Farmer, Variant (5e Class)
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- 1 Farmer
- 1.1 Work Until You Drop
- 1.2 Creating a Farmer
- 1.3 Class Features
- 1.3.1 Table: The Farmer
- 1.3.2 Tools of the Trade
- 1.3.3 Out-Endure Them
- 1.3.4 Reap What You Sow
- 1.3.5 Beast Foe
- 1.3.6 Ability Score Increase
- 1.3.7 Extra Attack
- 1.3.8 Landtender
- 1.3.9 Live Off the Land
- 1.3.10 Get ‘Em By the Roots
- 1.3.11 Improved Out-Endure Them
- 1.3.12 One With the Earth
- 1.3.13 Careful Eye and Quick Hands
- 1.3.14 Precise Cuts
- 1.3.15 Disabling Wounds
- 1.3.16 Heart of the Land
- 1.3.17 Older than the Devil
- 1.4 Multiclassing
Though not typically thought of as a warrior or adventurer, working in the field all day when the sun is hot and high in the sky certainly makes a person far tougher than most. A fight against one of these individuals is sure to be a long one that not many can endure.
Work Until You Drop
Now when most think about a Farmer, they don’t exactly think of some complete badass going out to slay dragons, rescue consistently imperiled nobility, and save the day. More often than not they’re simply seen as peasant; background individuals that are not much of a threat. However, they can be a lot tougher than expected.
As a Farmer, you aren’t made to deal massive amount of damage right away. However, what you excel at is delivering constant damage and wearing an opponent out over time. You’re used to playing the waiting game, and fighting creatures is no different for you. Every encounter with you is an endurance match that others don’t often succeed in, as you are made to withstand quite a good deal of damage and frequently hinder your enemies.
Whether or not you’re some Joe Schmo that got roped into traveling with a band of adventurers one way or another, or a commoner who got fed up with the troubles you and your fellow peasants face and decided to solve them yourself: you are a formidable foe and constant nuisance to enemies you face, while being a humble teammate to work alongside of.
Creating a Farmer
|Peasant, n-a-S-t-u, https://n-a-s-t-u.deviantart.com/art/Peasant-554604001|
When creating a Farmer, it is important to remember that is it not a class typically seen as the brave heroes out to save the world. You are usually the typical peasant or commoner that stays to the background while more flamboyant members of society move about the world and make an impact in it.
As such, some important questions to ask would be: Why is your Farmer adventuring? Did they accidentally get roped into traveling with other adventurers and it’s too hard to get out of it now? Did you want a life outside of working in the field all day? Or were you fed up with the everyday troubles your fellow peasants faced and decided to go out on your own to solve them?
You can further expand on this depending on the campaign’s background: Are there many troubles that you commoners face? Is the ruling body of where you live corrupt? Did you start out as a commoner? Or did you escape some other life and decide to settle down, only to somehow be pulled into drama once more?
- Quick Build
You can make a Farmer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Outlander background.
As a Farmer you gain the following class features.
- Hit Points
Armor: Light, Medium Armor
Weapons: Simple Weapons, Hand-Crossbows,Nets, Tridents
Tools: Herbalism Kit
Saving Throws: Constitution, Strength
Skills: Pick 2 from Nature, Survival, Animal Handling, Medicine, Athletics, Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A pitchfork (see below) or (b) A sickle or (c) A hand-crossbow with 20 bolts
- (a) A shield or (b) An Explorer’s pack
- Leather Armor
- If you are using starting wealth, you have 3d6 x10 in funds.
|1st||+2||Tools of the Trade, Out-Endure Them||Con (Min 1)|
|2nd||+2||Reap What You Sow||Con (Min 1)|
|3rd||+2||Beast Foe||Con (Min 1)|
|4th||+2||Ability Score Improvement||1+Con (Min 1)|
|5th||+3||Extra Attack||1+Con (Min 1)|
|6th||+3||Ability Score Improvement||1+Con (Min 1)|
|7th||+3||Landtender, Live Off the Land||1+Con (Min 1)|
|8th||+3||Ability Score Improvement||2+Con (Min 1)|
|9th||+4||Get 'Em By the Roots||2+Con (Min 1)|
|10th||+4||Improved Out-Endure Them||2+Con (Min 1)|
|11th||+4||One With the Earth||2+Con (Min 1)|
|12th||+4||Ability Score Improvement||3+Con (Min 1)|
|13th||+5||Careful Eye and Quick Hands||3+Con (Min 1)|
|14th||+5||Ability Score Improvement||3+Con (Min 1)|
|15th||+5||Precise Cuts||3+Con (Min 1)|
|16th||+5||Ability Score Improvement||4+Con (Min 1)|
|17th||+6||Disabling Wounds||4+Con (Min 1)|
|18th||+6||Heart of the Land||4+Con (Min 1)|
|19th||+6||Ability Score Improvement||4+Con (Min 1)|
|20th||+6||Older than the devil||5+Con (Min 1)|
Tools of the Trade
As a Farmer, there are some tools you simply know how to utilize better than anyone. When using a Sickle, the damage die for the weapon is a 1d6 rather than a 1d4. In addition, you can use a Pitchfork as a weapon.
You are also proficient whenever setting up hunting traps, or disarming them.
A weapon that only Farmers use. A pitchfork is a two-handed weapon that deals 1d10 piercing damage and can be thrown (range 30/80ft). You are proficient with this weapon.
You might not be the heaviest hitter or the burliest fighter out there but toiling away in the fields all day has taught you a thing or two about endurance. At 1st level, you gain Endurance Dice, seen in the chart above.
As a bonus action, you can expand any number of Endurance Dice, you then gain 1d6 + your Constitution modifier worth of temporary hit points per die for 1 minute. You regain all expanded Endurance Dice after completing a Long Rest.
Reap What You Sow
You know life’s not all about getting what you want right away; all things take time and dedication. This mindset shows through your fighting style. At 2nd level, when you make a successful attack against a creature they must make a bleed save. If they fail the save, then at the beginning of each of their turns they take half your level in necrotic (bleeding) damage. At the end of their turn, they may reroll the save to end the effect.
Creatures cannot be affected by this feature if they have no blood in their bodies (E.G Skeleton), or they are already under its effect, meaning that this feature does not stack. If an affected creature regains hit points then the effect ends.
You must be using a pitchfork or sickle to use this feature.
You’ve had to deal with your fair share of beasts, and it shows. At 3th level, Intimidation checks made against beasts are done with advantage. Attack and damage rolls you make against beasts gain a +1 bonus.
As a an action you can force a beast within 30ft to make a Wisdom save against 8 + your proficiency bonus + your Charisma modifier. If they fail the save they use their reaction to move their speed away from you and are frightened of you for 1 minute, at the end of their turns they can reroll the save to end the effect, when they succeed a save, they have advantage on saves against this feature for 24 hours. You can use this feature two times between rest.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Working with nature has made you incredibly familiar with it. As such, you can get the most out of it and know how to traverse it. At 7th level, choose either Survival or Nature to gain proficiency in the skill. If you are already proficient, double your proficiency modifier and when you make skill checks with either to gather food, herbal ingredients, identify ingredients, you do so with advantage.
You also treat any difficult terrain not created magically as normal terrain.
Live Off the Land
Tending the land is hungry work, so you’ve learned to really appreciate whatever you manage to get your hands on. At 7th level, you can now use an action to consume food (1 ration) and regain one of your Endurance dice. Once you have done so you cannot regain more Endurance dice from this feature until you complete a short rest or a long rest.
Get ‘Em By the Roots
Plants? People? They’ve both got one thing in common: get them by their roots and they’ll go down. At 9th level, when you hit with an attack you can choose to make it a Uprooting Strike. Where in addition to the normal effects, the target must make a Dexterity save against your bleed save DC or be knocked prone. You cannot do this to creatures more than one size larger than you.
You can only use this feature a number of times equal to your Strength modifier, regaining spent uses after completing a long rest.
You must be wielding a sickle or pitchfork to use this ability.
If you choose to make a attack an Uprooting Strike then it cannot be a Precise Cut, a Disabling Wound attack or a Heart Carving Strike.
Improved Out-Endure Them
At 10th level, you had mastered your body health. Now when you gain temporary Hit Points whit your Endurance dice you can regain the same amount of Hit Points. You can use this feature Con times between rest.
One With the Earth
You have become as solid as the ground you tend. At 11th level, any attempts to knock you prone or move you are done with disadvantage and you have advantage to resist such attempts. This feature is not active when your character is not touching the ground (for instance, if they are affected by a Fly spell).
Careful Eye and Quick Hands
Days of watching your fields and keeping beasts out have made you a cautious one. At 13th level, you gain proficiency in Perception. If you already have proficiency in this skill, double the proficiency modifier. You can no longer be surprised by enemies so long as you are conscious.
Knowing just where to cut for your crops has started to transition over to fighting your enemies. At 15th level, you can use your bonus action when you hit a creature to make it a Precise Cut attack. In addition the normal effects, your target must make a bleed save. If they fail then you manage to cripple them and their movement speed is now halved. At the end of each of their turns, they can make the same save to regain their movement.
You can only use this feature a number of times equal to your Strength modifier, regaining spent uses after completing a long rest.
The effect caused by this strike works similar to the “Reap What You Sow” feature. In that, it cannot stack with itself and is removed when they are healed. If you choose to make an attack a Precise Cut then it cannot be an Uprooting Strike, a Disabling Wound attack or a Heart Carving Strike. They make separate Constitution saves for the Reap What You Sow, Precise Cuts and Disabling Wounds features. You must be wielding a sickle or pitchfork to use this feature.
You’re getting even better at making just the right sort of attacks to hinder your enemies in the worst of ways. At 17th level, you can use your bonus action when you hit with an Attack to make it a Disabling Wound attack. In addition the normal effects, your target must make a bleed save. If they fail then you manage to make their attacks less effective. Their melee attacks are made with disadvantage. At the end of each of their turns, they can make the same save to remove the effect.
You can only use this feature a number of times equal to your Strength modifier, regaining spent uses after completing a long rest. When a creature succeeds on a save against this feature, they have advantage on saves against this feature for 24 hours.
The effect caused by this strike works similar to the “Reap What You Sow” feature. In that, it cannot stack with itself and is removed when they are healed.
If you choose to make an attack a Precise Cut then it cannot be an Uprooting Strike, a Disabling Wound attack or a Heart Carving Strike. They make separate Constitution saves for the Reap What You Sow, Precise Cuts and Disabling Wounds features. You must be wielding a sickle or pitchfork to use this feature.
Heart of the Land
At 18th level, you have spent so much time on earth that now she recognizes you as part of her. Now while you are in your plane of origin (or a plane in which you have spent 2 years) you can use your action to ask the earth for its blessing and recover 1d12+Con Hit Points per turn for one minute. You cannot use this feature again until you finish a long rest.
If you treat bad your current plane you loose this feature for one month or until you repair the damage.
Older than the Devil
At 20th level, you have fought so hard to defend yourself, your neighbors and your Farm for monster that now no creature can resist the effect of your Reap What you Sow feature, for you all creatures can bleed and the damage overcome resistances and inmunity. Additionally, you gain immunity to necrotic and poison damage.
Prerequisites. To qualify for multiclassing into the Farmer class, you must meet these prerequisites: Str 13
Proficiencies. When you multiclass into the Farmer class, you gain the following proficiencies: light and medium armour, handcrossbows, pitchfork, simple weapons, one skill from class list and herbalism kit.