their color and their skin/fur/scales change to a random color each moment, having disadvantage in blending in with the surroundings if they show at least 60% of their body.
- Overdose Level 1: Also able to change the shape of the body to one size larger or one size smaller.
- Overdose Level 2: Able to grow camouflage (leaves, branches, rock, etc.) on the body. Having perfect blending with the environment.
- Overdose Level 3: Able to go invisible.
Lucky Lotion - A creature that experiments this drug gets an unusual ability to make the right decisions, even if sometimes the most weird and uncommon ones. critical hits now happen on 19 and not just 20.
- Overdose Level 1: You can add an extra 1d6 to one of your rolls.
- Overdose Level 2:
- Overdose Level 3:
At 1st Level 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.
At 3rd Level you can link your senses to a creature within your vision, any drug you take have the effects transferred to them.
At 3rd Level, every creature that tries your drug must take a 4 + Drug Quality Wisdom saving throw or become addicted. If a creature is addicted, they take 1d4 + Drug Quality psychic damage every creature turn for Drug Quality rounds.
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.
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 13th level in this class.
Trip Hive Mind
At 6th level, you gain this feat. You choose to share the drug effects you currently have to all creatures of your choice within a 20ft radius sphere for half the time you experience the trip. Use this once every long rest.
At 10th level, you can Combine your drugs during a long rest. You can craft your own Drugs with their own unique effects (talk to DM).
At 16th level, you gain the knowledge to make this drug. You can make a creature drink your blood and they are empowered to have 20 in all stats. If a creature consumes this drug more than once in a single day, they will take (Drug Master Level)d6 damage.
At 18th level, you no longer need to make a saving throw for your Drug Styles.
At 20th level, your drugs have doubled ALL their effects for a single combat encounter. This can be used once every long rest.
The Path Of The Shano Drug
- Drugs's Proficiency
- Drug Familiarity
- Versatile Drug
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. When you wake up after a short or long rest, you make a potion that enhances your skin / reflexes. Roll 1d4 + proficiency bonus to determine how much AC you gain.
- Drug from The Wild
When you reach 9th level you become connected with the Wild. You can now make drugs by foraging items from the wild. (Talk to DM). Your proficiency bonus is doubled for any ability check you make that uses either Nature and Medicine.
- Wild Body
When you reach 17th level you can exhume noxious gasses in a 30ft circle around your body, this has the effect of a Smoke attack on every creature inside every turn.
Proficiencies. When you multiclass into the drug master class, you gain the following proficiencies: