SECTION 6: HOMEGROWN RULES
While The High Fantasy has its own core mechanics, it thrives on improvisation, community-based rulebuilding, and homegrown tweaks. This section introduces additional mechanics that enhance roleplay, party synergy, chaos, and cannabis-themed magic while giving the Dungeon Master more levers to customize tone, pacing, and challenge.
6.1. Stoner Points (SP)
Stoner Points reward creative, chill, or hilarious actions. They encourage player engagement, collaboration, and in-character roleplay.
How to Earn SP:
- Make the table laugh or vibe in character (DM discretion)
- Solve a problem creatively using cannabis, cultivation, or tools
- Maintain Circle etiquette during roleplay
- Survive a vision quest or contact high encounter in-character
SP Uses (1 point unless noted):
- Reroll any d20
- Auto-pass a High Check
- Take one extra action (once per long rest)
- Prevent strain clash backlash
- Tag-in another player’s spell mid-turn
- Use “Blunt Unity”: All players reroll initiative and stack order
- Spend 3 SP: Access a forgotten strain memory—ask the DM a hidden lore question
Each player may hold up to 5 SP at a time. Excess must be used immediately or turned into a blessing of the Leaf Spirit (DM flavor).
6.2. Passing the Blunt
A special team mechanic that promotes strategy and bonding.
Mechanic:
- Once per combat, a player may use a bonus action to “pass the blunt” to another player within 10 feet.
- The receiver immediately takes a bonus action or gains a temporary +1d4 on their next roll.
- If the pass is part of a Circle (3+ participants), all players gain +2 HP and advantage on Wisdom saves for 1 round.
If the pass is dropped (bad roll, distracted, interrupted), it causes a Hot Drop—one random player gets hit with a couchlock status for 1 turn.
6.3. Hotbox Sessions
Hotbox Sessions occur when players trap themselves and/or enemies inside an enclosed smokey zone, created via ritual or spell.
Activation Conditions:
- Requires minimum two players and one magical strain item
- Duration: 1d4 + party level rounds
- Radius: 20 ft dome of dense smoke
Effects Inside the Hotbox:
- Allies gain +1 AC and Resistance to psychic damage
- Enemies must roll Constitution saves each turn or suffer:
- Confusion
- Laughter (can’t take action)
- Contact High
- Special abilities/spells gain bonus flavor effects, like psychedelic illusions or vapor-based teleportation
Only Monks, Growcerers, or Cannabards can see clearly inside the dome.
6.4. Strain Clash Table
Strain Clashes happen when players consume multiple opposing strain types (e.g., heavy Indica + high Sativa) or exceed tolerance. When triggered, roll 1d12 on the following table:
d12 | Strain Clash Effect |
1 | Hallucinate allies as enemies for 1 turn |
2 | Lose your next action, overwhelmed by munchies |
3 | Start freestyling uncontrollably; must make a Charisma save to stop |
4 | Teleport randomly within 30 feet, coughing sparks |
5 | Laugh so hard you fall prone |
6 | Smell something ancient—forced to seek it out |
7 | Everything is music—attack rolls must rhyme |
8 | Hear the plants speak—gain a secret from the DM |
9 | Melt—temporarily become intangible smoke (can’t attack) |
10 | Shapeshift into a strain spirit for 2 turns |
11 | Enter the Smoke Plane (vision quest) |
12 | Ascend: gain advantage on all rolls for 1 minute, then fall asleep |
6.5. High Effect Table
When a character gets exceptionally elevated (High Check 25+ or wild magic triggers), roll 1d10:
d10 | High Effect |
1 | See into the past for 1 round |
2 | Gain temporary telepathy with one creature |
3 | Floating—immune to ground effects |
4 | Hear the frequency of strain magic—advantage on spell saves |
5 | A spectral leaf follows you, offering one reroll |
6 | You glow—enemies target you at disadvantage |
7 | Perceive all movement in slow motion |
8 | Contact spirit of the strain; gain 1 legendary fact |
9 | Become slightly ethereal—half damage from physical attacks |
10 | Fuse minds with another player; share thoughts/actions for 3 turns |
6.6. The Circle Pact
A player-led pact formed during rest or ritual moments. When three or more players sit in a Circle and consume together, the DM may allow them to unlock a shared benefit.
Pact Perks (choose 1 per rest):
- Circle of Recall: All players gain +2 to saving throws against mind-altering effects
- Circle of Seeds: One player may instantly grow a small defensive cannabis bush (half-cover)
- Circle of Echo: Players may swap initiative order for 1 combat
- Circle of Sight: Receive a collective dream or vision revealing a story clue
Breaking a Circle Pact (e.g., attacking someone mid-circle, ashing early, or denying someone a puff) causes The Ashen Curse, reducing the entire party’s spell effectiveness until the next rest.
6.7. Optional Rule Modifiers for Toning Your Game
Depending on the campaign’s tone, DMs may toggle these optional rule settings:
Setting | Focus | Rule Suggestions |
Light & Silly | Humor, creativity, fast sessions | Max SP cap 10, reroll High Checks often, more hallucinations |
Dark & Philosophical | Lore, moral choices, trauma | Increase Clash consequences, use tolerance/addiction rules |
Combat-Focused | Tactical play | Buff strain-enhanced spells, introduce Smokeless warbands |
Psychedelic Exploration | Vision quests, spirits, the metaphysical | Expand Smoke Plane lore, allow strain spirits to guide characters |
Cultivation Sim | Base building, growing, trading | Detailed grow timers, town management, grow challenges (weather, pests, raids) |