Farmer (5e Class)

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Farmer[edit]

You are a farmer, a simple but sturdy folk who has a deep connection to the land and its bounty. You may not wield flashy arcane spells or masterful martial techniques, but you have your own kind of magic and skill that makes you a valuable ally. Your devotion to your god or goddess of agriculture, fertility, or nature grants you divine blessings and resilience that can aid your crops and your party members. You are also adept at using whatever tools and resources you have available, whether it’s a pitchfork, a shovel, or a jar of honey. You can cast spells that enhance plants, manipulate terrains, communicate with animals, and heal the wounded. You can also invoke your god or goddess’s favor to aid you or your allies in times of trouble.

Chosen One[edit]

(long winded magic explanation) Some farmers are more than just simple folk who tend the land. Every so often, a god bestows a rare gift upon a farmer: a blessing that enhances their crops. Most of these farmers use their blessing to benefit their entire fields, or even multiple fields, ensuring a bountiful harvest and a prosperous life in the lands they toil in. A few of these farmers, however, learn to manipulate their blessing in more creative ways, such as concentrating it on individual plants to make them grow rapidly and using these plants offensively against those who threated their way of life. Though these farmers have unique magical abilities that set them apart from their peers, they are not spellcasters. They do not use spells or spell slots, but rather momentarily channel their blessings through their plants and tools. They must be careful not to abuse or exhaust their gift, lest they risk losing the favor of their patrons and their gift. As they hone their skills (level up), these farmers can extend their blessings to more plants, or even other aspects of nature, but they must always respect the source of their gift.

Alternative class name: Harvestor




Creating a Farmer[edit]

When creating a Farmer, think about what motivates you to adventure. Are you a commoner who got caught up in a quest by chance or necessity? Is your region ruled by a tyrant or a corrupt system? Did you have a different life before becoming a farmer? Are you bored of your daily routine and want to see the world? Or are you driven by a cause that affects your people and your land?

Quick Build

You can make a farmer quickly by following these steps. First, make Constitution your highest ability score, followed by Wisdom. Second, choose the outlander background. Third, choose a pitchfork and an explorer’s pack for your equipment and as a backup weapon, take the Net.

Class Features

As a Farmer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Farmer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Farmer level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Hand-Crossbows, Farm Implements, Whips, Nets
Tools: Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: Pick 3 from Athletics, Animal Handling, Medicine, Nature, Perception, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Pitchfork or (b) sickle or (c) hand-crossbow with 20 bolts
  • (a) Explorer’s pack or (b) Herbalism Kit
  • Leather Armor
  • (a) Whip or (b) Net or (c) Lasso
  • If you are using starting wealth, you have 1d6 x 10 gp in funds.

Table: The Farmer

Level Proficiency
Bonus
Features Endurance Dice Endurance points
1st +2 Bless Soil, Harvest -- --
2nd +2 Enduring Spirit (d6) 1d6 1 + Your Constitution Modifier
3rd +2 Calling Feature, Enhanced Blessing 1d6 1 + Your Constitution Modifier
4th +2 Ability Score Improvement 1d6 1 + Your Constitution Modifier
5th +3 Strawman 1d6 2 + Your Constitution Modifier
6th +3 Calling Feature 1d6 3 + Your Constitution Modifier
7th +3 Enduring Spirit (1d8) 1d8 3 + Your Constitution Modifier
8th +3 Ability Score Improvement 1d8 4 + Your Constitution Modifier
9th +4 Field Strider 1d8 4 + Your Constitution Modifier
10th +4 Calling Feature 1d8 5 + Your Constitution Modifier
11th +4 Enduring Spirit (1d10) 1d10 5 + Your Constitution Modifier
12th +4 Ability Score Improvement 1d10 5 + Your Constitution Modifier
13th +5 1d10 5 + Your Constitution Modifier
14th +5 Calling Feature 1d10 6 + Your Constitution Modifier
15th +5 Enduring Spirit (1d12) 1d12 6 + Your Constitution Modifier
16th +5 Ability Score Improvement 1d12 7 + Your Constitution Modifier
17th +6 Calling Feature 1d12 8 + Your Constitution Modifier
18th +6 Enduring Spirit (3d4) 3d4 9 + Your Constitution Modifier
19th +6 Ability Score Improvement 3d4 10 + Your Constitution Modifier
20th +6 Out Endure Them 3d4 10 + Your Constitution Modifier


Bless Soil[edit]

1st Level

You can turn loose material into fertile soil. As an action, you can target a 5-foot cube of sand, dirt, gravel, or similar material within 30 feet of you that has a surface you can stand on. The targeted material becomes blessed soil, which is odorless and functions as normal soil.

You can use the blessed soil to grow crops with your Blessed Harvest feature in places that lack soil. The crops planted in the blessed soil can thrive in virtually any environment, regardless of water, sunlight, temperature, or other factors. (See the Blessed Harvest feature for more details)

Harvest[edit]

1st Level

At 1st level, you can plant various crops with magical effects in fertile soil. As an action, you can choose an unoccupied space within 30 feet of you that contains fertile soil, and plant one type of crop in it. The crop grows in one minute.

You can have a number of crops equal to your wisdom modifier (minimum of one) planted at a time. You can use an action to harvest one crop within 30 feet of you, collecting its produce in a pouch or container. Once harvested, the crop withers and dies. The effects of the same crop from this feature do not stack with themselves. If you consume or use the produce of a crop that you already have an active effect from, the duration of the effect is refreshed, but not increased.

  • See the Cropmancy Guide on what crops you can grow and how you can use them and crops stats
  • See Chosen One for magic flavor text

Enduring Spirit[edit]

2nd Level

You have developed a remarkable resilience from working hard in the fields. At 2nd level, you gain Endurance points and dice as shown in the class table. You can use these points to fuel various features. You regain all expended endurance points after a long rest.

Temporary Hit Points.
  • As a bonus action, spend one or more Endurance Dice to gain temporary hit points equal to the total rolled. The first time you use this feature, you also add your con modifier to the temporary hit points. These last for 10 minutes. While this feature is active, you gain the ability to stack temporary hit points from any source. After 10 minutes from the first use of this feature, you lose all temporary hit points from any source.
  • (For example, you already have 5 temp HP from a spell and spend 2 Endurance Dice, rolling 3 and 4. You gain 7 temp HP, for a total of 12. After 10 minutes, you lose all 12 temp HP, even if you cast this feature again during the duration.)
Damage Reduction
  • As a reaction when you take damage from an attack or a spell, spend one Endurance Die to reduce the damage by the number rolled + your Constitution modifier. You can use this feature after you see the damage roll but before you apply it.

Your Endurance die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 11th level, a d12 at 15th level, and a 3d4 at 18th level.

Farmer's Calling[edit]

3rd Level

at 3rd level, you choose a subclass: Rancher, Agronomist, or Nomad. You gain subclass features at 3rd, 6th, 10th, 14th, and 17th level.

Some features will ask your target(s) to make a saving throw. Your class saving throw DC is 8 + your proficiency bonus + your Wisdom modifier

Enhanced Blessing[edit]

3rd Level

Starting at 3rd level, as an action, you can point to one plant you can see within 10 feet and cause it to instantly mature.

You can use this feature a number of times equal to your Proficiency Bonus. You regain any expended uses when you finish a long rest.

Ability Score Improvement[edit]

4th Level

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Exhaustion Suppression[edit]

5th Level

You can spend Endurance Dice equal your exhaustion level to suppress its effects for 1 hour. Your exhaustion level does not change, you just ignore its effects temporarily. You still die at 6 levels of exhaustion.

Additionally, after completing a long rest, you lose one additional level of exhaustion.

Field Strider[edit]

9th Level

At 9th level, you gain the following abilities:

You learn to extend your resilience to nearby creatures. If a creature is within 5ft of you and within sight, at the cost of an action and one additional endurance point, you can grant that creature the benefits of Enduring Spirit or Exhaustion Suppression

Placeholder Feature[edit]

13th Level

Placeholder Text

Out Endure Them[edit]

20th Level

When you roll for initiative, you gain a number of Endurance Points equal to your Constitution modifier (minimum of one). These temporary Endurance Points last until the end of the combat. If you have any temporary Endurance Points remaining when the combat ends, they are lost.



Farmer's Calling[edit]

at 3rd level, you choose a subclass: Rancher, Agronomist, or Nomad. You gain subclass features at 3rd, 6th, 10th, 14th, and 17th level. Some features will ask your target(s) to make a saving throw. Your class saving throw DC is 8 + your proficiency bonus + your Wisdom modifier


Agronomist[edit]

Agronomist Features

Class Level Feature
3rd Level Greater Blessed Harvest, Feature
6th Level Feature
10th Level Feature
14th Level Feature
17th Level Feature

Bountiful Harvest[edit]

Level 3

You can have more crops planted at once equal to wis + PB You can harvest crops using a bonus action

Potion Brew[edit]

Level 3

You can brew some simple potions

Overgrowth[edit]

Level 6

You can use your action to cause plants to grow rapidly in a 15-foot cube centered on a point you can see within 30 feet of you. A lush expanse of vegetation emerges, transforming the terrain into an obstacle course of natural growth that makes the area difficult terrain for other creatures. Each creature in the area must spend 4 feet of movement for every 1 foot they move. You can also use this feature to instantly mature any plants within the area, such as crops, flowers, or fruits. Once you use this feature, you can’t use it again until you finish a long rest.

At 11th level, you can use this feature twice per long rest.

Patron's Blessing[edit]

Level 10

You can grow manaroot. you can use 1 at a time and it can be used to increase the dice of a potion or other consumable/potion by 1d

Field Medic[edit]

Level 14

you can funnel your endurance temp hp into your brew and grant other players temp HP for 1 minute

Feature[edit]

Level 17

Feature Description




Rancher[edit]

Some farmers specialize in raising and herding livestock, such as cows, sheep, horses, and pigs. These farmers are known as ranchers, and they have learned how to use their skills in combat. Ranchers are experts at controlling the battlefield, using their lassos, whips, and animal companions to direct the movement of their enemies and allies. Ranchers are also adept at drawing attention to themselves, making themselves the most tempting target for their foes. Ranchers are fearless and tough, able to withstand a lot of punishment and keep fighting.

Rancher Features

Class Level Feature
3rd Level Herder, Animal Whisperer
6th Level Rodeo Wrangler
10th Level Stablemate
14th Level Stampede
17th Level Stablemate Upgrade


Herder[edit]

3rd Level

You have a knack for working with animals. You gain the following benefits:

  • You gain proficiency in the Animal Handling skill. If you already have this proficiency, you can add double your proficiency bonus to checks you make with it.
  • You have advantage when performing animal handling checks on animals you're familiar with (DMs Discretion).

Animal Whisperer[edit]

3rd Level

You can cast Speak With Animals once without using a spell slot. Once you do this, you cant do it again until you finish a short or long rest.

Rodeo Wrangler[edit]

6th Level

You have mastered the art of using a lasso to capture and control your foes. You gain the following benefits:

Roped In
  • When you grapple a creature with your lasso, you can use a bonus action to force the creature to make a Strength saving throw against your class DC. On a failed save, you can either pull the creature up to 20 feet closer to you, or pull yourself up to 20 feet closer to the creature. If you pull a creature closer to you with this feature and spend an endurance point, the creature falls prone.
  • If the target succeeds the strength save, you can still pull yourself up to 20 feet closer to the creature, but you must spend one endurance point to do so.
Reinforced Rope
  • When you make a ranged attack with a net or a lasso, you can expend one endurance point to strengthen the rope. If you do so, roll your endurance die and add the number rolled to the DC for escaping from the net or the contested Strength check for breaking free from the lasso. The rope’s AC also increases by the number rolled. You can use this feature after you roll the attack but before you know whether it hits or misses.
  • At 12th level, you gain the ability to further reinforce the rope. You can use expend another endurance point to further strengthen the rope. If you do so, roll your endurance die and add the number rolled to the existing AC and DC or contested Strength check for the net or lasso. Once you use this feature, you can’t use it again until you finish a long rest.

Stablemate[edit]

10th Level

Starting at 10th level, you can form a bond with a loyal beast that serves as your faithful companion in your adventures. Choose a beast that is medium or large and has a challenge rating of 1/2 or lower and that has an Intelligence of 4 or lower. You determine the creature’s appearance and name. The creature gains a hit die and increases its hit points whenever you gain a level in this class after 10th level.

Your companion acts independently of you, but it always obeys your commands to the best of its ability. It rolls its own initiative and takes its own turn. You can verbally communicate with it and sense its emotions and intentions while you are within sight or hearing range of each other. You gain the following features:

  • As an action, you can command your companion to find a safe spot to rest and wait for your signal, or to come back to you if it can see or hear you. It will use its movement and action to dash towards you as fast as it can.
  • You can also permanently release your companion from your service and let it go its own way. If you do so, you have disadvantage on attack rolls against all creatures within 5 feet of you for 1 hour. (you get very sad :C)

You can have only one animal companion at a time. If your companion is slain, you and your allies have advantage on attack rolls against the creature that killed it and any creatures within 10 feet of it for 1 minute. Moreover, if you know the identity of the creature that killed your companion, your attack rolls against it score a critical hit on a roll of 19 or 20. This benefit ends if you bond with a new animal companion or if you reduce the creature to 0 hit points.

You can spend 8 hours and 50 gp worth of rare herbs and fine food to attract and tame a new animal companion of you or your DM’s choice, following the same rules as above.

Stampede[edit]

14th Level

As an action, you can whistle to summon a stampede of harmless beasts native to your terrain (such as horses, wolves, or birds). The stampede fills a 60-foot-radius sphere centered on a point within 120 feet of you that you can see. It lasts for 1 minute or until you end it with a bonus action.

When you summon the stampede, you can choose a number of creatures equal to your Wisdom modifier (minimum of one) that you can see within 120 feet of you. They are immune to the stampede and can move through it freely.

The stampede appears at the start of your next turn. A non-immune creature moving through the area must spend 2 feet of movement for every 1 foot it moves. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw against your class save DC. On a failed save, the creature takes 2d4 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

Non-immune creatures attacking into or out of the area treat their targets as having half cover, as the beasts block their line of sight.

Once you use this feature, you cant use it again until the next dawn.

The Ropin’ Ranger[edit]

17th Level

You have honed your mastery over lassos and nets to a level few can match. Starting 17th level, you gain the following benefits:

  • You can attach nails or spikes to your lasso or net during a short rest. If you do so, any creature that is grappled or restrained by it takes 2d4 piercing damage when you first grapple or restrain it and whenever it makes an attempt to escape.
  • The CR limit of your beast choice for your Animal Companion feature increases to 1 instead of 1/2.




Cropmancy Guide[edit]

This is where a guide to how crops from harvest and subclass specific crops will work

Uses for crops:

  • temporary buffs
  • cooking
  • crafting
  • upgrading existing items
  • improvised weapons
  • setting up traps

Crops are separated into 3 classes

  • Class I - Crops with simple bonuses
  • Class II - Crop with enhanced bonuses
  • Class III - Crop with supernatural properties




Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Farmer class, you must meet these prerequisites: Con 13, Wis 13

Proficiencies. When you multiclass into the Farmer class, you gain the following proficiencies: pitchfork, one skill from class list and herbalism kit.



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