Farmer (5e Class)
Work In Progress |
Farmer[edit]
Though they may not seem like brave heroes or daring explorers, those who toil in the fields under the scorching sun gain a hardiness that few can match. To face one in combat is to face a relentless foe who can outlast most challengers. Whether a seasoned cultivator sick of the status quo, 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. The longer they fight, the stronger they become, able to absorb blows that would send others reeling.
Peasant, n-a-S-t-u, https://n-a-s-t-u.deviantart.com/art/Peasant-554604001 |
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.
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.
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 you or 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 Herder[edit]
- The Gift of the Herder strengthens your bond with nature’s creatures, granting you a loyal companion and the ability to rally other creatures under its guidance. (WIP)
“The herd obeys the Colliekin’s call, for its voice carries the will of the shepherd.”
2nd Level | Colliekin Companion, Command Herd |
---|---|
6th Level | Herd Tactics |
13th Level | Healthy Bond |
17th Level | Greater Colliekin |
Colliekin Companion - 2[edit]
You gain a loyal animal companion, referred to as your Colliekin, chosen from an unaligned, non-humanoid creature with a Challenge Rating of 1/2 or lower. This companion forms a special bond with you, obeying your commands and taking its turn immediately after yours in combat. You can communicate with your Colliekin through simple gestures and words, but the bond between you allows you to understand each other as though linked telepathically.
Your Colliekin’s maximum hit points are equal to half your maximum hit points.
If your Colliekin is slain, you gain advantage on attack rolls against the creature that killed it until that creature dies or you form a bond with a new Colliekin. To bond with a new Colliekin, you must spend 100 gp worth of food or rare herbs during a long rest.
Command Herd - 2[edit]
Your Colliekin can rally creatures and shepherd a temporary herd under your command. As a bonus action, you can expend one Endurance Die and have your Colliekin use its reaction to call to non-humanoid creatures within 10 feet of it. Each non-hostile creature of your choice within range must succeed on a Wisdom saving throw against your Farmer save DC or become charmed by your Colliekin.
- Creatures with a Challenge Rating 1 higher than your Colliekin automatically succeed on the saving throw, while creatures with a Challenge Rating of 0 automatically fail.
- A creature charmed in this way takes its turn immediately after your Colliekin and follows its commands as though under the effects of the command spell (without the self-harm restriction). Your Colliekin’s commands may consist of up to two words (three words at 10th level).
- Using your action, your Colliekin can issue a command using its action.
- If your Colliekin doesn’t issue a command, charmed creatures repeat their last command or take the Dodge action.
- A creature that takes damage can repeat the saving throw, ending the charm effect for itself on a success or if it is reduced to 0 hit points.
- If a herded creature does not see, hear, or sense your Colliekin for more than 1 hour, it is no longer charmed.
You can have a number of charmed creatures in your herd equal to half your Farmer level (rounded up, minimum of 2). You can dismiss any creature from your herd at any time.
Herd Tactics - 6[edit]
You, your Colliekin, and your herd gain the following benefits:
- You gain a bonus to attack and damage rolls equal to the number of creatures in your herd.
- Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Healthy Bond - 13[edit]
Whenever you gain temporary hit points, your Colliekin gains the same amount.
Greater Colliekin - 17[edit]
You can now bond with a creature of up to Challenge Rating 1 as your Colliekin. Additionally, if your Colliekin’s Armor Class is lower than yours, it uses your Armor Class instead.
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.”
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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