The disgusting dregs of society elevated and transcendent, the Methnomancer doesn’t have a drug dependency.
They ARE drugs.
With a high value on Constitution and a strange reverse value on Wisdom, the more teeth they lose the stronger their powers become.
With an infernal, eternal hunger for meth and the ability to change reality to fit their weird views, the Methnomancer is a powerhouse of magical fuckery so long as they can remember what they're doing.
Hit Dice: d4 + Con Score
Skill points: 10 - Wis Score
Energy points: 100 - Con Score + Spellcraft Score
Class basic abilities: Martial weapons proficiency. Simple Weapons proficiency.
Setting: Neo-Florida
Language: Tweaker
Requirements:
1. Have suffered at least one Overdose event and survived.
2. Have taken the Black once and survived.
3. Advanced Combat Mastery/Advanced Defense Mastery of at least rank 3
4. Have a consistent and constant connection to a pusher
5. You must be willing to sacrifice school and element. Your element is literally “drugs,” and your spell school is now “meth.”
6. Base Attack Bonus: +10
7. Lastly, must undergo the special job quest “Cooking And Booking” and succeed.
8. Must have sucked at least 10 dicks for meth actively during the game.
*NOTE: Your character, not you yourself (the player)
9. Combat Casting
Methnomancy - converts the user’s Dynamic Sorcery levels into Methnomancy. Methnomancy operates similar to Dynamic Sorcery save for the following:
>Allows the user to cast spells at a higher level depending on how many hits of Meth they do. Doing so improves any spell cast in such a manner (either by the 5e designations or by GM fiat)
>User must be currently high in order to utilize this magic.
>This is a supernatural ability, though it counts as “magic” for flavor.
>A single hit of meth allows the Methnomancer to utilize any available spell as if they had a metamagic feat (chosen by the player beforehand), once per hit. They can change these feats around once per day, in the morning, when the Methnomancer meditates/tweaks out hallucinating. A Methnomancer can load up to 9 hits in the morning each day, or spread them out throughout the day.
>For each hit of Meth, the user loses 1d20+Con Score of current HP but gains the same amount in EP as temporary points.
>For each hit of Meth, the user loses 1d10 Wis modifier. This lasts until the start of the next day.
>Methnomancy ignores spell schools and allows the Methnomancer to cast from both Druid and Clerical spells as if they’re a caster of the same level.
>Any reagent called for by a magical spell can be replaced with "meth." This stacks with the Babby Blanket artifact.
Muh Teef - the Meth Mouth is the perverted pride of the Methnomancer. For each “Toof” they lose, they immediately gain +100 EP to their total, as well as DmR +1 against physical attacks. This is a supernatural ability, and cannot be forced - the powerful Meth spirits will know of this, and will strike the Methnomancer with powerful curses (gaining negative levels and losing the ability to use Methnomancy).
Tiger Familiar - this isn’t a real tiger, but another meth-head of random looks, race, and gender. The meth-head is so high they believe they’re a luxurious tiger.
GM and/or Player are to play the familiar as such.
Has the following stats:
Large beast/Dire Tiger
Armor Class 16 (ki armor)
Hit Points 135
Speed 40 ft.
STR 20 (+5)
DEX 16 (+3)
CON 15 (+2)
INT 3 (-4
WIS 12 (+1)
CHA 8 (-1)
Skills
Perception +4
Stealth +9
Perception 14
Languages - Tiger/Tweaker
Special Traits (all special traits are considered supernatural/Ki in nature)
Improved Critical - The tiger’s Bite attack scores a critical hit on a roll of 19 or 20.
Keen Smell - The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce - If the tiger moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one Bite attack against it as a bonus action.
Actions
Multiattack - The tiger makes one Bite attack and two Claw attacks.
Bite - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Claw - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
The Cook - The Methnomancer learns the horrid secrets of how to cook the finest meth. This special meth has a 100% addiction rate and overcomes all resistance even if they’re from class feats. So long as the Methnomancer has access to at least common kitchen items and about two days, they can simply take 10 to make this meth.
Drug Dominance - no matter what drugs you do, the body processes it as meth. Any and all poisons are absorbed by the user as meth.
NOTE: This counts as ANY addictive substance or action. Please discuss with your GM what is allowed, no matter how abstract.
Drug Resistance - while high, the Methnomancer gains 50% (or +10, whichever produces a better result) against being sobered up forcibly.
Let’s Get High - allows the Methnomancer to share their high with others forcibly. This is a supernatural effect. Targets must make a will check (DC Methnomancer’s ECL + Spellcraft) or are currently high and unable to participate in combat, even to defend themselves. This can be done once per round, and takes up an entire round to do so.
Higher rates of failure may induce the new tweaker to simply run into walls, swords, or far away as they freak out.
Druglord - at this point, the Methnomancer gains a prominent patron of at least God-level power. This patron can only be a drug-induced hallucination that can manifest on the physical plane (with at least 100g of Elan), but cannot be found amongst either Divines or Infernals.
This patron only exists so long as the Methnomancer believes in them, and can grant them abilities and skills as if from a religious table of one other religion.
(NOTE: GM can also allow for this patron to take on the aspect/patron table of one other official patron from another game system. Please discuss this with your GM upon gaining your Methnomancer jorb.)
Meth Rocker - the Methnomancer can now withstand up to 1d4 additional hits of Meth per day without suffering HP damage if they so choose.
Babby Blanket: Towel - gains a special artifact Towel that has the following abilities:
>When used as a blanket, allows the tweaker to sleep uninterrupted (save for meth nightmares, if they suffer from them) and comfortably no matter how cold, hot, unsafe or unstable the dimension they’re on.
>When used as a necklace, provides +5 AC as a supernatural effect so long as the Methnomancer believes it protects their neck.
>When used as a food source, completely sustains all nutritional needs of the user (sucking on the towel satisfies both hunger and thirst) no matter where they are.
>When used as a flag, grants Polyglot to the user temporarily no matter how alien or strange the language is to them.
>When used as a weapon, deals Unarmed Damage + Spellcraft Score.
>When used as a reagent, the Towel can replace one reagent for any spell cast or potion crafted. The Towel can be used once per day like this, and will regenerate the missing piece by the end of day.
Secret Art: Scarface - from now on, doing hits of Meth buffs your ability modifiers by the same amount of HP lost. This is a temporary increase that ends at the end of day.
Massive Damage (Meth) - the damaging effects of Meth (drug use) or offensive Meth-based spells are increased by 4. This stacks with itself and Massive Damage (Spells) or Massive Damage (Spellcraft).
Tweak - by sacrificing an action, the user may halve damage dealt to them from any source. While Tweaking, the user may move without prompting AoO (unless stated otherwise elsewhere). Tweaking only once will last until the end of current turn (unless they're flat-footed). Tweak can be activated at any time: during combat, out of combat, sleeping, whenever.
Community - as Methnomancers grow in strength and notoriety, they seek out a community of users, cooks, and other Methnomancers. This secret society can provide helpful hints, clues, business arrangements, and even a specialized black market for Methnomancers only. What they cannot do is help you sober up.
More Resistance - The user may now gain immunity against one of the following offensive effects: flame, cold, poison, acid, lightning, wind, earth, water, void.
Sucka - for each dick the Methnomancer has sucked in a single day (for meth), they may cast an offensive spell for free. It must be from a consenting adult target, and they must not know said target. This “free” spell can be cast at any time, and is unaffected by metamagic feats and bonuses (even from class feats and abilities).
D. A.R.E. - each time the user does an additional hit of Meth, they may change one metamagic feat they currently have active. If they do so, they may cast the next spell as one level higher (stacking with all current bonuses and feats).
Secret Art: Kingpin Mode - transforms the Spellcrafting score into pure power. While the Methnomancer is high and has at least sucked two dicks in a single day, they may add the Spellcrafting score to their attack (damage), AC, and Meth Hits. This can be done once per day, but can gain one extra use per day for each extra dick they’ve sucked for meth.