Section Three : Classes of the Budlands

CHAPTER 3: CLASSES OF THE BUDLANDS

“Choose your vibe. Shape your path. Spark your legacy.”

In The High Fantasy, your class defines your role in the Circle—but not just through combat. Every class is shaped by its connection to the plant, the rituals it performs, and the energy it channels from its chosen strain.

Each class includes:

  • Class Identity & Lore
  • Class Features & Mechanics
  • High Synergy Abilities (SP-boosted features)
  • Circle Bonus Effect
  • Subclass Paths (3–4 flavor branches)
  • Strain Compatibility & Clash Warnings
  • Weedcraft Interactions
  • Unique Vision Quest Unlocks

| Growcerer | Budbarian | Tokin’ Monk | Cannabard | Alchighmist |

| Stain Ranger | Circle Sage | Blazeguard |


CLASS: THE GROWCERER

Primary Role: Support / Control / Spirit Channeler
Stat Focus: Wisdom, Intelligence, Weedcraft
Strain Synergy: Indica (Primary), Hybrid (Secondary)
SP Bonus: +1 max SP cap when within a Circle


Class Identity

Growcerers are strain mystics, cannabis cultivators, and spiritual cultivators of the highest order. They don’t just light up—they listen. They’ve heard the whispers of the Plant, followed its terpenic signatures through dreams, and returned with the knowledge of old strains lost to time.

Their bodies are grounded, their minds open, their souls rooted. They heal with hash. They protect with flower. They summon visions with vapor.


Core Class Features

LevelFeature
1Puff Ritual, Strainbond, Weedcraft Training
2Grow Circle (Circle Bonus Unlocked)
3Choose Subclass Path
4Ability Score or Strain Mutation
5Summon Strain Spirit
6Vision Rooted (Gain a vision on long rest)
7Reactive Infusion
8Wild Bloom (cast a puff spell as reaction)
10Divine Strain Access
12Circle of Roots (Gain permanent Circle effects)

Class Mechanics

Puff Ritual

Once per short rest, the Growcerer can enter a puff state and cast a strain-powered spell without using components. This ritual takes 1 full action and requires a strain product (bud, concentrate, edible, etc.).

Strainbond

At level 1, you form a personal bond with a strain. This provides:

  • +1 to all Weedcraft rolls with that strain
  • Advantage on High Checks involving that strain
  • You can speak to any plant currently growing that strain lineage

Grow Circle (Level 2)

When participating in a Circle, you can root the Circle—preventing it from being broken by outside effects. All allies gain +1 SP when you root the Circle successfully.


Subclass Paths

Path of the Eternal Bloom

Healers and peaceweavers. You grow where others wither.

  • Bloom Aura: Allies within 10 ft regain 1d4 HP per turn while puffed
  • Floral Shield: Create a burst of flowering vines that block damage
  • Cure Clash: Once per long rest, nullify a Strain Clash effect

Path of the Terp Prophet

Visionaries and mystics who burn bright and speak truth.

  • Terpenic Glare: Once per turn, reveal an enemy’s intentions (DM reveals action)
  • Dream Smoke: Send an ally into a vision trance mid-combat
  • Archive Spark: Recall a vision or memory from another player (once/day)

Path of the Ash Alchemist

Smokeform transmuters and ritual junkies.

  • Concentrated Channel: Your Puff Rituals can now channel concentrates for double effect
  • Ashes to Action: Create a single-use item from burnt residue
  • Resin Surge: Convert SP into HP or Weedcraft bonus

Path of the Myco Root

Fungal fusionists. Not all that grows is green.

  • Spore Link: Create a mental bond between you and another player (empathic link)
  • Fungal Armor: Gain +2 AC while in vegetative terrain
  • Mycel Fade: Puff to teleport between any two rooted plants (30 ft max)

Vision Quest Unlocks

At level 6 and again at level 10, you unlock a Vision Quest Trait based on your bond and path. These are RP and mechanic boosts that reflect your spiritual development.

Examples:

  • “I saw the first grower plant a seed under moonlight. My touch now heals memory loss.”
  • “I walked across a trail of kief, into the past. I may speak once per day with an ancestor.”
  • “The smoke showed me everything. For 1 round per day, I may act twice.”

Weedcraft Boosts

Growcerers always roll with advantage on:

  • Cultivation checks
  • Strain mutation stabilization
  • Clone quality improvement
  • Soil attunement rituals

They may also “pre-infuse” items with one strain per long rest, which grants temporary bonuses to other players.


Circle Bonus

When part of a Circle:

  • All allies gain +1 SP upon entering
  • Circle lasts +1 extra round
  • You may sacrifice 1 of your own SP to reroll a failed High Check for an ally

CLASS: THE BUDBARIAN

Primary Role: Tank / Melee DPS / Vibe Engine
Stat Focus: Strength, Constitution, Weedcraft
Strain Synergy: Hybrid (Primary), Sativa (Secondary)
SP Bonus: +1 damage per SP spent while raging


Class Identity

The Budbarian is pure energy: a smoke-charged wrecking force born of blunt rage and good weed. Where others see chaos, the Budbarian sees rhythm. When they rage, it’s not from hate—it’s from overwhelming vibe. They fight with roach-crusted axes, spark-infused fists, and laughter that shakes the trees.

Blunts are sacred. Rips are ritual. Rage is a flow state.


Core Class Features

LevelFeature
1Puff Rage, Stash Weaponry, Blunt Slam
2Strain Surge (Choose 1 strain to attune)
3Choose Subclass Path
4Ability Score / Mutation
5Blunt Bounce (bonus action attack)
6Circle Bash (knockback effect inside Circle)
7Immovable Puff (resist movement)
8Echo of the Roach (summon blunt memory)
10Rage Form (Resonance state unlock)

Class Mechanics

Puff Rage

Once per long rest, enter a smoke-induced battle state. While raging:

  • +2 to melee damage
  • Advantage on Strength and CON saves
  • Immune to Contact High effects
  • May not cast spells (unless subclass allows)
  • Rage ends early if you go 2 turns without attacking or taking damage

Stash Weaponry

At level 1, choose a unique signature weapon that reflects your smoking style:

  • The Roach Hammer: Blunt-end warhammer with knockback
  • The Rolling Pin: Two-handed weedpress-turned-club
  • The Dab Spike: Piercing vape-spear, adds fire damage
  • Blunt Gauntlets: Dual fists; counts as unarmed with bonus

Each weapon evolves at levels 5 and 10 based on your subclass path.

Blunt Slam

Once per short rest, you may slam a rolled blunt into an enemy’s chest. Roll to hit (STR-based melee), and on success:

  • 2d6 force damage
  • Target must roll a High Check or become disoriented (disadv. on attacks)

Subclass Paths

Path of the Hotbox Titan

The Circle is your battlefield. You’re the anchor.

  • Aura of Smoke: Creatures in melee with you have disadvantage on ranged attacks
  • Hotbox Bash: When raging, create a 10 ft smoke zone that slows enemies
  • Second Pull: Once per rage, regain 1d6 SP when reduced to 0 SP

Path of the Sativa Storm

Fast. Wild. Reckless.

  • Dash & Smash: Add +10 ft move speed when raging
  • Lightning Blunt: Once/day, throw your weapon to explode in terpene lightning (3d10)
  • Crash Roll: If you roll a nat 1 while raging, you may reroll once/day (and explode into giggles)

Path of the Clonecrusher

You hate what they made. And now, you break them.

  • Crush Bonus: +2 damage vs clone-type enemies
  • Vapor Shield: When a clone ability targets you, roll a High Check to cancel it
  • Flavored Wrath: You may channel a different strain for 1 round mid-rage (roll on Strain Clash Table)

Vision Quest Unlocks

LevelQuestResult
6The Burned PathYou may resist being knocked unconscious once/day
10The Laughing FlameOnce per session, enter a perfect rhythm—reroll all 1s on attack rolls for 2 rounds

Weedcraft Boosts

You can:

  • Craft strain-infused weapons
  • “Flash smoke” blunt charges into a melee strike
  • Roll with advantage when performing brute-force harvesting

Circle Bonus

When in a Circle:

  • Your rage spreads: allies gain +1 to damage rolls
  • You may act during the Circle’s spiritual phase (normally restricted)
  • You can break the Circle with a roar to create a 15 ft knockback zone

CLASS: THE TOKIN’ MONK

Primary Role: Agile Striker / Controller / Mystic Smoker
Stat Focus: Dexterity, Wisdom, Weedcraft
Strain Synergy: Sativa (Primary), Ruderalis (Secondary)
SP Bonus: May spend 1 SP to take a free movement or smokeform action


Class Identity

Where others puff and wait, the Tokin’ Monk flows. Masters of motion, breathwork, and sacred blunt forms, these warriors exhale clarity and strike in rhythm with the smoke around them. Their power doesn’t come from size or strength—but from breath, balance, and the rituals passed through quiet Circles deep in the Kush temples.

Tokin’ Monks don’t get high—they become high.


Core Class Features

LevelFeature
1Smokeform Strike, Blunt Forms, Puff Discipline
2Ki Cloud (SP Conversion Pool)
3Choose Subclass Path
4Ability Score / Strain Synergy
5Smoke Step (teleport)
6Extra Attack
7Puff Redirection (counterattack mechanic)
8Mist Veil
10Resonance Flow State

Class Mechanics

Smokeform Strike

You may make an unarmed strike as a bonus action after using a Puff Discipline, movement, or dodge.
Damage scales with level (starting at 1d4, becoming 1d8 by level 10).

Puff Discipline

You begin with two disciplines—unique, movement-based effects triggered by a puff, high check, or controlled exhale. Examples:

  • Misty Slide – Move 10 ft without provoking opportunity attacks
  • Terp Flip – Flip an enemy into a prone state (Dex save to resist)
  • Cough Burst – Emit a small AOE pushing enemies 5 ft
    You gain more as you level.

Ki Cloud

Convert SP into a personal “cloud” of focus.

  • 1 SP = 2 Ki Cloud points
  • Can spend Ki Cloud to:
    • Perform extra attacks
    • Redirect projectiles
    • Enhance Dodge
    • Use advanced disciplines (level 6+)

Subclass Paths

Way of the Smoke Spiral

Masters of redirection and passive resistance.

  • Cough Reflection – Redirect a failed HC onto an enemy
  • Circular Flow – Spend Ki Cloud to rotate allies’ positions
  • Stillness in Smoke – While standing still, gain +2 AC and can’t be targeted by ranged attacks

Way of the Fast Puff

Blitz-based, sativa-driven madness.

  • Speedwalk – Move through terrain or water without slowing
  • Chain Rip – Attack three targets at once if you end your move between them
  • Couchlock Denial – Immune to any effect that would cause prone or restraint while puffing

Way of the Eternal Exhale

Spiritual flowmasters, high even when not high.

  • Breath of Memory – You may remember forgotten knowledge
  • Smoke Mirror – Once per day, swap places with an illusion of yourself
  • Infinite Puff – Your Puff Discipline can be maintained for 2 turns without cost

Vision Quest Unlocks

LevelQuestResult
6The Mirror That CoughedSee your own next action before you take it (reroll initiative)
10The Infinite FlowSpend 3 SP to act twice in one turn (once per long rest)

Weedcraft Boosts

  • May roll with Dex OR Wis for Weedcraft checks
  • Always successful when rolling for paper type or blunt quality
  • +2 to identify strain mutations or resist spiritual toxins

Circle Bonus

  • While in a Circle, may act during “mental phase”
  • Can share a Puff Discipline with one ally per session
  • Can move freely through Circle space, ignoring AOO

CLASS: THE CANNABARD

Primary Role: Support / Buff / Crowd Control / Performance-Based Magic
Stat Focus: Charisma, Wisdom, Weedcraft
Strain Synergy: Hybrid (Primary), Indica (Secondary)
SP Bonus: Whenever you roll a natural 20 on performance or persuasion, regain 1 SP


Class Identity

Cannabards are the memory keepers, the rhythm bringers, the sesh-starters. Where others speak, the Cannabard sings. They wield smoke like song, crafting living verses that ripple across a battlefield or hush a haunted grove.

Through puff poetry, puffform songs, and infused instruments, they inspire their crew, confuse their enemies, and open portals to forgotten truths. They remember strains the world has tried to erase. And they make sure no one forgets the high.


Core Class Features

LevelFeature
1Puffform Verse, High Harmony, Instrument of the Self
2Circle Chord (sing in sync to enhance rituals)
3Choose Subclass Path
4Ability Score / Verse Expansion
5Echo Verse (replay last performance effect)
6High Note (burst effect from spent SP)
7Seshlock Aura (enemies must pass WIS save to speak or cast)
8Terp Harmony (gain second strain alignment temporarily)
10Archive Verse (pull lore/memory from any item or place)

Class Mechanics

Puffform Verse

As a Cannabard, you can weave your smoke and voice into Puffform Verses—short-lived magical songs that echo through your surroundings.

  • Choose a verse type (listed below)
  • Spend 1 SP or use an action to cast it
  • Verses last 1–2 rounds unless concentration is broken
  • Each verse gains bonus effects in Circles

High Harmony

At level 1, you can harmonize with other players. When a second player contributes to your verse (singing, rhythm, movement), your next roll has advantage, and they gain +1 SP.

Instrument of the Self

Pick or craft a personal, strain-aligned instrument:

  • Glassbone Flute: Sharp, piercing sound; boosts perception and tracking
  • Rolled Drum: Pulsing rhythms; enhances crowd control
  • Kief-Sprinkled Lute: Soft tones; perfect for healing and storytelling
  • Edible Box: Percussion + edible storage; allows secret spellcasting while “eating”

Your instrument grows in power with you, unlocking passive boosts at levels 5 and 10.


Subclass Paths

Path of the Puff Poet

Words are your wand.

  • Freestyle Flash: Improvise a new verse once per day to confuse or charm
  • Battle Rhymes: Allies who hear you gain temp HP when entering combat
  • Smokeword: Speak directly to someone’s subconscious (1/day)

Path of the Echohaze

Your song stays in the smoke.

  • Delay Verse: Cast a verse that triggers 1 round later
  • Reverb: Puff a verse you’ve already used this session
  • Double Chorus: Two verses can run simultaneously for 1 round

Path of the Archive Beat

You are the historian, the lore-keeper, the sonic librarian.

  • Lore Verse: Sing a verse that reveals the last event witnessed by a space or item
  • Memory Loop: Store one scene/song and replay it for another person
  • Truth Drop: Once per long rest, sing something so honest that it cuts through illusion

Puffform Verse Table

NameEffectIn-Circle Boost
Healing HazeAllies regain 1d6 HP in 10 ftAdd temp HP equal to your CHA mod
Disorienting DubEnemies in range roll with disadvantageThey must pass a HC or act last
Strain AnthemChoose a strain: all allies with that strain gain +1 to hitYou may switch strains mid-verse
Echo ChantRepeat last ally’s action as a free actionAlly regains 1 SP if successful

More verses can be unlocked or discovered in play.


Vision Quest Unlocks

LevelQuestResult
6The Song Between LeavesYou may speak to any plant that has “heard” you sing
10Final PuffformYou may write your Legacy Verse—once per campaign, sing a song so powerful it shifts fate (DM-guided)

Weedcraft Boosts

  • Gain advantage on rolling paper crafting, edible shaping, and vapor tuning
  • Create Memory Edibles—consume to relive a scene (DM grants bonus based on detail)
  • You may store your SP in sound: sing to retrieve up to 2 stored SP once per day

Circle Bonus

When in a Circle:

  • You may “tune” the ritual: choose strain, tone, and tempo
  • Circle effects linger 1 extra round if you sing through the end
  • Your voice may be used as a trigger—others can act in sync with your lyrics

CLASS: THE ALCHIGHMIST

Primary Role: Wild Magic / Explosives / Item-Based Caster
Stat Focus: Intelligence, Weedcraft, Constitution
Strain Synergy: Ruderalis (Primary), Hybrid (Secondary)
SP Bonus: +1 damage die when using a crafted item during combat


Class Identity

Alchighmists are mad brewers, ritual chefs, and concentrate chemists who treat smoke as a science—and the plant as its most chaotic element. They craft oils that melt time, candies that explode with flavor and fire, and tinctures that twist the body into new forms.

Every Alchighmist is part inventor, part risk-taker, and part philosopher. And none of them can guarantee what’ll happen when you eat their latest edible.

They are artists of combustion. Masters of transformation. Engineers of elevation.


Core Class Features

LevelFeature
1Infused Itemcraft, Puff Crash Table, Microdose Prep
2Stash Lab Access
3Choose Subclass Path
4Ability Score / Infusion Upgrade
5Concentrate Catalyst (bonus damage from extracts)
6Passive Puffcraft (auto-effect a prepared item)
7Puffback (explode on being hit)
8Resin Surge (craft during combat)
10Create Divine Strain Dose

Class Mechanics

Infused Itemcraft

You can spend downtime or short rests crafting any of the following:

  • Smoke bombs
  • Tinctures (temporary stat boosts or strain-switchers)
  • Infused edibles
  • Concentrates (dabs, shatter, wax)
  • Traps (based on strain effects)

You always carry a personal kit of 3 usable items per long rest, rolled from your current recipe list.

Puff Crash Table

Whenever you fail a High Check after using one of your own creations, roll 1d8:

d8Crash Effect
1Your hair combusts. Take 1d4 psychic damage.
2You forget the last 6 seconds. Lose your reaction.
3You teleport 10 ft in a random direction.
4Your next sentence comes out in a plant language.
5You drop all active items.
6You laugh uncontrollably. Can’t act next turn.
7The smell of whatever you used returns tenfold. Enemies detect you.
8You accidentally craft something else. DM rolls it.

Microdose Prep

You may convert any item into a microdose version:

  • Reduced power
  • No SP cost
  • Auto-succeed on High Check
  • Takes a bonus action to use

This is great for stealth, precasting, or gifting effects to other players.


Subclass Paths

Path of the Baked Brewer

Masters of edible effects and delayed-action power.

  • Stacked Sesh: You may consume two edibles and delay one effect up to 1 minute
  • Brownie Bomb: Create an edible that explodes on impact (2d10, fire or chaos)
  • Gummy Clone: Once per rest, create a 1-HP version of yourself made of edible matter

Path of the Combustioneer

Smoke, fire, kaboom.

  • Terp Grenade: Throw a strain-infused flashbang (15 ft AOE, contact high + blindness)
  • Glass Shard Aura: After taking damage, your gear emits a 5 ft “break blast” (1d4)
  • Double Ignite: May use two fire-based items in one turn

Path of the Essence Binder

You deal with pure strain essence—distilled power, often unstable.

  • Strain Echo: Once per day, “bottle” a strain effect to reuse it later
  • Concentrate Stream: Channel pure extract for a beam effect (3d8, one target)
  • Soul Infusion: Embed a strain’s memory into an object. That object becomes semi-sentient for the day.

Lab Kit Inventory

ItemUse
Sticky BombToss; sticks to surface and explodes after 1 round
Terp TinctureRub on skin to shift strain alignment for 10 minutes
Breath StripSilent microdose that adds +1 to next HC
Vape SpikeInfuse into a weapon for bonus fire/puff damage
Resin TrapLays a gooey, slippery patch that slows enemies

Vision Quest Unlocks

LevelQuestOutcome
6The Exploding GardenYou may choose to double any item’s effect—but it explodes next round
10The Alchemist’s CoreYour body becomes its own lab—once per day, you may inhale directly and become immune to damage for 1 turn

Weedcraft Boosts

  • May reroll failed itemcraft attempts once per long rest
  • Advantage on infusion rolls involving fire, oil, or glass
  • May use any strain as fuel—no alignment restrictions (though crashes are more likely)

Circle Bonus

While in a Circle:

  • You may pass an item to any Circle member instantly
  • Your crafted items may be used as Circle triggers
  • If a crafted item explodes or activates during a Circle, all allies regain 1 SP

CLASS: THE STRAIN RANGER

Primary Role: Scout / Survivalist / Control / Companion-Based
Stat Focus: Dexterity, Wisdom, Weedcraft
Strain Synergy: Sativa (Primary), Hybrid (Secondary)
SP Bonus: +1 to attack rolls while tracking or fighting a target affected by Contact High


Class Identity

Strain Rangers are masters of the wild—hunters, guides, terp-trackers, and survivalists attuned to nature’s patterns and the whispers of the Plant. They read the wind like a rolling paper. They trace footprints in pollen. They speak to their bonded terpbeasts in tones only smoke can carry.

They often travel light, think quick, and puff quiet—but when it’s time to strike, their arrowheads bloom with infused resin and strike with unerring force.

Whether exploring ruined grow temples, chasing mutated hybrids, or acting as a frontline scout for their Circle, Strain Rangers are the Plant’s quiet protectors.


Core Class Features

LevelFeature
1Terp Tracking, Resin Arrow, Strain Sense
2Bonded Companion (Terphound or Sporeling)
3Choose Subclass Path
4Ability Score / Longshot Gift
5Infused Trap Set
6Terp Trigger (Set bonus effect when target enters smoke zone)
7Scent Echo (Track strain by smell across planes)
8Reflexive Roll (Use SP to dodge automatically once per day)
10Become the Trail (Teleport between strain-touched areas)

Class Mechanics

Terp Tracking

You may track by strain profile rather than species. Roll Weedcraft + Wisdom against a DC set by the DM (10–20 depending on the purity of trail).

You can:

  • Determine strain family used by a creature
  • Predict vision types or resistances
  • Gain +1 to hit against targets you’re tracking

Resin Arrow

You begin with an infused ranged weapon (bow, sling, puffgun, vape-lance, etc.). You may charge your ranged attacks with:

  • Basic puff (add contact high effect)
  • Infused oil (adds slow, poison, terp hallucination)
  • Flash strain (explosive impact, 1/day)

Strain Sense

Once per long rest, you may meditate for 10 minutes to “hear” the nearby strains.

Detect:

  • What was smoked nearby
  • Direction of a living strain
  • Spiritual disturbance (if near sacred grow or spirit)

Bonded Companion

At level 2, choose one:

Terphound

  • High-speed tracker with scent advantage
  • Can use a bonus action to chase or flush enemies
  • Learns how to share SP with you at level 5

Sporeling

  • Fungal-fused spirit critter
  • May pass through walls, carry a strain dose
  • At level 5, explodes in a puff to cause hallucinations (High Check DC 15)

You may customize their appearance, name, and strain resistance.


Subclass Paths

Path of the Blunt Arrow

Precision. Smoke. Patience.

  • Slowburn Shot: Charge an arrow with a delay trigger
  • Smokesight: May see clearly through all smoke
  • Terp Piercer: Once per short rest, auto-crit a target under strain effect

Path of the Grovewalker

Natural, spiritual, rooted.

  • Grow Pulse: Once per rest, cause nearby plants to entangle enemies
  • Healing Resin: Create a resin arrow that heals on impact
  • Terra Link: Commune with a sacred grove to receive a boon

Path of the Crosspollinator

Experimenter, breeder, wild grower.

  • Mutate Shot: Fire a strain with randomized effects (roll d6)
  • Hybrid Vision: May see all strain alignments at once
  • Graft Companion: Fuse a second effect into your bonded companion

Infused Trap Set

You may set up to 3 traps per long rest. Traps can be:

  • Puff Snare: releases a smoke bomb on trip
  • Resin Slick: movement hazard
  • Kief Lure: draws in creatures that fail a Wisdom save
  • Myco Burst: fungal pod explodes into spores (HC or hallucinate)

Vision Quest Unlocks

LevelQuestOutcome
6The Trail of SmokeOnce per day, follow a spiritual trail to any living strain you’ve touched
10The Living HorizonYou may walk without leaving tracks and ignore terrain penalties. Nature always makes way for you.

Weedcraft Boosts

  • Reroll once per day when crafting infusion arrows or traps
  • May breed two strains together and grow a hybrid sample over 3 days
  • May commune with bonded companion once per long rest to gain a hint or memory

Circle Bonus

  • Your companion gains its own Circle action
  • Your first ranged attack during Circle is an automatic success if aimed at an enemy who has acted
  • You may tether an enemy to the Circle zone with spirit-vine (DC 14 STR to escape)

CLASS: THE CIRCLE SAGE

Primary Role: Support / Ritual Caster / Defender of the Circle
Stat Focus: Wisdom, Charisma, Weedcraft
Strain Synergy: Indica (Primary), Hybrid (Secondary)
SP Bonus: +1 SP per long rest for each new Circle initiated by you


Class Identity

Circle Sages are spiritual leaders, ritualists, and protectors of the sacred Puff. They’re not always the strongest or fastest, but when a Circle forms, they become its heart.

When strain is lit with intention, Circle Sages channel the will of the Plant, invoking healing, harmony, and sometimes overwhelming psychic force. They interpret visions, preserve traditions, and push back against corruption with smoke and sacred silence.

To cross a Circle Sage is to court consequences that echo far beyond this plane.


Core Class Features

LevelFeature
1Circle Formation, Shared Puff, Spirit Anchor
2Strain Chant (ritual magic unlocked)
3Choose Subclass Path
4Ability Score / Circle Blessing
5Resonant Circle (adds passive effects)
6Vision Anchor (anchor others during quest)
7Terp Ward (protect against strain clash)
8Unified Sesh (merge SP for a group boost)
10Eternal Spark (your Circle can’t be broken)

Class Mechanics

Circle Formation

Once per long rest, you may initiate a Circle—a shared ritual session lasting 3 rounds (combat) or 10 minutes (non-combat). While in a Circle:

  • No violence can occur unless agreed upon
  • All players may share vision, SP, and voice
  • Each ally gains +1 to High Checks
  • DM must narrate “spiritual weather” during the ritual

Shared Puff

As a reaction, you may redirect a puff-based ability, spell, or vision to another player within 10 ft. You may absorb or reflect strain-based effects once per short rest.

Spirit Anchor

If a player enters a Vision Quest, you may act as their anchor:

  • You maintain contact with them
  • You may pull them back with a contested roll
  • You gain insight into what they see

Subclass Paths

Path of the Ritual Flame

Keepers of sacred fire, carriers of divine ember.

  • Light of Memory: Ignite an object to reveal emotional history
  • Firewalk Blessing: Once per day, walk through flame unharmed and grant that ability to others
  • Ritual Combustion: End a Circle with a fiery burst that heals allies or damages foes (you choose)

Path of the Smoke Whisperer

Speakers to the Plant and the Spirit beyond.

  • Whispered Puff: Send a thought across any distance to someone who’s ever shared a Circle with you
  • Spirit Leaf: Summon a temporary leaf-being to answer one question
  • Breath of All: Once per session, remove all status effects from your Circle

Path of the Resonant Mind

You are the vibration. Your Circle echoes into other realms.

  • Echo Loop: Repeat the first turn of your Circle at the end of it
  • Conscious Merge: Two players may act as one, combining stats temporarily
  • Disruption Seal: Block anti-Circle or smokeless magic in a 30 ft zone

Strain Chant (Level 2+)

A Circle Sage may craft and perform strain chants, which act like spiritual spells with long-term or large-area effects.
Casting requires:

  • A Circle (or spiritual downtime space)
  • Weedcraft + WIS check (DC varies)
  • Consuming 1–2 strain resources
ChantEffect
Memory BloomRevive a memory lost to trauma, clash, or divine tampering
Vision TetherJoin a player’s vision, allowing 2-way communication
Hollow PuffCreate a lingering spirit echo from a recently departed being
Sacred Soil SongBless a 20 ft area for future cultivation (grow speed doubled)

Vision Quest Unlocks

LevelQuestOutcome
6The Circle That Never BrokeYou may maintain a Circle for twice as long and absorb 1 strain clash per ritual
10The Flame Within SmokeOnce per day, while inside a Circle, you may declare “no action” and time halts for 1 round as visions flood the party

Weedcraft Boosts

  • Advantage on ritual-based rolls (Circle chants, spirit calls, soil readings)
  • You may “burn clean”—negate strain corruption effects once per day
  • May always identify strain alignment and spiritual residue in an object or person

Circle Bonus

  • You may use two Circle abilities per turn
  • You define the tone of the Circle: peaceful, protective, prophetic, etc.
  • If another player drops to 0 HP inside a Circle you control, they stabilize automatically

CLASS: THE BLAZEGUARD

Primary Role: Defense / Area Control / Flame Channeler
Stat Focus: Constitution, Strength, Weedcraft
Strain Synergy: Indica (Primary), Sativa (Secondary)
SP Bonus: Whenever you take damage while protecting someone else, gain 1 SP (max 1 per round)


Class Identity

Blazeguards are warriors who protect the sacred spark. They carry the Ember of the First Fire—the flame said to have lit the original blunt of the First Grower. It is both weapon and ward, ceremony and shield.

These guardians aren’t just fighters. They’re cultivators of discipline and resolve. Some serve growhouses, others travel the Budlands as lone keepers of sacred fire. In battle, they bring the heat—literally—channeling flame-infused defenses, barrier magic, and retaliatory strikes that burn with spiritual intent.


Core Class Features

LevelFeature
1Flamebound, Ember Ward, Controlled Burn
2Blunt Shield (block puff/magic attacks)
3Choose Subclass Path
4Ability Score / Burn Aura
5Blaze Pulse (15 ft fireburst once per rest)
6Ember Mark (track enemy with a sacred flame)
7Puff Retaliation (strike when hit by puff magic)
8Radiant Ignition (burst healing or damage on command)
10Blazing Form (flame body for 3 rounds)

Class Mechanics

Flamebound

You may summon or shape sacred flame from strain combustion. Your flame:

  • Cannot be extinguished by non-magical means
  • Changes color based on strain used
  • May ignite objects or rituals passively
  • Can be stored in a custom item (blunt, staff, lighter, lantern, etc.)

Ember Ward

You gain a spiritual shield while puffed or near flame:

  • +1 AC
  • Resistance to puff-based spells or damage
  • If you start your turn near a burning object (candle, torch, etc.), regain 1 temp HP

Controlled Burn

Once per long rest, you may sacrifice an active strain to channel its energy into a controlled area effect:

  • Indica: Calm zone, stops enemies from charging
  • Sativa: Speed zone, grants allies +10 movement
  • Hybrid: Confuse zone, randomize initiative order
  • Ruderalis: Wild zone, triggers Clash Table on entry (high risk/high reward)

Subclass Paths

Path of the Hearthstone

Defender of the growhouse and all who rest near it.

  • Rooted Defense: Cannot be moved or knocked prone while in contact with sacred ground
  • Bluntshield Wall: Gain a +2 AC bonus while defending a Circle
  • Second Flame: Revive an ally at 0 HP once per day with a sacred puff (returns at 1 HP)

Path of the Ember Reaper

Offensive tank—blaze and break.

  • Sweeping Flame: Cleave attack ignites nearby enemies (1d8 per adjacent target)
  • Burn on Contact: Any enemy that hits you in melee takes 1d6 fire
  • Inferno Surge: Spend 3 SP to double flame damage for one turn

Path of the Candle Watcher

Ritual guardian and spiritual defender.

  • Lit Vigil: May maintain a Circle even while unconscious or immobile
  • Memoryflame: See a brief vision of any soul burned by your fire
  • Eternal Wick: Your flame never goes out. It may ignite itself once per day even if extinguished

Blaze Pulse (Level 5)

Once per rest, unleash a 15 ft cone of flame from your weapon, mouth, or spiritual center. Targets roll DEX save or take:

  • 3d6 fire damage
  • Contact High effect (HC DC 15)

If in a Circle: Pulse heals allies instead for 2d6 and grants +1 SP.


Vision Quest Unlocks

LevelQuestOutcome
6The Silent FlameYou may create flame without heat—used for stealth, spiritual lighting, or invisible burning
10The Blazing FormTransform into a creature of radiant flame for 3 rounds: all damage becomes fire, you gain +2 AC, and enemies take 1d4 every time they strike you in melee

Weedcraft Boosts

  • May ignite sacred blunts with spiritual energy (no lighter required)
  • Advantage on flame-based infusions
  • Automatically succeed Weedcraft rolls involving fire, heat, or combustion (once/day)

Circle Bonus

  • All flames lit during the Circle are considered Divine Flame
  • You may burn the Circle at the end, turning it into a zone of warding (lasts 10 minutes, enemies take 1d6 fire on entry)
  • You may ignite your SP: Spend 2 SP to empower another’s action with +1d6 radiant fire

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