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Farmer

Farmers are hardworking individuals who have honed their skills in agriculture and animal husbandry. While they might seem unassuming, they possess a deep connection to the land and its creatures, making them adept at handling various situations with practicality and resourcefulness.
hit dice: 1d8
hit points at 1st level: 1d8
hit points at higher levels: 1d8
armor proficiencies: Light Armor
weapon proficiencies: Simple weapons, Farm implements
tools: Herbalism Kit
saving throws: Strength, Dexterity
skills: Choose three from Athletics, Animal Handling, Nature, Perception, Survival
starting equipment:
Farmers typically start with simple farm tools such as a:
  • Pitchfork
  • Sickle
  • Small hand axe

As they progress, they might acquire sturdier versions of these implements or even magical items related to agriculture or animal husbandry.
spellcasting:
  1. Use the Druid spell list and spell table
  2. Use Wisdom as the spellcasting modifier
class features:

Level 1: Farmer's Expertise

Simple Weapon Proficiency: You gain proficiency with simple weapons, including farm implements such as pitchforks, sickles, and flails.

Tool Proficiency: You gain proficiency with one type of artisan's tools or vehicles of your choice, reflecting your expertise in a specific aspect of farming.

Thorny Grasp: As an action, you can cause thorny vines to erupt from the ground in a 10-foot radius around you. Each creature of your choice within the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 1d8 piercing damage and be restrained until the start of your next turn.

 

Level 2: Animal Affinity

Animal Handling Proficiency: You gain proficiency in the Animal Handling skill if you don't already have it.

Speak with Animals: You can cast the spell "speak with animals" at will, without expending a spell slot. You can communicate simple ideas with beasts.

Beast Attack: When you use the Attack action, you can command a friendly beast within 30 feet of you to make a single attack as a reaction. The beast uses your proficiency bonus for its attack rolls and damage.

 

Level 3: Field Medic

Field Triage: During a short rest, you can use improvised medical supplies to heal yourself or an ally. Spend hit dice as if you were spending hit points and add your Wisdom modifier to the hit points regained.

Stabilize: You gain the ability to stabilize a dying creature as an action without needing to make a Medicine check.

Quick Patch-Up: As a bonus action, you can spend one hit die to heal yourself or an ally within 5 feet for 1d8 + your Wisdom modifier.

 

Level 4: Animal Companion, Ability Score Improvement

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th 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.

Bonded Companion: You gain a loyal animal companion that accompanies you on your adventures. Choose a beast with a challenge rating of 1/2 or lower. Your companion's hit points increase by your farmer level x 5. Your animal companion acts on your initiative and obeys your commands to the best of its ability.

 

Level 5: Subclass Feature

Choose between the Crop Tender or Livestock Herder subclass.

 

Level 6: Nature's Armor

Natural Armor: You gain the ability to craft rudimentary armor from natural materials. While wearing no armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Thorny Defense: As a reaction when you take damage from a creature within 5 feet of you, you can cause thorns to burst from your body. The creature must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 2d6 piercing damage. The damage increases to 3d6 at level 11 and 4d6 at level 17.

 

Level 7: Farm Implements Mastery

Farm Implements Attack: You can add your proficiency bonus to attack rolls made with farm implements.

Versatile Tools: You can use farm implements as versatile weapons, dealing additional damage when wielded with two hands (increase the damage die by one step: e.g., from 1d6 to 1d8).

Nature's Wrath: When you hit a creature with a farm implement, you can cause thorny vines to lash out at the creature, dealing an extra 1d8 piercing damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.

 

Level 8: Ability Score Improvement + Companion Size Increase

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th 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.

Size Increase: At 8th level, your animal companion grows in size, increasing to Medium if it was Small, or to Large if it was Medium.

Ability Score Improvement: Increase two of your companion's ability scores by 2 each.

Damage Increase: Your companion's attack damage increases by one die (e.g., from 1d6 to 2d6).

 

Level 9: Subclass Feature

Gain the next feature from your chosen subclass.

 

Level 10: Fertile Ground + Sick em

Fertile Soil: As an action, you can magically enrich soil within a 30-foot radius centered on a point within 60 feet of you. For 1 hour, plants in the area grow rapidly, providing three-quarters cover to creatures standing behind them. Difficult terrain created by this feature lasts for 1 hour.

Entangling Plants: When you use Fertile Soil, you can cause the plants to entangle enemies. Choose a number of creatures equal to your Wisdom modifier within the affected area; they must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be restrained until the start of your next turn.

Additional Attack: Your animal companion can attack twice, instead of once, whenever it takes the Attack action on its turn.

 

Level 11: Improved Field Medic

Improved Healing: Your Field Triage feature now restores additional hit points equal to your Wisdom modifier + your farmer level.

Emergency Response: You can use your Quick Patch-Up feature as a reaction when a creature within 5 feet of you takes damage.

 

Level 12: Ability Score Improvement + Companion Growth

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th 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.

Size Increase: Your animal companion grows again, increasing to Large if it was Medium, or to Huge if it was Large.

Ability Score Improvement: Increase two of your companion's ability scores by 2 each.

Damage Increase: Your companion's attack damage increases by another die (e.g., from 2d6 to 3d6).

 

Level 13: Stampede

Call of the Wild: Once per long rest, you can summon a stampede of animals to trample foes in their path. Each creature of your choice within 30 feet of you must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 5d8 bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.

Frenzied Stampede: The first time each turn that an enemy fails their saving throw against your Stampede, you or a friendly creature within 30 feet can make a melee weapon attack as a reaction.

 

Level 14: Ability Score Improvement + Defensive Boost

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th 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.

Defensive Boost: Your animal companion gains a bonus to its AC and saving throws equal to your Wisdom modifier.  

Level 15: Subclass Feature

Gain the next feature from your chosen subclass.

 

Level 16: Ability Score Improvement + Final Animal Growth

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th 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.

Ability Score Improvement: Increase two of your companion's ability scores by 2 each.

Damage Increase: Your companion's attack damage increases by a die size (e.g., from 3d10 to 3d12)

 

Level 17: Subclass Feature

Gain the final feature from your chosen subclass.

 

Level 18: Beast Whisperer

Animal Empathy: You can cast the "dominate beast" spell once per short or long rest without expending a spell slot. The target must be a beast, and it has disadvantage on the saving throw if it's fighting against your companion.

Combat Command: When your animal companion makes an attack, you can use your reaction to grant it advantage on that attack.

 

Level 19: Farmer's Resilience

Enduring Spirit: You have advantage on saving throws against effects that would cause you to become frightened or charmed. Additionally, you gain proficiency in Wisdom saving throws if you don't already have it.

Regrowth: You gain temporary hit points equal to your Wisdom modifier at the start of each of your turns if you have at least 1 hit point remaining.

 

Level 20: Bountiful Harvest

Essence of the Land: Once per long rest, you can channel the essence of the land, unleashing a wave of life energy. As an action, you restore hit points equal to 5d8 + your Wisdom modifier + your farmer level to all allies within a 30-foot radius centered on you. In addition, for the next minute, all plants within the area grow rapidly, doubling in size and providing full cover to creatures behind them.

Rejuvenating Aura: For the next minute after using Essence of the Land, you and your allies within the area regain hit points equal to your Wisdom modifier at the start of each of your turns.

subclass options:

Crop Tender Subclass Features

 

Level 5: Crop Mastery

Green Thumb: You gain advantage on ability checks related to plants and plant-based creatures. Additionally, you can identify plant species and determine their properties with ease.

Combat Growth: You can use your action to magically cause plants in a 20-foot radius centered on you to rapidly grow. These plants are difficult terrain for your enemies but not for you or your allies. This effect lasts for 1 minute.

 

Level 9: Entangling Vines

Vine Grasp: As an action, you can summon entangling vines in a 20-foot square within 60 feet of you. Creatures in the area must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be restrained until the start of your next turn. The restrained creature can use its action to make a Strength check against your spell save DC, freeing itself on a success.

Thorn Whip: You can cast the "thorn whip" cantrip. When you cast it, you can make a melee spell attack against a creature and pull the creature up to 10 feet closer to you if it is Large or smaller.

 

Level 15: Nature's Blessing

Harvest's Bounty: You gain the ability to magically enhance the growth of plants. Once per long rest, you can cast the "plant growth" spell without expending a spell slot. Additionally, plants within 30 feet of you regain 1d8 hit points at the start of your turn.

Vine Lash: When you use your Vine Grasp feature, you can cause the vines to deal 3d8 piercing damage to any creature that fails its saving throw.

 

Level 17: Verdant Guardian

Nature's Shield: As a reaction when you or an ally within 30 feet of you takes damage, you can summon a barrier of thick vegetation to absorb the blow. The target gains resistance to the triggering damage type until the end of their next turn. Additionally, the barrier deals 1d8 piercing damage to the attacker.

Thorny Defense: When you use Nature's Shield, the attacking creature must also make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 3d8 piercing damage and be restrained until the end of its next turn.

 

Livestock Herder Subclass Features

 

Level 5: Animal Bond

Deep Connection: Your bond with your animal companion strengthens. Your companion gains proficiency in two skills of your choice and adds your proficiency bonus to its damage rolls.

Combat Training: Your animal companion can use its bonus action to take the Help, Dodge, or Disengage action.

Herd Defender: Your animal companion can use its reaction to impose disadvantage on an attack roll against a creature within 5 feet of it.

 

Level 9: Herd Tactics

Coordinated Assault: When you and your companion are within 10 feet of each other, you both gain advantage on attack rolls against a creature if at least one of you is adjacent to it and the other is within 5 feet of it.

Pack Hunter: When your animal companion hits a creature with an attack, you can use your reaction to make a melee weapon attack against the same creature.

 

Level 15: Stampede Mastery

Trample Expert: The damage dealt by your Stampede feature increases to 6d8 bludgeoning damage. Additionally, creatures knocked prone by the stampede must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of their next turn.

Frenzied Stampede: The first time each turn that an enemy fails their saving throw against your Stampede, you or your animal companion can make a melee weapon attack as a reaction.

 

Level 17: Beast Lord

Alpha Presence: Your presence empowers beasts around you. You and your animal companion gain advantage on all saving throws while within 30 feet of each other. Additionally, your companion can use its reaction to make an opportunity attack against a creature that moves out of its reach.

Savage Assault: Your animal companion can make two attacks when it takes the Attack action on its turn.

Pack Leader: You can command your animal companion and any friendly beasts within 60 feet of you to make a single attack as a reaction.


Created by

Morgatron247.

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