Drug Master (5e Class)
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- 1 The Drug Master
- 2 Creating a Drug Master
- 3 Class Features
- 3.1 Table: The Drug Master
- 3.2 Drug Style
- 3.3 Drug Maker
- 3.4 Thieves' cant
- 3.5 Drug Power
- 3.6 Drug Bond
- 3.7 Drug Path
- 3.8 Ability Score Improvement
- 3.9 Extra Attack
- 3.10 Drug Ragger
- 3.11 Drug Combination
- 3.12 Drug Shield
- 3.13 Hard Drug
- 3.14 Last Sleep
- 3.15 Drug Booster
- 3.16 Drug Master
- 3.17 Unstoppable Drug
- 3.18 The Path Of The Shano Drug
- 3.19 The Path of The Wild Drug
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.
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, Ability Score Improvement|
|6th||+3||Drug Ragger, Ability Score Improvement|
|7th||+3||Drug Combination,3xBonus Feat|
|8th||+3||Ability Score Improvement, Drug Shield, Ability Score Improvement|
|12th||+4||Ability Score Improvement, Ability Score Improvement|
|14th||+5||Drug Style, Ability Score Improvement|
|16th||+5||Ability Score Improvement, Last Sleep, Ability Score Improvement|
|17th||+6||Drug Path,3xBonus Feat|
|19th||+6||Ability Score Improvement, Drug Master|
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.
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.
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.
You can give your drug to your team and they get the benefits of your drug.
Every creature that try your drug need to make Drug save or become addicted.
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.
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.
If you die you revive yourself with benefit of long rest.You can use this 1 per day.
Now you can Combine your drug.You can craft your own Drug(talk to DM).
Now you smell like a boss and every creature have disadvantage on everything against you.
Your drug now cant be resisted by any creature.Your Attacks that have saving throws no longer have saving throw.
When you get a short rest.You gain benefit of long rest instead.
All your stats become 20.
You no longer need to make a save for your Drug Style.
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.