Section Six : Homegrown Rules

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:

d12Strain Clash Effect
1Hallucinate allies as enemies for 1 turn
2Lose your next action, overwhelmed by munchies
3Start freestyling uncontrollably; must make a Charisma save to stop
4Teleport randomly within 30 feet, coughing sparks
5Laugh so hard you fall prone
6Smell something ancient—forced to seek it out
7Everything is music—attack rolls must rhyme
8Hear the plants speak—gain a secret from the DM
9Melt—temporarily become intangible smoke (can’t attack)
10Shapeshift into a strain spirit for 2 turns
11Enter the Smoke Plane (vision quest)
12Ascend: 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:

d10High Effect
1See into the past for 1 round
2Gain temporary telepathy with one creature
3Floating—immune to ground effects
4Hear the frequency of strain magic—advantage on spell saves
5A spectral leaf follows you, offering one reroll
6You glow—enemies target you at disadvantage
7Perceive all movement in slow motion
8Contact spirit of the strain; gain 1 legendary fact
9Become slightly ethereal—half damage from physical attacks
10Fuse 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:

SettingFocusRule Suggestions
Light & SillyHumor, creativity, fast sessionsMax SP cap 10, reroll High Checks often, more hallucinations
Dark & PhilosophicalLore, moral choices, traumaIncrease Clash consequences, use tolerance/addiction rules
Combat-FocusedTactical playBuff strain-enhanced spells, introduce Smokeless warbands
Psychedelic ExplorationVision quests, spirits, the metaphysicalExpand Smoke Plane lore, allow strain spirits to guide characters
Cultivation SimBase building, growing, tradingDetailed grow timers, town management, grow challenges (weather, pests, raids)
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