Section Two : Player Roles and Factions

SECTION 2: PLAYER ROLES & FACTIONS

In The High Fantasy, players step into unique archetypes shaped by their relationship to cannabis, their role in society, and the magic of the Budlands. This section breaks down playable classes, their mechanics, and the key factions that shape the game’s political and cultural landscape.


2.1. Classes

Each class draws power from cannabis culture, cultivation, chemistry, or distribution. While inspired by traditional RPG archetypes, each has unique cannabis-infused mechanics, tools, and progression paths.


Growcerer (Grower + Sorcerer)

Role: Magical cultivator, battlefield controller, ritual specialist
Primary Attributes: Wisdom, Constitution
Tools: Magical soil, spore scrolls, infused watering cans

Abilities:

  • Grow Familiar: Summon a strain-based plant companion
  • Terp Shield: Erect a barrier that grants advantage on Constitution saves
  • Accelerated Bloom: Speed up growth of crops, healing plants, or terrain-based traps
  • Crossbreed Ritual: Combine two strains to create custom spell effects

Signature Spell: Rootbind – entangle enemies in sticky vines with lingering smoke clouds


Budbarian (Barbarian + Budtender)

Role: Tank, enforcer, high-powered berserker
Primary Attributes: Strength, Constitution
Tools: Edibles, infused blunts, two-handed grinders

Abilities:

  • Rage Roll: Burn a blunt to enter a furious, high state; immune to fear
  • Cannabis Coat: Resin armor reduces incoming damage
  • Buzz Slam: Jump and slam enemies in a puff of stun-inducing smoke
  • Contact High: Enemies within 5ft must roll Constitution saves or become disoriented

Signature Ability: Edible Overdose – Gain temporary HP and a random buff or debuff


Tokin’ Monk

Role: Agile striker, movement master, focus-user
Primary Attributes: Dexterity, Wisdom
Tools: Hemp wraps, balance bowls, infused incense

Abilities:

  • Chi-Hit: Strike enemies while exhaling infused breath
  • Puff Step: Teleport up to 10ft using smoke trails
  • Zen Flow: Gain evasion or advantage on Wisdom saves while high
  • Breath of the Green Dragon: Exhale a cone of disorienting vapor

Signature Technique: Hotbox Blitz – create a smoke dome where only monks can act normally


Strain Ranger

Role: Stealth, scouting, trapping, guerrilla fighter
Primary Attributes: Dexterity, Intelligence
Tools: Blunt-tipped arrows, stealth gummies, terp mines

Abilities:

  • Trap Farmer: Plant infused traps that trigger on proximity
  • Camouflage Cloak: Become invisible in vegetated or smokey areas
  • Dank Arrow: Cause hallucinations, sleep, or silence effects
  • Harvest Hunter: Gain bonuses when tracking rare strains or smugglers

Signature Ability: Ambush Bloom – summon a mini cannabis grove that attacks intruders


Alchighmist

Role: Support, potion maker, area control
Primary Attributes: Intelligence, Wisdom
Tools: Dab rigs, extraction kits, cauldron-bags

Abilities:

  • Infuse: Enchant weapons or items with strain effects
  • Dab Bomb: Explodes in sticky resin, stunning or slowing enemies
  • Tolerance Break: Remove all active strain effects to regain health or mana
  • Terp Fog: Area mist that confuses enemies and buffs allies

Signature Brew: High Elixir – Grants haste, vision, and floating for one minute


Cannabard

Role: Support, illusionist, morale booster
Primary Attributes: Charisma, Intelligence
Tools: Magical joints, bongo pipes, terp-chimes

Abilities:

  • Smoke Signals: Send secret messages or illusions through exhaled clouds
  • Inhale Harmony: Regain spell slots by smoking a group strain
  • Encore Hit: Repeat the last spell cast without using a slot
  • Sonic Rip: Amplify music into a resonant frequency that shatters glass, minds, or morale

Signature Song: Ballad of the Burning Bud – inspires allies, heals 1d6 per verse


2.2. Guilds & Factions

The Budlands are shaped by powerful factions—each with motives, loyalties, and secrets. Joining or opposing one can define a campaign’s direction.


The Emerald Syndicate

Type: Traditionalists, guardians of landrace strains
Base: Kush Valley
Goals: Protect the ancient genetics, suppress artificial manipulation
Known For: Sacred Seed Vaults, Terp Guardians
Enemies: Smokeless Order, Blackglass Cartel


Highspire Assembly

Type: Academic, arcane cannabis researchers
Base: Cloudtop Keep
Goals: Unlock metaphysical truths through strain alchemy
Known For: Strainscroll Libraries, floating research nodes
Allies: Growcerers, Cannabards


Stoned Temple Order

Type: Religious, spiritual cultivators
Base: Temple of the Great Blunt
Goals: Seek enlightenment through sacred smoke rituals
Known For: Ritual Pipes, The Eternal Hotbox
Beliefs: The world was exhaled into being; only through shared smoke can unity be found


Dankrunners

Type: Courier collective, freedom fighters
Base: Mobile (roaming caravans)
Goals: Protect supply lines, fight prohibition, deliver to the people
Known For: Stealth networks, Turbo Bongs, and OG loyalty oaths
Enemies: Smokeless Order, corrupt factions


Blackglass Cartel

Type: Underground strain engineers
Base: Dabspire Hollow
Goals: Patent and control all artificial cannabis tech
Known For: Glass Golems, extract wars, rogue breeding labs
Tactics: Clone heists, concentrate addictions, merc armies


The Smokeless Order

Type: Prohibitionist, extremist antagonists
Base: The Gray Bastion
Goals: Eradicate cannabis and memory of its existence
Known For: Anti-spell fields, Firebreak weapons, propaganda
Enemies: All strain-aligned factions


MycoFront

Type: Fungal rebels and plant sympathizers
Base: Mycel Den
Goals: Overthrow cannabis hierarchy, return to wild spores
Known For: Shroom magic, psychic rooting, bio-fusion creatures
Allies: Sometimes Ruderalis strain users


Neutral Guilds & Side Factions

  • The Resin Hand – Mercenary guild of enforcers and smugglers
  • Gilded Grinder Union – Artisan collective of glassblowers and pipe crafters
  • The Paper Pact – Discreet network of rolling supply runners

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