Harvester (5e Class)

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[edit]

"We harvesters are unique. We take the energy that surrounds us and make use of it and boy have I seen some of the most creative uses with harvesting." An unnamed Harvester.[edit]

Creating a Harvester[edit]

Quick Build

You can make a Harvester quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Student of Magic background. Third, choose A shortsword, an explorer's pack, and two daggers.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Dexterity
Skills: Choose two from Arcana, Stealth, Slight of Hand, Acrobatics,and Insight.

Equipment

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

  • (a) Shortsword or (b) Any Martial Weapon
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • (a) Dagger or (b) Sickle
  • Any Simple Weapon

Table: The

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Level
1st +2 Harvesting,Unarmored Defense 2 3 1st
2nd +2 Specialized Harvest 2 3 1st
3rd +2 2 3 2nd
4th +2 Ability Score Improvement 2 3 2nd
5th +3 Extra Attack 3 4 3rd
6th +3 Specialized Harvest Feature 3 4 3rd
7th +3 Enhanced Defense 3 4 4th
8th +3 Ability Score Improvement 3 5 4th
9th +4 Harvest Retreat 3 5 5th
10th +4 Specialized Harvest Feature 3 5 5th
11th +4 4 6 6th
12th +4 Ability Score Improvement 4 6 6th
13th +5 Specialized Harvest Feature 4 7 7th
14th +5 4 7 7th
15th +5 4 8 8th
16th +5 Ability Score Improvement 4 8 8th
17th +6 Specialized Harvest Feature 5 9 9th
18th +6 Superior Harvesting 5 9 9th
19th +6 Ability Score Improvement 5 10 9th
20th +6 5 10 9th

Harvesting[edit]

Your ability to harvest energy from the world around you becomes your ally. Beginning at 1st level, per short rest, you gain access to a number of Harvest Points equal to your class level. You are able to use the Harvest Points to cast spells. The amount to cast a spell requires an amount of Harvest Points equal to the spells level (1 point for 1st level, 2 points for 2nd level) and 1 additional point for each upcast of a spell. You have access to any spell from any spell list as long as you have the appropriate spell level and Harvest Points to cast.

Constitution is your spellcasting modifier and spell saves are 8 + Proficiency Bonus + Constitution modifier.

Unarmored Defense[edit]

Beginning at 1st level, while you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, you are able to substitute one of your melee attacks for a spell at 1st level or higher as long as it is instantaneous casting.

Enhanced Defense[edit]

At 7th level, Your harvesting has hardened you granting a +1 AC and Temporary HP equal to your constitution modifier at the start of initiative. Once you lose those temporary HP, you lose the +1 AC benefit.

Harvest Retreat[edit]

At 9th level, you become very nimble as you become immune to attacks of opportunity as many times equal to your Proficiency. you regain all expended uses on a long rest.

Superior Harvesting[edit]

At 18th level, your harvesting has become second nature and seems to be naturally active. You can cast one spell of 7th level or lower for free. once you cast this way, you cannot do so again until you finish a long rest.

Specialized Harvest[edit]

At 2nd level, you chose a Specialized Harvest feature. Choose between Nature Harvest, Fire Harvest, Ice Harvest, and Spirit Harvest. All detailed at the end of the class description. Your choice grants you features at 2nd Level and again at 6th, 10th 13th and 17th Level.

Ability Score Improvement[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.

Nature Harvest[edit]

Focusing on the natural land of the world, Nature Harvesters are more inclined to focus on support.

Allied Force

At 2nd level, when using a support spell such as Bless on an ally, you may grant the ally as an added bonus 1D6 to use on a check or save. You may grant this boon to as many willing creatures up to your proficiency.

Natures Bounty

At 6th level, When you cast a healing spell, you may add your Constitution Modifier to the amount of HP regained.

Ultimate Support

At 10th level, your allies gain double the benefit from any healing or buff spells.

Ultimate Defect

At 13th level, target creature suffers double the effects of any debuff spells used such as Contagion.

Health Insurance

At 17th level, your debuff spells and poison spells ignore poison resistance and treat immunity as resistance.

Fire Harvest[edit]

You are passionate about your harvesting as you draw the sources of heat from the world.

The Dancing Parade

At 2nd level, whenever you cast a fire based spell, you increase the range by 5 feet. This increases to 10 feet at 6th level, 15 feet at 10th level and 20 feet at 15th level.

The Passionate Flame

At 6th level, you may add an additional 1D8 fire damage to spell attack damage. This goes up to 2D8 at 12th level and 3D8 at 16th level.

Burning Hope

At 10th level, when you cast a fire based spell, you are able to immediately move up to your movement speed even if you already moved this turn.

Blazing Heat

At 13th level, when you cast a fire based spell, you deal half damage to additional target creatures that are up to 10 feet away from spell impact.

The Scorch

At 17th level, when you cast a spell that requires a save, target opponents now make the save at disadvantage and allies (including self) gain advantage.

Ice Harvest[edit]

The colder and more neutral of the Harvesters. It's always the quiet ones.

Chilled Antics

At 2nd level, You ignore difficult terrain as long as the area is ice or deep snow.

Iced

At 6th level, You gain resistance to cold damage and environmental cold does not effect you.

Cold Shoulder

At 10th level, When you cast counterspell, if successful, you deal 2D8 cold damage to the target caster and an additional 1D8 for each upcast.

Froze Over

At 13th level, When you cast a cold based spell, the target creature or creatures are hindered for 1D4 turns, reducing their movement speed to half and they suffer disadvantage on all attacks and saves.

Lords of the Tundra

At 17th level, you can cast Counterspell at 9th level for free. once you cast this way, you cannot do so again until you finish a long rest.

Spirit Harvest[edit]

The darker and more vampiric side of harvesting as you draw in the souls of the living. You must be Chaotic Neutral or Chaotic Evil to take this subclass.

Soul Drinker

Harvesting the souls of others has become an addiction as you become a more vampiric being. At 2nd level, you may make a grapple check on a creature (DC equals your Spell DC for the creature to break free), and drain their soul dealing 1D6 Necrotic damage to the creature. If you spend 1 harvest point, you may do an additional 1D6 Necrotic damage to the target creature.

Plight Bringer

At 6th level, you gain vampiric traits such as fangs that you can use for a bite attack and deal 1D6 piercing damage. In addition, whenever you bite a living creature, you may drain their blood and either heal your self an amount of HP equal to your Constitution modifier or gain temporary HP equal to your Constitution modifier. You may use this trait a number of times equal to your proficiency and regain all expended uses on a long rest.

Dark Harvest

At 10th level, If a creature dies when you use Soul Drinker, for an hour, their corpse becomes a temporary zombie ally with an HP of 1 and an AC equal to your Constitution plus your Proficiency Bonus and takes it's turn immediately after your own. The zombie deals 1D8 slashing and attacks using your attack modifier. You can only have one Dark Harvest Zombie at a time.

Life Drinker

At 13th level, if an opposing creature dies within 30 feet of you, you gain HP equal to your Constitution modifier and 1 Harvest Point.

Reapers Delight

At 17th level, When you deal Necrotic damage, target creature(s) cannot heal until the next turn.


Cantrip List[edit]

You may choose any number of Cantrips below equal to your Cantrips known.

Cantrips

Control Flames, Dancing Lights, Frostbite, Mage Hand, Mending, Minor Illusion, Prestidigitation.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Harvester class, you must meet these prerequisites: 13 DEX and 14 CON.

Proficiencies. When you multiclass into the Harvester class, you gain the following proficiencies: Martial Weapons and one class skill of choice.

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