Farmer (5e Class)

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Farmer[edit]

In a world where nature’s grip meets relentless adversity, the Farmer stands as a bastion of endurance and fortitude. Whether a seasoned cultivator, an urbanite with a passion for gardening, or an adventurer who has developed a love for the natural world, the Farmer taps into a well of vitality and resourcefulness. Through sweat and toil, they harness an intrinsic connection to the earth, growing stronger with each challenge faced. The longer they fight, the stronger they become, able to absorb blows that would send others reeling.


Creating a Farmer[edit]

When creating your Farmer, consider how they built up their strength and endurance. Did they come by their skills and tenacity through years of toil, a simple hobby, or perhaps even a blessing from the divine? Maybe they grew up tending vast fields, or perhaps they started as a shepherd, guiding a loyal flock with a companion at their side. Farmers can emerge from any background: the veteran turned homesteader, the healer living off the land, the wandering shepherd, or the humble gardener who discovered extraordinary endurance within. Farmers come from all walks of life; the choice is yours to make, and the world is your field to sow.

Quick Build

You can make a farmer quickly by following these steps. First, make Constitution your highest ability score, followed by Strength. 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, Farm Implements (treat as simple weapons), Nets, lassos, and Whips
Tools: Herbalism Kit
Saving Throws: Constitution, Strength
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) Leather Armor or (b) Padded Armor and one simple ranged weapon
  • (a) One farm implement or (b) One simple weapon
  • (a) An explorer’s pack or (b) a Herbalism Kit
  • If you are using starting wealth, you have 1d6 x 10 gp in funds.

Table: The Farmer

Level Proficiency
Bonus
Features Endurance dice
1st +2 Endurance Dice (d6) 1 + Your Constitution Modifier
2nd +2 Subclass Feature 2 + Your Constitution Modifier
3rd +2 Scarecrow’s Gambit 2 + Your Constitution Modifier
4th +2 Ability Score Improvement 2 + Your Constitution Modifier
5th +3 Gradatim, Endurance Dice (d8) 3 + Your Constitution Modifier
6th +3 Subclass Feature 3 + Your Constitution Modifier
7th +3 Enduraegis 3 + Your Constitution Modifier
8th +3 Ability Score Improvement 4 + Your Constitution Modifier
9th +4 Fatigproof 4 + Your Constitution Modifier
10th +4 Endurance Dice (d10) 4 + Your Constitution Modifier
11th +4 Scarecrow’s Gambit Upgrade 5 + Your Constitution Modifier
12th +4 Ability Score Improvement 5 + Your Constitution Modifier
13th +5 Subclass Feature 5 + Your Constitution Modifier
14th +5 Scarecrow’s Gambit Upgrade 6 + Your Constitution Modifier
15th +5 Endurance Dice (d12) 6 + Your Constitution Modifier
16th +5 Ability Score Improvement 6 + Your Constitution Modifier
17th +6 Subclass Feature 7 + Your Constitution Modifier
18th +6 Sharing is Caring (placeholder name) 8 + Your Constitution Modifier
19th +6 Ability Score Improvement 9 + Your Constitution Modifier
20th +6 Out Endure Them 10 + Your Constitution Modifier


Endurance Dice - 1[edit]

Starting at 1st level, you gain a number of Endurance Dice, as seen in the endurance dice section of the class table. These special dice are used to fuel various class features. You start with the following:

  • Temporary Hit Points. As a bonus action, spend one or more Endurance Dice to gain temporary hit points equal to the total rolled. These last for 1 minute or end early if you are knocked unconscious. Expending endurance dice on a subsequent turn resets the 1-minute countdown. While this feature is active, temporary hit points stack from any source.
  • 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.
  • Combat Bonus. When you expend any number of endurance dice at a time, you gain a stackable +1 bonus to your attack and damage rolls which lasts for 1 minute or ends early if you are knocked unconscious. Expending endurance dice on a subsequent turn resets the 1-minute countdown.

Your Endurance Dice start as d6s, increasing to d8s at 5th level, d10s at 10th level, and d12s at 15th level. You regain all expended Endurance Dice after a long rest.

Subclass - 2[edit]

At 2nd level, choose a Farmer’s Gift: Fieldhand, Herder, Hivekeeper, or Reaper. These represent the Farmer’s specialization in a specific craft or lifestyle. Some features will require targets to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

  • Class save DC: 8 + your proficiency bonus + your Constitution modifier

Here is a brief summary of what each subclass [will] offer:

Subclass Feature
Fieldhand Create plants with magical properties (Phytomancy)
Herder Get a pet companion and command a small herd of creatures.
Hivekeeper Conjure consumable honey and use them to share your endurance features
Reaper Homage to old edition of this class. grants extra attack, bleed attacks, and crows (very cool, but very silly)

Scarecrow’s Gambit - 3[edit]

When a creature within 5 feet of you is unwillingly targeted by an attack or spell, you can use your reaction to make the attack or spell target you instead. Without expending any dice, roll one Endurance Die (two dice at 11th level) and reduce the damage by that amount + your Constitution modifier. If you reduce the damage to 0, you regain one Endurance Die (two dice at 14th level).

Ability Score Improvement - 4,8,12,16,19[edit]

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.

Gradatim (dice recovery) - 5[edit]

You regain Endurance Dice equal to your Constitution modifier (minimum of 1) whenever you finish a short rest.

Enderuaegis (saving throw resistance) - 7[edit]

When you fail a saving throw against an effect that deals damage, you can spend one Endurance Die to add the die roll to your save. If you succeed, you take only half of the damage but still are affected by other effects.

Fatigueproof (exhaustion resistance) - 9[edit]

You have advantage on saving throws to avoid effects that would cause exhaustion. You can also spend Endurance Dice equal to your exhaustion level to ignore the effects of exhaustion for 1 hour.

Sharing is Caring (placeholder name) - 18[edit]

You learn to extend your resilience to nearby creatures. Whenever you use an ability that expends Endurance Dice to benefit yourself, you can grant half the benefit to a creature of your choice within 5ft.

Out Endure Them - 20[edit]

When you roll initiative and have no Endurance Dice remaining, you immediately regain 5 Endurance Dice.




Subclass: Gift of the Reaper[edit]

Some Farmers aren’t satisfied with sowing seeds--they prefer a more, shall we say, harvestful approach. Wielding scythes and summoning crows, Reapers excel at bloodying their foes and reaping... questionable rewards. With every strike, they sow chaos, letting enemies bleed out in poetic fashion. This subclass may not take itself too seriously, but its foes are unlikely to find the humor. In the end, the Reaper is a respectful nod/homage to the original spirit of the early Farmer class, albeit a LOT more balanced.

“The land is a cruel master, but it does not forget the toil of those who tend it. Neither does the Reaper forget those who have earned their rest.”

Gift of the Reaper Features
2nd Level Reap What You Sow, Sow Fear
6th Level Extra Attack, Swarm of Crows
13th Level Heart Carver
17th Level Final Harvest

Reap What You Sow - 2[edit]

What you sow in life, you will one day harvest in blood. After you hit a creature that isn’t already bleeding with a melee attack, you can use a bonus action to expend one Endurance Die, delivering a bloody strike. The target must succeed on a Constitution saving throw against your Farmer save DC or begin to bleed for a number of rounds equal to the result of your Endurance Die roll.

Bleed. At the start of each of an effected creature’s turns, it takes 1d4 necrotic damage. The creature can make a Constitution saving throw at the end of each of its turns, ending all bleed effects on itself on a success.

If you score a critical hit against a creature affected by Bleed, you can choose to end all instances of Bleed on that creature. If you do, at the start of the creatures next turn, it takes necrotic damage equal to the remaining Bleed damage it would have taken over the full remaining duration.

Sow Fear - 2[edit]

Those who reap the land know the weight of what’s to come. If a creature is reduced to half of its maximum hit points or lower, you have advantage on Charisma (Intimidation) checks against that creature.

Extra Attack - 6[edit]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Swarm of Crows - 6[edit]

The crows gather, foretelling the harvest’s grim arrival. As part of your attack action, you can summon an ominous swarm of crows within a 5-foot radius in a space you can see within 30 feet. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest. Each swarm lasts for 1 minute before dispersing and can be dismissed as a bonus action.

If you walk through one of your active swarms, you can teleport to any other active swarm as part of your movement.

Whenever a hostile creature enters the swarm’s area for the first time on a turn or starts its turn there, it takes 4d4 slashing damage.

Bloody Harvest - 13[edit]

The field does not yield to the weak, and neither do you. At 13th level, you gain the following features:

  • When you hit a creature that is bleeding with a melee attack, you can halve the creature’s remaining Bleed duration (rounded up) and double the number of Bleed dice it takes for the rest of the duration. Once you use this feature, you can’t use it again until you finish a short or long rest.
  • When you hit a creature that is bleeding with a melee attack, as a bonus action, you can roll an additional Endurance Die and add the result to the remaining duration of Bleed on the creature.

Final Harvest - 17[edit]

The land claims all, and in the end, every soul must return to the soil. When you score a critical hit against a creature that is at half of its hit points or lower, you can choose to expend all remaining Endurance Dice to deal an additional amount of necrotic damage equal to double the total rolled. This damage ignores resistance to necrotic damage.

Once you use this feature, you must complete a long rest before using it again.




Multiclassing[edit]

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

Proficiencies. When you multiclass into the Farmer class, you gain the following proficiencies: farm implements (treat as simple weapons), one skill from class list and herbalism kit.



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